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This work is copyright © 2000-2002, Fatal Games. All Rights Reserved. The following work is the property of Fatal Games.
Fatal Games retains the copyright. You may distribute this work at will, provided that nothing in the work or this notice is
altered in any way, and that you do not profit from it. The author of this work and F.A.T.A.L., the corresponding role-playing
game of which this work is part, may be reached at webmaster@fatalgames.com.

F.A.T.A.L. was originally conceived on Oct. 25, 2000.

1
Welcome to a fantasy medieval role-playing The best definition is that a role-playing
game that focuses on realism and detail whenever game is a game that allows players to utilize their full
possible without sacrificing fun. Despite the focus potential for imagination and enjoyment within a
on realism, several tenets of fantasy are assumed. controlled setting.
In the world of this game, magic exists as well as
spellcasters such as mages, witches, and druids. Sec- Necessary Gaming Materials
ond, fantastic creatures roam the world, including To play this game, some materials are nec-
goblins and dragons, among others. Finally, hun- essary. First, it is most convenient to have a sepa-
dreds of deities exist, and moreover these gods are rate copy of this book for each player, as it will be
concerned with their worshippers, the state of the used often. Next, a set of gaming dice is necessary,
world, and their own deific interests. Aside from which may be purchased at most hobby stores and
these basic assumptions of fantasy, realism is sought some bookstores. Sets of gaming dice usually in-
in every other respect and applied to these fantastic clude one 4-sided, one 6-sided, one 8-sided, two 10-
tenets as well as the gaming world and role-playing sided (or percentile dice), one 12-sided, and one 20-
system. sided die. Another book entitled Grimoirium
Genitoris (Grimoire of the Gods) will be very use-
What is a Role-Playing Game? ful, and necessary if anyone plays a priest as a char-
A role-playing game is a game in which the acter. Further, numerous pencils, erasers, scratch
participants make decisions as though they were a paper, and graph paper come in handy. Miniatures
certain character. The decisions a player may make are available from several companies for purchase
are incredibly diverse compared to other games. For and are useful for combat situations, though they
instance, assume you are an adventuring knight who are not required for play; any coin could be used
has just fought his way to the top of a dark tower instead to represent a character. A gaming mat that
where you find a comely young maiden chained to is drawn in a 1-inch grid may be purchased or easily
the wall. What would you do? Some may choose to made, and is used on which to place the miniatures.
simply free the whimpering wench. Others may free Calculators, while not required, are recommended.
her while hoping to win her heart. Instead of seek- Finally, a small group of gaming participants, typi-
ing affection, some may talk to her to see if they cally 4-8 players, is best. Here is a review:
can collect a reward for her safe return. Then again,
others may be more interested in negotiating free- • Numerous copies of this book
dom for fellatio. Some may think she has no room • Gaming dice (d4, d6, d8, d10, d12, d20)
to bargain and take their fleshly pleasures by force. • F.A.T.A.L. Character Generator Program
Others would rather kill her, dismember her young • Talitaria Fantasy World
cadaver, and feast on her warm innards. • Grimoirium Genitoris (Grimoire of the
As you can see, the number of decisions one Gods)
could make with one simple situation can quickly • Grimoirium Monstrum (Grimoire of
become overwhelming. Typically, this is the attrac- Monsters)
tion of role-playing games. No other game allows • Grimoirium Vita Futura (Grimoire of the
so much individual choice, and consequently, so Next World)
much fun. • Pencils, erasers, scratch paper, and graph
Events in the game do not occur merely by paper
the will of the player, however. Instead, decisions • 25mm Miniatures or small markers such as
and outcomes are mediated by odds and rolls of coins
the dice. Hence, this book is full of rules and guide- • Gaming mat (1” grid)
lines based on odds. Do not let the sheer volume • Calculator
of information be intimidating; as a player you will • Players
not need to memorize it, though familiarity helps.

2
Terminology · If a value (say, an Intelligence score of 115)
Some terms used throughout the game need is reduced by 77%, then only 23% remains.
to be understood. When a die is to be rolled, the In this example, 23% of 115 is 26.
type of the die (how many sides it has) usually ap- · If 77% is added to any value (say, 22 points
pears after a ‘d’, designating the die. For instance, of damage due to Strength), then the value
‘d12’ indicates that one twelve-sided die is to be is multiplied by 1.77. In this example, an
rolled. If a number appears before it, such as ‘3d12’, additional 77% of 22 results in a total of
then three twelve-sided dice are to be rolled, and 38 points of damage (1.77 x 22 = 38.94).
the numbers added together, which this example
produces a range from 3-36. Finally, a number may Roles
follow as a modifier, such as ‘3d12 + 2’, which means Two fundamentally different roles must be
that three twelve-sided dice are rolled and added fulfilled for a game to occur, and hence this game
together as before, but now two is added to the sum. requires at least two people. One person must as-
This particular example produces a range from 5- sume the role of the Maim Master (hereafter re-
38. Additionally, ‘d%’ or ‘d100’ indicates that two ferred to as the MM). While the MM does much
ten-sided dice are to be rolled, but the results are more than maim, this is the nickname that has been
not added together. Instead, one die (which is an- acquired due to the frequency of injury to charac-
nounced beforehand) is interpreted as the ‘tens’ ters. MM’s do not create and role-play one charac-
position and the other as the ‘ones’ position. So, if ter as do the players of the game. Instead, the MM
two ten-sided dice were rolled, resulting in a 6 and a directs the game, often acting as a referee or a story-
9, and the die that resulted with a 6 was announced teller.
as the ‘tens’ position, then the results would be in- Essentially, before the game the MM devises
terpreted as 69. If the results are a 10 and a 10 a plot or a purpose to the game. For example, one
(probably a 0 and a 0 on the dice), then this is inter- plot may be for the characters to happen upon a
preted as 100. Finally, a ‘d1000’ is possible, which dungeon in the wilderness, and to encourage them
simply requires three ten-sided dice, with the third to enter and combat its inhabitants. If this were the
die being interpreted as the ‘hundreds’ position. case, prior to the game the MM would draw a map
of the dungeon on graph paper. Next, the MM
Math would stock the dungeon with monsters, traps, and
No math is introduced in this game that is treasure for the characters to encounter. During
more complicated than basic algebra, and even that the game, the role of the MM is to explain to the
is relatively rare. One rule that applies to all calcula- players what their characters see and hear as they
tions is that whenever a decimal remainder exists, enter and traverse the dungeon. Further, as the char-
such as if a character has 53.96 points of Intelli- acters encounter monsters, the MM role-plays the
gence, the number is truncated or the decimal is monsters, representing them against the characters.
discarded. So, this particular individual would have The players, on the other hand, create one
53 points of Intelligence. While this game attempts character apiece, and role-play that character for the
to simplify any math that may be involved, percent- game. For example, a player named Ryan may cre-
ages are used frequently. Here are a few helpful re- ate a character who is by occupation a thug, and
minders, which will consistently use 77% as the names the thug Torturon. Throughout the game,
modifier: Ryan role-plays Torturon, making gaming decisions
as though he actually were Torturon. Typically, sev-
· 77% of any value (say, a character’s eral players work together, creating a small group
Strength score of 130) is equivalent to mul- of unique characters, each with their own talents
tiplying the value (130) by 0.77. In this and shortcomings. Together, the small group of
example, 77% of 130 is 100. adventurers attempts to tackle a dilemma or plot
devised by the MM.

3
The role of the MM is more complicated Warning
than that of a player, since a good and entertaining This role-playing game is not intended for
MM must be familiar with everything that players children due to violent and sexual content. It is
are familiar with, but also be familiar with their own entirely possible to play this game without a charac-
role. For this reason, this book has been arranged ter entering a single combat or sexual situation,
so that information for players is presented before though information and tables for sex and violence
information for MM’s. If you are new to the game, are provided so that it may be used or dismissed as
the best suggestion is to read this book. deemed appropriate by each gaming group. The
information in this game does not represent the
Creating a Character world-views of Fatal Games, nor is extreme violence
Aside from having the necessary gaming ma- or extreme sex condoned by Fatal Games. Instead,
terials listed above, the game cannot be played with- the information is included for comprehensiveness.
out a character. Each player must progress through For instance, the detail of violence may ex-
this book, chapter by chapter, to create a character. ceed that of other role-playing games, as crucial
Before you begin, you will need a character sheet. damage may explicitly explore the destruction of
If you do not have one handy, you may photocopy many body parts and internal organs. Similarly, char-
the template presented in an appendix of this book. acteristics of genitalia are often determined and uti-
These sheets are a handy means of recording char- lized, such as penis size or maximum vaginal cir-
acter information. As you progress through the cumference. Further, role-playing situations that
chapters of the book, making rolls of the dice and accurately represent mythology are likely at some
decisions, the results must be recorded on your char- point to include rape, molestation, encounters in
acter sheet. A friendly tip is to record the informa- brothels, or possibly situations that deviate more
tion with a pencil and to not write heavy-handedly; from social norms. While the objective of the game
a lot of the information is subject to change. Dur- is not intended to be any of these in their own right,
ing the game, you will continually refer to your char- sex and violence may reasonably occur depending
acter sheet. on the circumstances, and have been detailed in gam-
Not every chapter, nor every part of each ing terms herein. Therefore, Fatal Games advises
chapter, will be used while creating a character. minors not to participate in this game, and suggests
Nonetheless, the safest method is to progress that the players and MM discuss the appropriate-
through the book page by page to avoid missing ness and degree of sex and violence for their gam-
anything. When in doubt, information relevant to ing group.
character creation is listed in the beginning of each
chapter, though some chapters, such as Chapter 1:
Abilities are vital, while others such as Chapter 16:
Advancement are irrelevant to creating characters. In
general, the more relevant the information to cre-
ation, the sooner it appears in the book.
Character creation is often as fun as the game
itself, due to the seemingly infinite variety of pos-
sible characters. For instance, regarding only the
first chapter, there are at least 1140 (57 x 20) combi-
nations possible!

4
Table of Contents
Chapter 1: Abilities
Chapter 2: Gender and Race
Chapter 3: Body
Chapter 4: Disposition
Chapter 5: Mind
Chapter 6: Sociality
Chapter 7: Occupations
Chapter 8: Skills
Chapter 9: Equipment
Chapter 10: Combat
Chapter 11: Magic
Chapter 12: Spells
Chapter 13: Magical Items
Chapter 14: Treasure
Chapter 15: Conducting the Game
Chapter 16: Advancement
Chapter 17: Natural Substances
Chapter 18: Warfare
Appendix 1: Character Sheets
Appendix 2: Spell Lists
Appendix 3: Random Magical Effects
Appendix 4: Phobias
Appendix 5: Ingredients
Appendix 6: Maim Master Characters
Index
References
About Fatal Games

5
Chapter 1: Abilities

Abilities are a character’s capacities. With few exceptions, abilities are unchanging. There are five
core abilities (Physique, Charisma, Dexterity, Intelligence, and Wisdom), each with four sub-abilities. To
determine your character’s abilities, begin by calculating each of the twenty sub-abilities. For each sub-
ability, roll 4d100, divide the sum by 2, and subtract 1 from the result. Numerically, this creates a range of
1-199 for all abilities and the average of each ability is 100, similar to a modern I.Q. test. It may be easier
to look at the formula:

(4d100 / 2) - 1

Then, simply average each group of four sub-abilities to determine the core ability. For example,
average your sub-ability scores for Physical Fitness, Strength, Bodily Attractiveness, and Health to deter-
mine your ability score for Physique.
As you progress through other chapters during character creation, other modifiers may adjust
your ability scores, such as gender, age, and race. The tables consider a score of 100 as the average for all
humans. For instance, if a male rolls a Strength sub-ability score of 100 and is horrified that the average
Bench Press is 120 pounds, as noted above this is also an average for gender. Later, to resolve this
example, males will receive a bonus for Strength. For now, simply determine your sub-ability scores and
record them on your character sheet, which is available in the back of this book as Appendix 1: Character
Sheets. Finally, observe that when these sub-abilities and abilities are initially determined for a character,
they are determined for young adults. After the sub-abilities are described and the tables presented, aging
effects are illustrated, which must be referenced throughout the character’s life. The last part of this
chapter details how two abilities, Physical Fitness and Strength, may be increased through persistent exer-
cise, and also an alternate rolling method is presented.
Lastly, these abilities are arranged not in an order of importance (they are all important), but in an
order that progresses from concrete (Physique) to abstract (Wisdom).
6
Physique Types of Weapons, Weapon Mastery, and Wrestling.
The most obvious of all abilities, Physique Strength also affects the amount of damage a char-
is comprised of Physical Fitness, Strength, Bodily acter inflicts with melee weapons. For instance, a
Attractiveness, and Health. High Physique ability Strength score of 115 indicates that an additional
scores indicate a body that is trim, strong, well-pro- 29% of normal damage occurs. Strength also af-
portioned, and resilient. fects Life Points (see Chap. 10: Combat). Finally, is
Physical Fitness – Often considered en- affected by exercise. For information, see Persis-
durance or stamina, a character’s Physical Fitness is tent Exercise, which is detailed at the end of this
not concerned with the size or strength of the chapter.
muscle, but its ability for durative exertion. Charac- Bodily Attractiveness – Usually, this por-
ters with high Physical Fitness have low body fat tion of a character’s Physique is comprised of the
and are able to perform exerting activities for long attractiveness of their frame and how appropriately
durations, such as sprinting. Physical Fitness may muscles and fat are distributed over their skeletal
negatively affect another sub-ability of Physique: frame. For example, characters with low Bodily At-
Bodily Attractiveness. If a character is fit, their body tractiveness may have disproportionately long or
and figure may be attractive or ugly. However, if a short arms, legs, or upper body. The female figure
character is fat or out of shape (unfit), then they are is a major component of this category, such as the
likely to have a lower Bodily Attractiveness. Physi- measurements of Bust, Waist, and Hips. The size
cal Fitness determines a character’s Sprint speed per of a male character’s Manhood, however, is deter-
round according to their Height (see Chap. 3: Body). mined in Chapter. 3: Body, as are other female sexual
The Sprint skill in Chapter 8: Skills has more infor- measurements, such as Areola Size and hue, Nipple
mation on sprinting, running, jogging, walking, and Length, and Vaginal Circumference Potential. Bodily
forced marches. To determine the distance in terms Attractiveness affects skills (see Chap. 8: Skills) such
of miles walked per hour, divide the Sprint speed as Seduction and Sexual Adeptness.
by 58. This sub-ability may be increased with Per- Health – Healthy characters are not sickly
sistent Exercise, as detailed at the end of this chap- or prone to illness, have fewer allergies, are unaf-
ter. Physical Fitness affects skills such as Climb, Con- fected by poison ivy, vomit only rarely, have better
tortion, Jump, Mountaineering, Sprint, and Swim. hearing (see Sound in Chap. 8: Skills), have more
Strength – This refers to the size of the Life Points (see Chap. 10: Combat), and maybe most
character’s muscles and the amount of force that importantly, respond well to shock and injury. The
may be generated. Characters with high Strength modifiers for Allergies and Intoxication are explained
are able to exert considerable force and move im- in Chapter 3: Body. Regarding skills, Health is useful
pressive amounts of weight. Specifically, Strength with Sound and Urinating. Perhaps Health is most
entails measurements of the Clean and Jerk (amount useful when considering Crucial Damage (see Chap.
in pounds that may be lifted and pressed above one’s 10: Combat).
head), Bench Press (pressed away from one’s chest),
and Dead Lift (lifted from the ground, but unable Charisma
to move about with it). If the Clean and Jerk is The ability of Charisma is the appeal of a
attempted with only one hand, 40% of the weight character to others based on four sub-abilities: Fa-
on the table may be pressed. In Chapter 9: Equip- cial, Vocal, Kinetic, and Rhetorical Charisma. High
ment, the amount listed for Dead Lift will determine Charisma is indicative of a beautiful countenance,
a character’s Encumbrance; two other measures are voice, movement, and style of speech.
included: Pull and Push. Finally, Strength has a Skill Facial – Distinct from all other forms of
Modifier for use with the skills in Chapter 8: Skills, attractiveness, this only considers the beauty of the
such as Blacksmithing, Brawling, Climb, Dismem- character’s hair, eyes, complexion, facial structure,
berment, Hurl, Impaling, Mangling, Mountaineer- and expressions. Characters with low Facial Cha-
ing, Stonemasonry, Swim, General and Specific risma may seem to have one eyebrow instead of

7
two, severe acne, an ugly birthmark, a large nose or Dexterity
ears, dark rings under the eyes, or disfiguring scars This ability is physical precision, which is
to list a few examples. Facial Charisma affects the more abstract or less concrete than Physique. Dex-
skill of Sexual Adeptness (see Chap. 8: Skills). terity is comprised of four sub-abilities: Hand-Eye
Vocal – While someone may be speaking or Coordination, Agility, Reaction Speed, and Enun-
singing in a foreign language that is not understood ciation. A high ability score in Dexterity indicates
by the listener, factors such as tone, pitch, accent, that a character is probably nimble, moves easily and
and inflection may influence the listener to perceive as desired, has lightning reactions, and can speak
them as attractive, or conversely, repulsive. On the quickly and clearly if necessary.
table presented later in this chapter, a description Hand-Eye Coordination – This type of
of Vocal Charisma at each category of ability offers Dexterity affects skills (see Chap. 8: Skills) such as
a reference point for comparisons. Aim, Ambidexterity, Basketweaving, Disarm, Forg-
Kinetic – Different from the Bodily Attrac- ery, Hunting, Juggling, Lock-picking, Massage, Milk-
tiveness sub-ability, Kinetic Charisma deals not with ing, Mounted Archery, Musical Instrument, Paint-
the physical shape and appearance of the character ing, Parry, Pick Pocket, Complex Ritual, Rope Use,
in question, but the beauty of their bodily move- Sculpture, Urinating, Weapon Trick, and any other
ments, gestures, stride, etc. On the table presented activity demanding accurate finger or hand move-
later in this chapter, a description of Kinetic Cha- ments. Hand-Eye Coordination determines a
risma at each category of ability offers a reference character’s Finger Movement Precision, the finest
point for comparisons. This sub-ability is particu- intended precision with which fingers may be ma-
larly important in Dance, Massage, and Sexual Adept- nipulated.
ness (see Chap. 8: Skills). Agility – Differing from Reaction Speed be-
Rhetorical – As rhetoric is the art of per- low, Agility is not the ability to physically react to a
suasion, this sub-ability of Charisma is concerned stimulus, so much as the ability to physically enact
with the potential to make oneself seem credible, an action as desired, once chosen. Agility affects
to make one’s ideas or suggestions seem appealing skills (see Chap. 8: Skills) such as Balance,
by soliciting emotions. Rhetoric has been accused Blindfighting, Brawling, Climb, Physical Comedy,
as an art of verbal trickery, a tool of political propa- Contortion, Dance, Disarm, Dismemberment, Hide,
ganda, and the opponent of reasoned and logical Hurl, Impaling, Juggling, Mangling, Mountaineering,
arguments. Just the same, it is very influential and Mounted Archery, Parry, Riding, Silence, Tumble,
often more influential than reasoned argument. Fur- General and Specific Types of Weapons, and Wres-
ther, rhetoric is important for leadership. Talented tling. Finally, Agility affects Current Armor, thereby
rhetoricians know that the most persuasive speech protecting those who are agile, while those with low
rate is one that is slightly faster than the societal Agility are more vulnerable to attacks.
norm, and accordingly speak at such a rate. Aver- Reaction Speed – Often considered to be
age Speech Rate is indicated on the table for Rhe- mental Dexterity, Reaction Speed entails neural re-
torical Charisma later in this chapter. It is represented sponsiveness such as combat responsiveness or the
in words-per-minute (w.p.m.), and is not to be con- speed of awakening in an emergency. Those with
fused with a character’s Maximum Speech Rate, as high reaction speeds can awaken from a deep sleep
indicated on the table for the sub-ability of Enun- and be coherently on their feet in a few seconds, or
ciation. Obviously, a character’s Average Speech react very quickly to the many minute factors of
Rate, as listed for Rhetorical Charisma, may never combat. This is represented on the table as Deep
exceed their Maximum Speech Rate, as listed for Sleep Recovery, listing the number of rounds re-
Enunciation. This sub-ability is useful in skills (see quired to be alert and able to react without penalty
Chap. 8: Skills) such as Haggling. in an emergency. Reaction Speed directly affects
Initiative (see Chap. 10: Combat), as well as the
Blindfighting skill (see Chap. 8: Skills).

8
Enunciation - Verbal coordination is the nonchalantly. Language affects skills (see Chap. 8:
basis of Enunciation, such as speaking quickly and Skills) such as Forgery, Read/Write Language, and
not getting tongue-tied, avoiding the slurring of Speak Language.
words, and speaking clearly. Characters with low Math – The ability to consistently perform
scores in Enunciation may, upon being frustrated mathematical calculations accurately entails algebra,
or fearful, become unable to articulate their speech, geometry, and believe it or not, musical skills, as well
and therefore babble incomprehensibly. Direct as basic arithmetic. The table lists the Highest Pos-
measures of Enunciation include how quickly a char- sible Math that may be performed, provided the
acter may cast a spell, and a character’s Maximum character has been trained in the Math listed. Math
Speech Rate, which is represented in words-per- affects skills (see Chap. 8: Skills) such as Architec-
minute (w.p.m.). Few characters ever speak at this ture, Chemistry, Numerology Divination, Gambling,
rate, but this is the fastest that this sub-ability of Algebra, Geometry, Math (Fundamental), Music
Dexterity allows a character to speak. Obviously, a (Counterpoint), and Music Theory.
character’s Average Speech Rate, as listed for Rhe- Analytic – Characters with high analytic or
torical Charisma, may never exceed their Maximum reasoning ability are able to think critically and logi-
Speech Rate, as listed for Enunciation. Enuncia- cally. Analytic characters make better decisions based
tion affects the skills of Spitting and Ventriloquism upon available facts and probabilities. Some argue
(see Chap. 8: Skills). that morality is derived from Analytic reasoning.
Analytic Intelligence affects skills (see Chap. 8: Skills)
Intelligence such as Appraise, Chemistry, Logic, and Music
Fairly abstract, Intelligence is a character’s (Counterpoint).
mental precision, as well as capability and capacity Spatial – This sub-ability is concerned with
to learn new things. Intelligence is comprised of manipulating visual-spatial images. Spatial Intelli-
four sub-abilities: Language, Math, Analytic, and gence may be observed during the following: the
Spatial Intelligence. A high Intelligence ability score ability to correctly imagine how objects will appear
indicates that a character is likely to easily learn lan- when rotated in two- or three-dimensional space,
guages and properly use them, perform abstract finding hidden figures within the contours of a larger
mathematical operations such as geometry, solve figure, accurately predicting where a moving object
logical problems and arrange critically reasoned ar- will be at any given moment, the ability to arrange
guments, and perceive and manipulate parts and the items to make or resemble a specific design, and
whole of objects with accuracy. After controlling object assembly. On the table later in the chapter
for body size, brain size weakly correlates to Intelli- for this sub-ability, Unfamiliar Object Assembly dem-
gence, so those with bigger brains also tend to be onstrates the differences in ability. This does not
more intelligent1. mean that a character is qualified to assemble all
Language – Those with excellent Language unfamiliar objects, but that there is a limit to the
sub-ability are able: to speak multiple languages flu- number of pieces they can comprehend before be-
ently; acquire, retain, and utilize a large Vocabulary; ing overwhelmed. Generally, Spatial Intelligence may
and demonstrate impressive reading comprehension. be considered mechanical aptitude, and is most use-
However, this is only the potential to do these things. ful with crafts or trades, and also with skills (see Chap.
In a fantasy medieval environment where illiteracy 8: Skills) such as Architecture, Armorsmithing,
is the norm, most of the potential of this sub-abil- Blacksmithing, Bowyer, Carpentry, Cartography,
ity may go unrealized. Note that the examples for Constellations, Fletching, Gemcutting, Glassblow-
Vocabulary are not necessarily words that are un- ing, Locksmithing, Musical Instrument, Painting, Pa-
derstood by the character, so much as the level of per making, Shipwright, Stonemasonr y, and
the character’s Vocabulary that is used daily and Weaponsmithing.

1. Brain size and intelligence have been correlated in at least three studies appearing in scholarly journals. See References
section for: a) Lynn, R., b) Rushton, J., c) Willerman, L, Schultz, R., Rutledge, J., & Bigler, E.

9
Wisdom their god. Therefore, some consider morality to
The most abstract ability, Wisdom is a depend on Intuition. Some contrast Intuition with
character’s potential to actualize what they have and Intelligence, declaring Intuition to be the purest form
know; it is an ability to adapt to situations. Wise of instinct. Intuition affects skills (see Chap. 8: Skills)
people tend to make decisions that they do not re- such as Animal Conditioning, Animal Handling,
gret. Wisdom is comprised of four sub-abilities: Blindfighting, Chemistry, Direction Sense, many
Drive, Intuition, Common Sense, and Reflection. for ms of Divination (Alectromancy,
A high Wisdom ability score indicates that a charac- Anthropomancy, Austromancy, Axinomancy,
ter is likely to be determined and disciplined, recep- Ceraunoscopy, Chiromancy, Cleromancy,
tive to subtle cues, adapt well to situations, and fre- Crystalomancy, Gyromancy, Hydromancy,
quently reflect on their life. Lithomancy, Lunomancy, Necromancy, Numerol-
Drive – A Drive may be considered a og y, Pyromancy, Scatomancy, Stichomancy,
character’s determination, willpower, persistence, dis- Urimancy, and Xenomancy), Etiquette, Haggling,
cipline, and perseverance. A character with high Read Lips, Sculpture, Search, Taste, and Touch.
Drive sub-ability does not necessarily always ap- Common Sense – It is easier to describe
proach everything with a high Drive, but has the what this sub-ability is not, than what it is. Examples
ability, should it be necessary, preferred, or desired. of individuals lacking in Common Sense are often
Drive also is used to determine whether creatures those who are naive, gullible, and have a tendency
remain in combat or flee (see Chap. 10: Combat), and toward idealism more than pragmatism. Common
it also initially affects Life Points (see Chap. 10: Com- Sense, as a sub-ability, is an abstract measure of how
bat). The column entitled Hours Relaxing indicates much a character is in touch with reality. Nerds are
the number of hours per day that, if it were up to good examples of people who may have some high
the character in question, they would generally relax forms of Intelligence, but may lack Common Sense.
and refrain from all exertion. Drive affects the skills On the table presented later in this chapter, examples
Animal Conditioning and Combat Spellcasting (see of each category of ability demonstrate what a char-
Chap. 8: Skills). acter may be “Likely to” do. Common Sense af-
Intuition – This sub-ability is a character’s fects skills (see Chap. 8: Skills) such as Agriculture,
familiarity with or awareness of subconscious and Basketweaving, Bookbinding, Brewing, Cobbling,
subtle cues or clues; Intuition is an acuteness of per- Cooking, Disguise, Divination (Alectromancy), Fish-
ception and attention to nearby, local, or observ- ing, Gambling, Genealogy, Heraldry, Hide, Milking,
able detail. Characters with high Intuition are still Mining, Pottery, Search, Silence, Tanning, Trapping,
limited by the physical world, unable to glean facts Weather Prediction, and Weaving.
or feelings that do not present themselves or are Reflection – While Intelligence, or learn-
fully hidden. Often, what is attributed to Intuition ing, is more concerned with short-term mnemonic
is subtle information that we are unable to attribute accuracy, the accuracy of long-term memory corre-
to its source, so we consider it metaphysical when it lates with a gain in Wisdom over time as the deci-
is not. For instance, a female may have an uneasy sions made by the individual reflect the inclusion of
feeling when a stranger looks at her. Though she more experiences that are accurately remembered.
does not realize it in this example, the pupils of the Those who do not remember and reflect upon the
male’s eyes are not dilated but very narrow. This is majority of their lives are more likely to make un-
a biological cue that the male is either in bright sun- wise decisions. The Earliest Memory is determined
light or displeased. Likely, the animal in her human by this sub-ability. Reflection affects skills (see Chap.
nature recognizes his displeasure as he looks at her, 8: Skills) such as Constellations, Etiquette, Remem-
though she is not consciously aware of the cue. ber Detail, and Weather Prediction.
Intuition is a form of knowledge that is indepen-
dent of experience or reason. Some claim that it is
only through Intuition that characters come to know

10
Skill Modifiers Ability Checks
Each ability and sub-ability has a Skill Modi- Instances in the game may occur when abili-
fier. Whenever a skill is used or must be checked, ties need to be checked. For instance, a slovenly
abilities may modify the roll of a skill. Information trollop offers herself to a strapping young adven-
on skills and how Skill Modifiers function may be turer if and only if he can expediently say a tongue-
found in Chapter 8: Skills. twister of her choice. Driven by hormones, the
young male agrees, and asks what is the tongue-
twister. The courtesan challenges “Huge hung hero
hunks hastily hump horny heaving hot whores.
How‘bout it, huh?” To make an ability check, roll
percentile dice and apply the Skill Modifier to the
result. This number may be compared with a diffi-
culty threshold (TH) determined by the MM or the
roll of another player. In the example provided above
regarding tongue-twisting, the MM may have secretly
decided the TH to be 80. The strapping young ad-
venturer tests his Enunciation sub-ability at the mo-
ment by rolling percentile dice and applying the Skill
Modifier from Enunciation to the roll. He rolls 31
and the MM tells him that he tried to say it faster
than he was capable at the moment. To the
adventurer’s dismay, the soliciting strumpet laughs
as she abandons him for a lad with a more nimble
tongue.

11
Physique: Physical Fitness sub-ability Table

Bodily Spr int Spr int Spr int Spr int Spr int Spr int Spr int
Sub-ability Sk ill
A ttr ac tive ne ss for He ight for He ight for He ight for He ight for He ight for He ight for He ight
sc or e Modifie r
Modifie r 2 4 "- 3 5 " 3 6 "- 4 7 " 4 8 "- 5 9 " 6 0 "- 7 1" 7 2 "- 8 3 " 8 4 "- 9 5 " 9 6 "- 114 "
1 -9 0 -9 0 5 5 5 10 10 10 15
25 -7 5 -7 5 5 10 15 20 25 40 45
40 -6 0 -6 0 10 15 30 40 50 60 65
55 -4 5 -4 5 15 20 45 60 75 80 85
60 -4 0 -4 0 20 30 55 80 100 100 105
65 -3 5 -3 5 25 40 65 90 115 125 125
70 -3 0 -3 0 30 50 75 100 125 150 145
73 -2 7 -2 7 35 60 85 110 135 160 165
76 -2 4 -2 4 40 70 95 120 145 170 185
79 -2 1 -2 1 50 80 105 130 155 180 205
82 -1 8 -1 8 65 90 115 140 165 190 215
85 -1 5 -1 5 75 100 125 150 175 200 225
88 -1 2 -1 2 85 110 135 160 185 210 235
91 -9 -9 95 120 145 170 195 220 245
94 -6 -6 105 130 155 180 205 230 255
97 -3 -3 115 140 165 190 215 240 265
100 - - 125 150 175 200 225 250 275
103 +1 - 130 155 180 205 230 255 280
106 +2 - 135 160 185 210 235 260 285
109 +3 - 140 165 190 215 240 265 290
112 +4 - 145 170 195 220 245 270 295
115 +5 - 150 175 200 225 250 275 300
118 +6 - 155 180 205 230 255 280 305
121 +7 - 160 185 210 235 260 285 310
124 +8 - 165 190 215 240 265 290 315
127 +9 - 170 195 220 245 270 295 320
130 +1 0 - 175 200 225 250 275 300 325
135 +1 1 - 180 205 230 255 280 305 330
140 +1 3 - 185 210 235 260 285 310 335
145 +1 5 - 190 215 240 265 290 315 340
160 +2 0 - 195 220 245 270 295 320 345
175 +2 5 - 200 225 250 275 300 325 350
190 +3 0 - 205 230 255 280 305 330 355
205 +3 5 - 210 235 260 285 310 335 360
220 +4 0 - 215 240 265 290 315 340 365
235 +4 5 - 220 245 270 295 320 345 370
250 +5 0 - 225 250 275 300 325 350 375
265 +5 5 - 230 255 280 305 330 355 380
280 +6 0 - 235 260 285 310 335 360 385
295 +6 5 - 240 265 290 315 340 365 390
310 +7 0 - 245 270 295 320 345 370 395

12
Physique: Strength sub-ability Table

Sub-ability sc or e Sk ill Modifie r D am age Life Points Mod. Cle an & Je r k Be nc h Pr e ss D e ad Lift
1 -9 0 -9 9 % -8 1 2 3
25 -7 5 -7 5 % -7 3 5 8
40 -6 0 -6 0 % -6 6 10 16
55 -4 5 -4 5 % -5 12 20 32
60 -4 0 -4 0 % -5 13 23 36
65 -3 5 -3 5 % -4 16 27 43
70 -3 0 -3 0 % -4 18 30 48
73 -2 7 -2 7 % -3 22 38 60
76 -2 4 -2 4 % -3 27 46 73
79 -2 1 -2 1 % -3 32 54 86
82 -1 8 -1 8 % -2 37 62 99
85 -1 5 -1 5 % -2 42 70 112
88 -1 2 -1 2 % -2 46 78 124
91 -9 -9 % -1 51 86 137
94 -6 -6 % -1 56 94 150
97 -3 -3 % -1 61 102 163
100 - - - 66 110 176
103 +1 +5 % +1 70 118 188
106 +2 +1 0 % +1 75 126 201
109 +3 +1 5 % +2 80 134 214
112 +4 +2 0 % +2 85 142 227
115 +5 +2 5 % +3 90 150 240
118 +6 +3 0 % +3 94 158 252
121 +7 +3 5 % +4 99 166 265
124 +8 +4 0 % +4 104 174 278
127 +9 +4 5 % +5 109 182 291
130 +1 0 +5 0 % +5 114 190 304
135 +1 1 +6 0 % +6 121 203 324
140 +1 3 +7 0 % +7 129 215 344
145 +1 5 +7 5 % +8 138 230 368
160 +2 0 +1 0 0 % +1 0 162 270 432
175 +2 5 +1 2 5 % +1 2 186 310 496
190 +3 0 +1 5 0 % +1 4 210 350 560
205 +3 5 +1 7 5 % +1 6 234 390 624
220 +4 0 +2 0 0 % +1 8 258 430 688
235 +4 5 +2 2 5 % +2 0 282 470 752
250 +5 0 +2 5 0 % +2 2 306 510 816
265 +5 5 +2 7 5 % +2 4 324 540 864
280 +6 0 +3 0 0 % +2 6 348 580 928
295 +6 5 +3 2 5 % +2 8 372 620 992
310 +7 0 +3 5 0 % +3 0 396 660 1056

13
Physique: Bodily Attractiveness sub-ability Table

Sub-ability sc or e Sk ill Modifie r Bus t Waist Hips


1 -9 0 +5 0 % (DDD) +3 0 0 % +2 0 0 %
25 -7 5 +4 0 % (DDD) +2 6 0 % +1 7 5 %
40 -6 0 +3 0 %(DD) +2 2 0 % +1 5 0 %
55 -4 5 +2 5 %(D) +1 8 0 % +1 2 5 %
60 -4 0 +2 3 %(D) +1 5 0 % +1 0 0 %
65 -3 5 +2 0 %(D) +1 2 5 % +9 0 %
70 -3 0 +1 5 %(C) +1 0 0 % +8 0 %
73 -2 7 +1 0 % (C) +7 5 % +7 0 %
76 -2 4 +5 %(C) +6 0 % +6 0 %
79 -2 1 - +4 5 % +5 0 %
82 -1 8 -5 %(B) +3 5 % +4 0 %
85 -1 5 -7 %(A) +2 5 % +3 0 %
88 -1 2 -1 3 %(A) +2 0 % +2 0 %
91 -9 -1 3 %(A) +1 5 % +1 0 %
94 -6 -7 %(A) +1 0 % +7 %
97 -3 -5 % (B) +5 % +3 %
100 - - (3 2 ”)(B) - (2 5 ”) - (3 5 ”)
103 +1 - -1 % -
106 +2 +1 %(B) -2 % -
109 +3 +1 %(B) -3 % +1 %
112 +4 +2 %(B) -4 % +1 %
115 +5 +2 %(B) -5 % +1 %
118 +6 +2 %(B) -6 % +2 %
121 +7 +3 %(C) -7 % +2 %
124 +8 +3 % (C) -8 % +2 %
127 +9 +5 %(C) -9 % +3 %
130 +1 0 +7 %(C) -1 0 % +3 %
135 +1 1 +7 %(C) -1 1 % +3 %
140 +1 3 +7 %(C) -1 2 % +3 %
145 +1 5 +7 %(C) -1 3 % +3 %
160 +2 0 +7 %(C) -1 4 % +3 %
175 +2 5 +7 %(C) -1 5 % +3 %
190 +3 0 +7 %(C) -1 6 % +3 %
205 +3 5 +7 %(C) -1 7 % +3 %
220 +4 0 +7 %(C) -1 8 % +3 %
235 +4 5 +7 %(C) -1 9 % +3 %
250 +5 0 +7 %(C) -2 0 % +3 %
265 +5 5 +7 %(C) -2 1 % +3 %
280 +6 0 +7 %(C) -2 2 % +3 %
295 +6 5 +7 %(C) -2 4 % +3 %
310 +7 0 +7 %(C) -2 5 % +3 %

14
Physique: Health sub-ability Table

Sub-ability sc or e Sk ill Modifie r Life Points Mod. Intoxic ation/Vom it A lle r gie s Illne ss Im m unity
1 -9 0 -2 7 +9 0 % 7 0%
25 -7 5 -2 3 +7 5 % 6 2%
40 -6 0 -1 9 +6 0 % 5 5%
55 -4 5 -1 6 +4 5 % 4 10%
60 -4 0 -1 4 +4 0 % 3 15%
65 -3 5 -1 2 +3 5 % 3 20%
70 -3 0 -1 0 +3 0 % 2 25%
73 -2 7 -9 +2 7 % 2 30%
76 -2 4 -8 +2 4 % 2 35%
79 -2 1 -7 +2 1 % 2 40%
82 -1 8 -6 +1 8 % 2 45%
85 -1 5 -5 +1 5 % 1 50%
88 -1 2 -4 +1 2 % 1 55%
91 -9 -3 +9 % 1 60%
94 -6 -2 +6 % 1 65%
97 -3 -1 +3 % 1 70%
100 - - - - 75%
103 +1 +1 -3 % - 76%
106 +2 +1 -6 % - 77%
109 +3 +1 -9 % - 78%
112 +4 +1 -1 2 % - 79%
115 +5 +1 -1 5 % - 80%
118 +6 +1 -1 8 % - 81%
121 +7 +2 -2 1 % - 82%
124 +8 +2 -2 5 % - 83%
127 +9 +2 -3 0 % - 84%
130 +1 0 +2 -4 0 % - 85%
135 +1 1 +3 -5 0 % - 86%
140 +1 3 +3 -6 0 % - 87%
145 +1 5 +3 -7 0 % - 88%
160 +2 0 +4 -8 0 % - 89%
175 +2 5 +4 -9 0 % - 90%
190 +3 0 +5 -9 1 % - 91%
205 +3 5 +5 -9 2 % - 92%
220 +4 0 +6 -9 3 % - 93%
235 +4 5 +6 -9 4 % - 94%
250 +5 0 +7 -9 5 % - 95%
265 +5 5 +7 -9 6 % - 96%
280 +6 0 +8 -9 7 % - 97%
295 +6 5 +8 -9 8 % - 98%
310 +7 0 +9 -9 9 % - 99%

15
Charisma: Facial sub-ability Table

Sub-ability sc or e Sk ill Modifie r D e sc r iption


1 -9 0 Monstrous
25 -7 5 Hideous
40 -6 0 Defor med
55 -4 5 Disgusting
60 -4 0 Repulsiv e
65 -3 5 Ugly
70 -3 0 Uncomely
73 -2 7 Repelling
76 -2 4 Unsightly
79 -2 1 Ill-sha pen
82 -1 8 Ill-look ing
85 -1 5 Homely
88 -1 2 Pl a i n
91 -9 Pla in
94 -6 Pla in
97 -3 Pl a i n
100 - Pla in
103 +1 Pla in
106 +2 Pla in
109 +3 Pla in
112 +4 Pla in
115 +5 Attra ctiv e
118 +6 Inv iting
121 +7 Inv iting
124 +8 E nticing
127 +9 Good-look ing
130 +1 0 Comely
135 +1 1 Alluring
140 +1 3 E ncha nting
145 +1 5 Fa scina ting
160 +2 0 Tr ue Bea uty
175 +2 5 Ca uses wetness
190 +3 0 Inspires jea lousy
205 +3 5 Inspires lust
220 +4 0 Stra ngers must sta re
235 +4 5 Stra ngers must sta re
250 +5 0 All others must sta re
265 +5 5 All others must sta re
280 +6 0 Positiv ely ma ddening
295 +6 5 O rga sm from v iewing
310 +7 0 Perfection

16
Charisma: Vocal sub-ability Table

Sub-ability sc or e Sk ill Modifie r D e sc r iption (Male /Fe m ale )


1 -9 0 Ga y/Abysma l a nd gr uff
25 -7 5 High a nd a nxious/Gra v e a nd gr uff
40 -6 0 High a nd ra spy/Deep a nd gr uff
55 -4 5 High a nd wea k /Deep a nd gr uff
60 -4 0 High a nd soft/Low a nd gr uff
65 -3 5 High a nd whiney/Low a nd whiney
70 -3 0 High a nd a iry/Low a nd a iry
73 -2 7 Modera te a nd scra tchy/Shrill
76 -2 4 Modera te a nd scra tchy/Shrill
79 -2 1 Hoa rse a nd whiney/Hoa rse a nd whiney
82 -1 8 Whiney a nd wea k /Whiney a nd wea k
85 -1 5 Guttura l/Scra tchy
88 -1 2 Nor ma l/Nor ma l
91 -9 Nor ma l/Nor ma l
94 -6 Nor ma l/Nor ma l
97 -3 Nor ma l/Nor ma l
100 - Nor ma l/Nor ma l
103 +1 Nor ma l/Nor ma l
106 +2 Nor ma l/Nor ma l
109 +3 Nor ma l/Nor ma l
112 +4 Nor ma l/Nor ma l
115 +5 Strong/Soft
118 +6 Strong/Soft
121 +7 Modera te a nd clea r/Modera te a nd clea r
124 +8 Modera te a nd clea r/Modera te a nd clea r
127 +9 Modera te a nd clea r/Modera te a nd clea r
130 +1 0 Low a nd clea r/High a nd clea r
135 +1 1 Low a nd clea r/High a nd clea r
140 +1 3 Low a nd clea r/High a nd clea r
145 +1 5 Deep a nd clea r/High a nd clea r
160 +2 0 Deep a nd clea r/High a nd clea r
175 +2 5 Deep a nd clea r/High a nd clea r
190 +3 0 Gra v e a nd clea r/High a nd clea r
205 +3 5 Gra v e a nd clea r/High a nd clea r
220 +4 0 Gra v e a nd clea r/High a nd clea r
235 +4 5 Abysma l a nd clea r/Angelic a nd clea r
250 +5 0 Abysma l a nd clea r/Angelic a nd clea r
265 +5 5 Abysma l a nd clea r/Angelic a nd clea r
280 +6 0 Abysma l a nd clea r/Angelic a nd clea r
295 +6 5 Abysma l a nd clea r/Angelic a nd clea r
310 +7 0 Abysma l a nd clea r/Angelic a nd clea r

17
Charisma: Kinetic sub-ability Table

Sub-ability sc or e Sk ill Modifie r D e sc r iption


1 -9 0 Degenera te
25 -7 5 Lumbering
40 -6 0 Loutish
55 -4 5 Rough
60 -4 0 Inept
65 -3 5 Uncouth
70 -3 0 Ungra ceful
73 -2 7 Coa rse
76 -2 4 Bungling
79 -2 1 Unrefined
82 -1 8 Abr upt
85 -1 5 Awk wa rd
88 -1 2 O rdina ry
91 -9 O rdina ry
94 -6 O rdina ry
97 -3 O rdina ry
100 - O rdina ry
103 +1 O rdina ry
106 +2 O rdina ry
109 +3 O rdina ry
112 +4 O rdina ry
115 +5 Smooth
118 +6 Flowing
121 +7 Becoming
124 +8 Refined
127 +9 Polished
130 +1 0 Gra ceful
135 +1 1 Na tura l
140 +1 3 Na tura l
145 +1 5 Sleek
160 +2 0 Sleek
175 +2 5 Sleek
190 +3 0 S ua v e
205 +3 5 S ua v e
220 +4 0 S ua v e
235 +4 5 Ca t-lik e
250 +5 0 Ca t-lik e
265 +5 5 Ca t-lik e
280 +6 0 Gla brous
295 +6 5 Gla brous
310 +7 0 Gla brous

18
Charisma: Rhetorical sub-ability Table

Sub-ability sc or e Sk ill Modifie r A ve r age Spe e c h Rate


1 -9 0 1
25 -7 5 5
40 -6 0 20
55 -4 5 40
60 -4 0 60
65 -3 5 80
70 -3 0 90
73 -2 7 1 0 0 or 2 7 0 (5 0 %)
76 -2 4 1 1 0 or 2 6 0 (5 0 %)
79 -2 1 1 1 5 or 2 5 0 (5 0 %)
82 -1 8 1 2 0 or 2 4 0 (5 0 %)
85 -1 5 1 2 5 or 2 3 0 (5 0 %)
88 -1 2 1 3 0 or 2 2 0 (5 0 %)
91 -9 1 3 5 or 2 1 0 (5 0 %)
94 -6 1 4 0 or 2 0 0 (5 0 %)
97 -3 1 4 5 or 1 9 5 (5 0 %)
100 - 1 5 0 or 1 9 0 (5 0 %)
103 +1 1 5 2 or 1 8 7 (5 0 %)
106 +2 1 5 5 or 1 8 5 (5 0 %)
109 +3 1 5 7 or 1 8 2 (5 0 %)
112 +4 1 6 0 or 1 8 0 (5 0 %)
115 +5 1 6 2 or 1 7 7 (5 0 %)
118 +6 1 6 5 or 1 7 5 (5 0 %)
121 +7 1 6 7 or 1 7 2 (5 0 %)
124 +8 170
127 +9 170
130 +1 0 170
135 +1 1 170
140 +1 3 170
145 +1 5 170
160 +2 0 170
175 +2 5 170
190 +3 0 170
205 +3 5 170
220 +4 0 170
235 +4 5 170
250 +5 0 170
265 +5 5 170
280 +6 0 170
295 +6 5 170
310 +7 0 170

19
Dexterity: Hand-Eye Coordination sub-ability Table

Sub-ability sc or e Sk ill Modifie r Phy sic al Move m e nt Pr e c ision


1 -9 0 1 foot
25 -7 5 6 inches
40 -6 0 2 inches
55 -4 5 1 inch
60 -4 0 1 /2 inch
65 -3 5 3 /8 inch
70 -3 0 1 /4 inch
73 -2 7 1 /4 inch
76 -2 4 1 /4 inch
79 -2 1 1 /8 th inch
82 -1 8 1 /8 th inch
85 -1 5 1 /8 th inch
88 -1 2 1 /1 6 th inch
91 -9 1 /1 6 th inch
94 -6 1 /1 6 th inch
97 -3 1 /1 6 th inch
100 - 1 /1 6 th inch
103 +1 1 /3 2 inch
106 +2 1 /3 2 inch
109 +3 1 /3 2 inch
112 +4 1 /3 2 inch
115 +5 1 /6 4 inch
118 +6 1 /6 4 inch
121 +7 1 /6 4 inch
124 +8 1 /6 4 inch
127 +9 1 /1 0 0 inch
130 +1 0 1 /1 0 0 inch
135 +1 1 1 /1 0 0 inch
140 +1 3 1 /1 0 0 inch
145 +1 5 1 /2 5 0 inch
160 +2 0 1 /2 5 0 inch
175 +2 5 1 /2 5 0 inch
190 +3 0 1 /2 5 0 inch
205 +3 5 1 /5 0 0 inch
220 +4 0 1 /5 0 0 inch
235 +4 5 1 /5 0 0 inch
250 +5 0 1 /5 0 0 inch
265 +5 5 1 /1 , 0 0 0 inch
280 +6 0 1 /1 , 0 0 0 inch
295 +6 5 1 /1 , 0 0 0 inch
310 +7 0 1 /1 , 0 0 0 inch

20
Dexterity: Agility sub-ability Table

Sub-ability sc or e Sk ill Modifie r A r m or


1 -9 0 -9 0
25 -7 5 -7 5
40 -6 0 -6 0
55 -4 5 -4 5
60 -4 0 -4 0
65 -3 5 -3 5
70 -3 0 -3 0
73 -2 7 -2 7
76 -2 4 -2 4
79 -2 1 -2 1
82 -1 8 -1 8
85 -1 5 -1 5
88 -1 2 -1 2
91 -9 -9
94 -6 -6
97 -3 -3
100 - -
103 +1 -
106 +2 +1
109 +3 +2
112 +4 +3
115 +5 +4
118 +6 +4
121 +7 +5
124 +8 +6
127 +9 +7
130 +1 0 +8
135 +1 1 +8
140 +1 3 +9
145 +1 5 +1 2
160 +2 0 +1 6
175 +2 5 +2 0
190 +3 0 +2 4
205 +3 5 +2 8
220 +4 0 +3 2
235 +4 5 +3 6
250 +5 0 +4 0
265 +5 5 +4 4
280 +6 0 +4 8
295 +6 5 +5 2
310 +7 0 +5 6

21
Dexterity: Reaction Speed sub-ability Table

Sub-ability sc or e Sk ill Modifie r D e e p Sle e p Re c ove r y


1 -9 0 5
25 -7 5 4
40 -6 0 3
55 -4 5 3
60 -4 0 2
65 -3 5 2
70 -3 0 2
73 -2 7 1
76 -2 4 1
79 -2 1 1
82 -1 8 1
85 -1 5 1
88 -1 2 1
91 -9 1
94 -6 1
97 -3 1
100 - 1
103 +1 1
106 +2 1
109 +3 1
112 +4 1
115 +5 1
118 +6 1
121 +7 1
124 +8 1
127 +9 1
130 +1 0 0
135 +1 1 0
140 +1 3 0
145 +1 5 0
160 +2 0 0
175 +2 5 0
190 +3 0 0
205 +3 5 0
220 +4 0 0
235 +4 5 0
250 +5 0 0
265 +5 5 0
280 +6 0 0
295 +6 5 0
310 +7 0 0

22
Dexterity: Enunciation sub-ability Table

Sub-ability sc or e Sk ill Modifie r Maxim um Spe e c h Rate Tim e to Cast a Spe ll


1 -9 0 25 Una ble to cha nt properly
25 -7 5 50 Una ble to cha nt properly
40 -6 0 60 Una ble to cha nt properly
55 -4 5 70 + 130%
60 -4 0 80 + 120%
65 -3 5 90 + 110%
70 -3 0 100 + 100%
73 -2 7 110 + 90%
76 -2 4 120 + 80%
79 -2 1 130 + 70%
82 -1 8 140 + 60%
85 -1 5 150 + 50%
88 -1 2 160 + 40%
91 -9 170 + 30%
94 -6 180 + 20%
97 -3 190 + 10%
100 - 200 -
103 +1 210 - 2%
106 +2 220 - 5%
109 +3 230 - 7%
112 +4 240 - 10%
115 +5 250 - 12%
118 +6 260 - 15%
121 +7 270 - 17%
124 +8 280 - 20%
127 +9 290 - 22%
130 +1 0 300 - 25%
135 +1 1 310 - 27%
140 +1 3 320 - 30%
145 +1 5 330 - 32%
160 +2 0 340 - 35%
175 +2 5 350 - 37%
190 +3 0 360 - 40%
205 +3 5 370 - 42%
220 +4 0 380 - 45%
235 +4 5 390 - 47%
250 +5 0 400 - 50%
265 +5 5 425 - 52%
280 +6 0 450 - 55%
295 +6 5 475 - 57%
310 +7 0 500 - 60%

23
Intelligence: Language sub-ability Table

Sub-ability sc or e Sk ill Modifie r Possible # Le ar ne d Voc abular y Lim it


1 -9 0 0 NA
25 -7 5 0 NA
40 -6 0 0 Ga -ga
55 -4 5 1 Mom
60 -4 0 1 Horse
65 -3 5 1 Woma n
70 -3 0 1 Viola te
73 -2 7 1 Delicious
76 -2 4 1 Insa nity
79 -2 1 1 Wa v ering
82 -1 8 1 Prepa ra tion
85 -1 5 2 Combina tion
88 -1 2 2 Authorize
91 -9 2 Substa ntia l
94 -6 2 E xperimenta l
97 -3 2 Conv ersion
100 - 3 Insta nta neous
103 +1 3 Undisma yed
106 +2 3 Beguile
109 +3 3 Tra nscendenta l
112 +4 3 Contuma cious
115 +5 4 Discursiv e
118 +6 4 Pa ra digma tic
121 +7 4 Perniciousness
124 +8 4 Disa pproba tion
127 +9 4 Consubsta ntia lity
130 +1 0 5 Antidisesta blishmenta ria nism
135 +1 1 5 -
140 +1 3 5 -
145 +1 5 6 -
160 +2 0 7 -
175 +2 5 8 -
190 +3 0 9 -
205 +3 5 10 -
220 +4 0 11 -
235 +4 5 12 -
250 +5 0 13 -
265 +5 5 14 -
280 +6 0 15 -
295 +6 5 16 -
310 +7 0 17 -

24
Intelligence: Math sub-ability Table

Sub-ability sc or e Sk ill Modifie r Highe st Possible Math


1 -9 0 Addition
25 -7 5 Addition
40 -6 0 Addition
55 -4 5 Subtra ction
60 -4 0 Subtra ction
65 -3 5 Subtra ction
70 -3 0 Multiplica tion
73 -2 7 Multiplica tion
76 -2 4 Multiplica tion
79 -2 1 Div ision
82 -1 8 Div ision
85 -1 5 Div ision
88 -1 2 Fra ctions
91 -9 Fra ctions
94 -6 Fra ctions
97 -3 Algebra
100 - Algebra
103 +1 Algebra
106 +2 Geometry
109 +3 Geometry
112 +4 Geometry
115 +5 Geometry
118 +6 Geometry
121 +7 Geometry
124 +8 Geometry
127 +9 Geometry
130 +1 0 Geometry
135 +1 1 Geometry
140 +1 3 Geometry
145 +1 5 Geometry
160 +2 0 Geometry
175 +2 5 Geometry
190 +3 0 Geometry
205 +3 5 Geometry
220 +4 0 Geometry
235 +4 5 Geometry
250 +5 0 Geometry
265 +5 5 Geometry
280 +6 0 Geometry
295 +6 5 Geometry
310 +7 0 Geometry

25
Intelligence: Analytic sub-ability Table

Sub-ability sc or e Sk ill Modifie r


1 -9 0
25 -7 5
40 -6 0
55 -4 5
60 -4 0
65 -3 5
70 -3 0
73 -2 7
76 -2 4
79 -2 1
82 -1 8
85 -1 5
88 -1 2
91 -9
94 -6
97 -3
100 -
103 +1
106 +2
109 +3
112 +4
115 +5
118 +6
121 +7
124 +8
127 +9
130 +1 0
135 +1 1
140 +1 3
145 +1 5
160 +2 0
175 +2 5
190 +3 0
205 +3 5
220 +4 0
235 +4 5
250 +5 0
265 +5 5
280 +6 0
295 +6 5
310 +7 0

26
Intelligence: Spatial sub-ability Table

Sub-ability sc or e Sk ill Modifie r Unfam iliar Obje c t A sse m bly (# of pie c e s)


1 -9 0 NA
25 -7 5 2
40 -6 0 3
55 -4 5 4
60 -4 0 5
65 -3 5 6
70 -3 0 7
73 -2 7 10
76 -2 4 12
79 -2 1 15
82 -1 8 17
85 -1 5 20
88 -1 2 50
91 -9 100
94 -6 125
97 -3 150
100 - 200
103 +1 250
106 +2 350
109 +3 500
112 +4 750
115 +5 1000
118 +6 1250
121 +7 1500
124 +8 1750
127 +9 2000
130 +1 0 2500
135 +1 1 3000
140 +1 3 3500
145 +1 5 4000
160 +2 0 5000
175 +2 5 6000
190 +3 0 7000
205 +3 5 8000
220 +4 0 9000
235 +4 5 10000
250 +5 0 12500
265 +5 5 15000
280 +6 0 17500
295 +6 5 20000
310 +7 0 25000

27
Wisdom: Drive sub-ability Table

Sub-ability sc or e Sk ill Modifie r Life Points Modifie r Hour s Re laxing


1 -9 0 -5 24
25 -7 5 -4 23
40 -6 0 -4 23
55 -4 5 -3 22
60 -4 0 -3 22
65 -3 5 -3 21
70 -3 0 -2 21
73 -2 7 -2 20
76 -2 4 -2 20
79 -2 1 -2 19
82 -1 8 -2 19
85 -1 5 -1 18
88 -1 2 -1 18
91 -9 -1 17
94 -6 -1 17
97 -3 -1 16
100 - - 16
103 +1 +1 15
106 +2 +1 15
109 +3 +1 14
112 +4 +2 14
115 +5 +2 13
118 +6 +2 13
121 +7 +3 12
124 +8 +3 12
127 +9 +3 11
130 +1 0 +4 11
135 +1 1 +5 10
140 +1 3 +6 10
145 +1 5 +7 9
160 +2 0 +9 9
175 +2 5 +1 0 8
190 +3 0 +1 1 8
205 +3 5 +1 2 7
220 +4 0 +1 3 6
235 +4 5 +1 4 5
250 +5 0 +1 5 4
265 +5 5 +1 6 3
280 +6 0 +1 7 2
295 +6 5 +1 8 1
310 +7 0 +1 9 0

28
Wisdom: Intuition sub-ability Table

Sub-ability sc or e Sk ill Modifie r


1 -9 0
25 -7 5
40 -6 0
55 -4 5
60 -4 0
65 -3 5
70 -3 0
73 -2 7
76 -2 4
79 -2 1
82 -1 8
85 -1 5
88 -1 2
91 -9
94 -6
97 -3
100 -
103 +1
106 +2
109 +3
112 +4
115 +5
118 +6
121 +7
124 +8
127 +9
130 +1 0
135 +1 1
140 +1 3
145 +1 5
160 +2 0
175 +2 5
190 +3 0
205 +3 5
220 +4 0
235 +4 5
250 +5 0
265 +5 5
280 +6 0
295 +6 5
310 +7 0

29
Wisdom: Common Sense sub-ability Table

Sub-ability sc or e Sk ill Modifie r Lik e ly to:


1 -9 0 Get ca ught for grea ter schemes: Attempt to k ill a god
25 -7 5 Get ca ught for grea ter schemes: Attempt to lie to a god
40 -6 0 Get ca ught for grea ter schemes: Attempt to lie to their god
55 -4 5 Get ca ught for grea ter schemes: Disrespect a god
60 -4 0 Get ca ught for schemes: Ma k e a pa ct with a n immora l god
65 -3 5 Get ca ught for schemes: While bound, threa ten the liv es of ork ish ca ptors
70 -3 0 Get ca ught for schemes: While bound, yell curses a t their ork ish ca ptors
73 -2 7 Get ca ught for lesser schemes: Ca ll a ma rching a r my a bunch of pussies
76 -2 4 Get ca ught for lesser schemes: Sleep with the spouse of your best friend
79 -2 1 Get ca ught for lesser schemes: If a sla v e, to stea l from their ma ster
82 -1 8 Get ca ught for lesser schemes: Stea l from the militia
85 -1 5 Get ca ught for lesser schemes: Flirt, but then get your a ss k ick ed
88 -1 2 -
91 -9 -
94 -6 -
97 -3 -
100 - -
103 +1 -
106 +2 -
109 +3 -
112 +4 -
115 +5 Proba bly ha s the tr ust of immedia te fa mily
118 +6 Proba bly ha s the tr ust of close friends
121 +7 Proba bly ha s the tr ust of non-immedia te fa mily
124 +8 Proba bly ha s the tr ust of friends
127 +9 Proba bly ha s the tr ust of a ssocia tes
130 +1 0 Usua lly ha s the tr ust of stra ngers
135 +1 1 Proba bly ha s not been in some sort of trouble for 1 yea r
140 +1 3 Proba bly ha s not been in some sort of trouble for 5 yea rs
145 +1 5 Proba bly ha s not been in some sort of trouble for 1 deca de
160 +2 0 Proba bly ha s only been in some sort of trouble 3 times in life
175 +2 5 Proba bly ha s only been in some sort of trouble 2 times in life
190 +3 0 Proba bly ha s only been in some sort of trouble once in life
205 +3 5 Proba bly ha s nev er been in some sort of trouble in life
220 +4 0 O thers tend to seek out this cha ra cter from miles a round due to wisdom
235 +4 5 O thers tend to seek out this cha ra cter from nea rby countries due to wisdom
250 +5 0 O thers tend to seek out this cha ra cter from a round the world due to wisdom
265 +5 5 O thers tend to seek out this cha ra cter from other worlds due to wisdom
280 +6 0 O thers tend to seek out this cha ra cter from other pla nes due to wisdom
295 +6 5 O thers tend to seek out this cha ra cter from other pla nes due to wisdom
310 +7 0 O thers tend to seek out this cha ra cter from other pla nes due to wisdom

30
Wisdom: Reflection sub-ability Table

Sub-ability sc or e Sk ill Modifie r Ear lie st Me m or y at:


1 -9 0 1 da y a go
25 -7 5 1 month a go
40 -6 0 1 yea r a go
55 -4 5 a ge 8
60 -4 0 a ge 7
65 -3 5 a ge 6
70 -3 0 a ge 5
73 -2 7 a ge 5
76 -2 4 a ge 5
79 -2 1 a ge 5
82 -1 8 a ge 4
85 -1 5 a ge 4
88 -1 2 a ge 4
91 -9 a ge 4
94 -6 a ge 4
97 -3 a ge 3
100 - a ge 3
103 +1 a ge 3
106 +2 a ge 3
109 +3 a ge 3
112 +4 a ge 3
115 +5 a ge 3
118 +6 a ge 2
121 +7 a ge 2
124 +8 a ge 2
127 +9 a ge 2
130 +1 0 a ge 2
135 +1 1 a ge 1 yea r
140 +1 3 1 1 months
145 +1 5 1 0 months
160 +2 0 9 months
175 +2 5 8 months
190 +3 0 7 months
205 +3 5 6 months
220 +4 0 5 months
235 +4 5 4 months
250 +5 0 3 months
265 +5 5 2 months
280 +6 0 1 month
295 +6 5 1 da y
310 +7 0 1 minute

31
Skill Modifiers Per Overall Ability

A bility sc or e Sk ill Modifie r


1 -9 0
25 -7 5
40 -6 0
55 -4 5
60 -4 0
65 -3 5
70 -3 0
73 -2 7
76 -2 4
79 -2 1
82 -1 8
85 -1 5
88 -1 2
91 -9
94 -6
97 -3
100 -
103 +1
106 +2
109 +3
112 +4
115 +5
118 +6
121 +7
124 +8
127 +9
130 +1 0
135 +1 1
140 +1 3
145 +1 5
160 +2 0
175 +2 5
190 +3 0
205 +3 5
220 +4 0
235 +4 5
250 +5 0
265 +5 5
280 +6 0
295 +6 5
310 +7 0

32
Intelligence Retard Strength
If a character’s Intelligence (that is their av- If a character’s Intelligence is 70 or lower,
erage for the sub-abilities of Language, Math, Ana- then the character is technically retarded. Many
lytic, and Spatial) is 130 or above, then they are con- MM’s will simply tell the player to reroll the score,
sidered a genius. If the overall Intelligence is be- all abilities, or some may demand that the character
tween 115-129, they may be considered gifted. In- is played despite the low score. If your character is
telligences between 86 and 114 are unremarkable. retarded, consult your MM. In any case, any char-
Conversely, an Intelligence of 71-85 is deemed slow. acter that is a retard must roll percentile dice to make
Finally, Intelligence of 70 or below constitutes re- a check to see if they have Retard Strength. Next,
tardation. consider three times the difference between the
character’s retarded Intelligence and 70 to be the
percentile chance of Retard Strength.

(71 - retard Intelligence) x 3 = (% chance of


Retard Strength)

If the character has Retard Strength, then


increase the character’s Strength sub-ability by 1d20
points.

Artwork Here

33
Aging Effects
Abilities are not constants throughout a character’s lifespan. Instead, abilities vary as the character
ages, though some vary more or less, and in different proportions. Different races vary regarding lifespan
and years per age category listed below. Racial information may be found in Chapter 2: Gender and Race.
Effects are cumulative as they progress away from the norm of young adulthood. For instance, the
average ability of Reflection for an infant is 10 (100 - 10 - 30 - 50 = 10), while for Old Age it is 125 (100 +
20 + 5 = 125).

Sub-A bility Infant Child Pube r ty Young A dult Middle A ge Old A ge Ve ne r able
Physica l Fitness -5 0 -3 0 -1 0 - -1 0 -2 0 -3 0
Strength -3 0 -4 0 -2 0 - -5 -2 0 -4 0
Bodily Attra ct… -5 0 -3 0 -1 0 - -1 0 -3 0 -5 0
Hea lth -2 0 -1 0 -5 - -1 0 -2 0 -3 0
Fa cia l -4 0 -2 0 -1 0 - -5 -2 0 -4 0
Voca l -5 0 -3 0 -1 0 - - -2 0 -4 0
Kinetic -5 5 -3 0 -5 - - -2 0 -4 0
Rhetorica l -4 5 -3 0 -1 5 - +1 5 -1 5 -4 0
Ha nd-E ye Coord. 1
-6 0 -2 0 -1 0 - -1 0 -1 0 -1 0
Agility -6 0 -2 0 -1 0 - -1 0 -3 0 -4 0
Rea ction Speed -6 0 -2 0 -1 0 - -1 0 -3 0 -4 0
E nuncia tion -5 0 -3 0 -1 0 - - -1 0 -2 0
La ngua ge -5 0 -3 0 -1 0 - +1 0 -1 0 -2 0
Ma th -3 0 -4 0 -2 0 - -5 -2 0 -4 0
Ana lytic -3 0 -4 0 -2 0 - +2 0 - -4 0
Spa tia l -5 0 -3 0 -1 0 - +1 0 -1 0 -2 0
Driv e -4 0 - - - - - -4 0
Intuition -4 0 -1 0 -5 - +1 0 -1 0 -4 0
Common Sense -5 0 -3 0 -1 0 - +1 0 -1 0 -4 0
Reflection -5 0 -3 0 -1 0 - +2 0 +5 -5 0

Persistent Exercise
Only two sub-abilities, Physical Fitness and Strength, may be increased with Persistent Exercise.
The other eighteen sub-abilities are unable to be increased by the character’s determination and efforts,
though particular skills that depend upon those sub-abilities may be substantially increased (see Chap. 8:
Skills). For example, a character’s Facial Charisma is simply that with which they are born. Can they
experiment with grooming, hairstyles, etc.? Sure, though this does not directly change their Facial Cha-
risma, but is more applicable under a skill, such as Disguise, since this is not their natural state. With the
exception of Physical Fitness and Strength, sub-abilities are relatively fixed, and may only be altered by
aging, magic, or something happening to the character that is debilitating.
Gains may occur with Physical Fitness and Strength, provided the character devotes at least an
hour every other day to appropriate exercise. Appropriate exercise is somewhat of a qualifier, since
1. Manual Dexterity and age were correlated in the following study: Adult Norms for the Box and Block Test of Manual
Dexterity. For more information, see the references section.

34
proper diets, techniques, and weights are unknown mulates:
to the races populating this gaming world. For in-
stance, it was common to think that more exercise 01-20 Waist
always yields more benefit, which of course would 21-40 Buttocks
fail to give the muscles time to repair. Therefore, 41-60 Buttocks and thighs
any character desiring to increase their Physical Fit- 61-80 Buttocks and waist
ness or Strength through Persistent Exercise must 81-100 Evenly distributed
roll a Common Sense check with a TH of 60 to
successfully exercise. Otherwise, the adopted Once this occurs, future fat gains will occur
method utterly fails to cause noticeable results. in the same location.
If successful, and assuming that exercise is
not periodically neglected, the character must make
checks at certain intervals of time to determine im- Alternative Method: Rolling Abilities
provement. These checks are made without modi- The method described in the beginning of
fiers by rolling percentile dice. If successful, the the chapter for determining abilities should be the
following roll represents the number of sub-ability standard method for several reasons. First, the av-
points gained: erage sub-ability score rolled should be 100, which
is the norm of all human populations. Additional
3 months: TH 2, 1d20 modifiers, such as for gender and race, are applied
6 months: TH 10, 1d20 in the following chapter. This method [(4d100 / 2)
1 year: TH 20, 1d12 - 1] more accurately reflects nature, and therefore,
2 years: TH 60, 1d10 adds a sense of realism to the game. Exceptionally
4 years: TH 80, 1d8 high and low ability scores still occur with this
8 years: TH 90, 1d6 method, though there is an appropriate measure of
16 years: TH 95, 1d4 central tendency, such that the mean, median, and
mode should usually be 100.
If a character begins exercising, but does not Due to this method, however, the resultant
continue to exercise regularly, then gains will be sub- sub-ability scores are less likely to allow the charac-
stantially less, if any at all. The MM may assign pen- ter to meet the prerequisites of magic-using occu-
alties to sub-ability points gained due to inconsis- pations, for instance, than warriors. Indeed, some
tency or neglect. Further, if the character exercises players become greatly disheartened when they ob-
for some time and then stops exercising altogether, serve that some occupations are more rare than oth-
they may lose sub-ability points. If they have con- ers, not necessarily due to differences in appeal, but
sistently exercised for one year or less and then stop ability. While objectivity should always be sought,
exercising altogether, they lose d% of their gains this is only a game. If a player expresses significant
from the last year of exercise. The losses will be discontent, and should the MM agree, the MM may
proportionally distributed over (20 + 1d100) days. consider another method. Above all, caution is ad-
If they have exercised for two or more years, they vised, since this may become a slippery slope to other
will lose (|1d100 - 3d20|%) of their gains. Note concessions.
that the previous roll utilizes absolute values, which Solely at the MM’s discretion, a player may
means that even if the resultant number is a nega- be permitted to roll 5d100, drop the lowest result,
tive number, the sign is changed to positive. Finally, divide the sum by 2, and subtract 1 from the total to
the losses will be proportionally distributed over (20 determine a sub-ability. This alternate method
+ 2d100) days. In either case, if exercise is aban- should produce an average sub-ability of 115. No
doned, in addition to losing previous gains, the char- more than four attempts, meaning four sub-abilities
acter is 90% likely to gain (3d6)% of their weight in or retries, may be made with this method. For each
body fat. Roll d% to determine where the fat accu- roll with this advantaged method, another roll must

35
be made, one which will balance the character; roll
percentile dice and consult Table 5-4: Random Mental
Illness in the end of Chapter 5: Mind. If the roll indi-
cates a mental illness that the character already has,
then reroll. Hence, no more than four mental ill-
nesses may be acquired in this way. This option
only exists at the moment of character creation and
at the MM’s discretion.

36
Chapter 2: Gender and Race
Gender1 and race are selected by the player for their character; these choices are important. Gen-
der and race may affect the rest of character creation, opening some doors of opportunity and closing
others. The different genders and races, while flexible to a certain extent, are also more naturally suited for
different occasions. For instance, male anakim are likely to be more successful as gladiators than female
halflings.

Gender
Now that you have the basic scores for your abilities and sub-abilities, you must decide your
character’s gender: male or female. Gender is a correlative factor with many things, from abilities, to
height and weight. For example, on average it is obvious that males tend to be physically stronger, taller,
and weigh more than females.
According to a prominent philosopher,2 males tend to be more spirited, savage, simple, and less
cunning. Females, on the other hand, tend to be more compassionate than males, more easily moved to
tears, at the same time are more jealous, more querulous, and are more apt to scold and to strike. Females
are, furthermore, more prone to despondency and less hopeful than males, more void of shame and self-
respect, more false of speech, and more deceptive. Females are also more wakeful, shrinking, and difficult
to rouse to action. The philosopher goes on to note that males are more courageous, and sympathetic in
the way of standing by to help. Even in the case of mollusks, when the cuttle-fish is struck with the trident
the male stands by to help the female; but when the male is struck the female runs away.
The philosopher’s observations presented above are generalizations and do not hold true for all
characters. Certainly, it is possible to find a surpassingly shameless male or a female who is less susceptible
to depression than males, but these instances are the exception to the rule, assuming that the above
observations are correct.
Record your gender on your character sheet, and consult the following table of Gender Modifiers
to adjust your Abilities and Temperament:

1. Though sex usually refers to biological differences and gender usually refers to environmental differences, gender is chosen for
this chapter because sex may be confused with sexual acts.

2. In Book IX of “Historia Animalium,” Aristotle refers to gender differences and compares animals as well as humans. His
comments are deemed relevant to the setting of F.A.T.A.L. due to the prevalence of his opinion throughout the Middle Ages.

37
suited to stay at home, cook, clean, and care for their
husband and children. Prior to marriage, maidens
Ge nde r Modifie r s1
To be Modifie d Male Fe m ale
are expected to be chaste, though few fulfill this ex-
A BILITIES pectation. Once married, a wife is expected to be
Physique: Physica l Fitness +5 -5 submissive to her husband, who owns her.
Physique: Strength +1 5 -1 5 Conversely, in most patriarchal cultures,
Physique: Bodily Attra ct. -3 +3 males are considered superior to females physically,
Intelligence: La ngua ge -2 +2 intellectually, morally, and emotionally. For example,
Intelligence: Ma th +3 -3 since emotions are often understood as the antith-
Intelligence: Spa tia l +3 -3 esis of reason, and since females seem more influ-
Wisdom Driv e +2 -2 enced by their emotions, males value the ability to
Wisdom: Intuition -5 +5 suppress emotions. The role of a husband is to
Wisdom: Reflection -4 +4
work outside the home and thereby provide for his
TEMPERA MEN T
wife and children. Within a family structure, the
Sa nguine -2 +2
Choleric +2 -2 husband is considered dominant and the final arbi-
ter, though some males are passive or soft-spoken.
In most patriarchal societies, a husband owns his
According to the adjustments above, it may wife and children and may sell them into slavery if
seem as though males are superior, though it is im- necessary to pay a debt.
portant to understand that there are other instances, The more that males or femakes violate the
such as nurturing, that are not apparent in the ad- cultural norms of their gender, the more disappro-
justments and may become evident and valuable bation, and possibly punishment, they receive.
during role-playing. The function of altering gen-
der according to the table above is to shift the aver-
ages of the sexes to more closely resemble reality.
The shift in range represents masses of characters
better than extreme instances. For instance, the high-
est measured Intelligence is that of a female, though
by large numbers females tend to score slightly lower
than males in Intelligence. In this case, shifting the
range lower for females also prevents the possibility
of a female possessing the highest Intelligence. This
is an unfortunate limitation.
After noting the gender adjustments on your Artwork Here
character sheet, you may return to Chapter 1: Abili-
ties and update your abilities accordingly.
Most cultures are patriarchal and the preva-
lent belief regarding gender is that females are infe-
rior to males physically, intellectually, morally, and
emotionally. For example, menstruation may be un-
derstood as punishment by the gods. Further, the
natural role of women regarding childbirth, and sub-
sequently motherhood, has impacted the societal
role of women, such that they are deemed better
1. All Gender Modifiers are based upon scholarly literature. Hand-Eye Coordination receives no Gender Modifier. Males
have faster Movement Times, but finger size is a better predictor than gender. For more information, see studies concerning
dexterity in the references section.

38
Race Just as with gender, races differ substantially
regarding abilities and many other dimensions. For
Next, carefully select the race of your char-
instance, it is possible to find a halfling with more
acter. Race, here, may seem an inappropriate term
Strength than an anakim, but not very likely.
because elves and humans are not merely different
Following is a brief description of each race.
races, but different species. However, various races
A character may deviate from the following racial
of elves exist, and so it is the more specific term.
notes with the MM’s permission, though this must
Just as in the real world, race is a correlative factor
be done with caution; characters should comply with
with many things, from abilities to height and weight.
the following descriptions in the majority of cases
For example, on average it is obvious that humans
or observable instances. As a case in point, it is
are physically stronger, taller, and weigh more than
noted that halflings tend to have a sanguine tem-
elves. Characters may select from the following races:
perament (see Chap. 5: Mind). A character may, at
the MM’s discretion, role-play a halfling who is the
Rac e Pe r c e nt Ove r all Population opposite – melancholic. However, the further the
Ana k im 0.5% character deviates from the general nature of the
Dwa rf 6.5% race, the more caution must be observed. If the
E lf, Deep 1% MM concurs, a player may choose a race from
E lf, Fa ir 2% Grimoirium Monstrum; this is not recommended.
E lf, Green 2%
E lf, Grey 3%
E lf, High 5%
E lf, Sea 1%
E lf, Wood 2%
Ha lf-O rc 1%
Ha lfling, Fa llowhide 2%
Ha lfling, Ha rfoot 2%
Ha lfling, Stoor 2%
Huma n 70%

Artwork Here

39
Anakim Disposition Modifiers: - 25 Ethicality and
Anakim1 are the offspring of fallen angels - 50 Morality.
and mortal women. They are recognizable to oth- Temperament Modifiers: - 50 to Sanguine
ers who often refer to anakim as giants, since they and - 25 to Melancholic.
are much taller than the typical humanoid. Com- Sociality: Since anakim are taller than other
pared with the humanoid races listed here, anakim humanoid mortals, they are typically treated differ-
are the youngest, second only to humans. As a guide- ently -- usually with curiosity, scorn, or fear. Duly,
line, each gaming group should have no more than they tend not to get along well with others. Since
one anakim; this race has the potential to unbalance anakim are larger in size, it is reasonable to expect
a game, but anakim are not a race so much as a re- that the mortal mother dies upon their birth.
sult. It is not every day that fiends mate human Anakim do not have their own lands, cities, or towns,
women, so very few anakim exist. but try to live secretly among others.
Most anakim are the result of an incubus or Skills: For being an anakim, characters re-
succubus mating with a human. These anakim are ceive Brawling + 5, Intimidation + 10, Mangling +
more commonly called cambion. Oftentimes, 5, Sexual Adeptness + 5, Trickery + 5, a bonus
cambion children show no signs of life until they Weapon (Specific), and Wrestling + 10.
are seven years in age. Religion: Anakim may worship any religion,
Sub-Ability Modifiers: Strength + 100, though often they are foreign to notions of wor-
Hand-Eye Coordination - 30, Agility - 25, Reaction ship or venerate fiends. All anakim receive a bonus
Speed - 20, Math - 10, and Intuition - 10. of 1d20 PP (see Chap. 4: Disposition).
Base Life Points: 27 Language: Anakim usually speak the Com-
Physical Description: Anakim average a mon Speech of humans, and if they have good Lan-
towering 8 feet in height for males, 7 feet for fe- guage ability and the luxury of education, most as-
males, and are appropriately heavier than humans pire to learn Demonic.
as well. Often, they are considered giants. Also, Names: Anakim often have human names,
they are likely to live much longer, provided they do as their mother names them at birth, or if she dies
not meet a premature death. Because of their fiend- immediately, those in her culture will name the in-
ish heritage, anakim characters must roll 1d10 to de- fant.
termine how many traits for which they must roll
on the table following the description (roll 1d100):

Artwork Here

1. Anakim have been referenced from Gustav Davidson’s A Dictionary of Angels.

40
Roll A nak im Tr ait
The a na k im ha s a sca ly ta il. Roll 4 d1 2 to deter mine how ma ny inches it is in length. Next, roll 1 d1 0 0 to
01 deter mine the number of Strength sub-a bility points the ta il possesses. Refer to the Dea d Lift mea sure of
Strength to deter mine how much weight the ta il ma y mov e.
Two 1 d8 inch horns protr ude from the hea d of this a na k im. With ea ch successful hea d-butt (see
02
Wrestling in Cha p . 8 : Skil l s), ea ch horn a lso does d2 points of sta bbing da ma ge.
03 The a na k im ha s fa ngs tha t a re 1 d3 ” in length. The cha ra cter ma y bite others, ca using 1 LP per fa ng.
The a na k im ha s v ery pa le sk in. This cha ra cter loses 1 d8 Fa cia l Cha risma beca use of their lik eness to a
04 corpse. This a na k im prefers to a v oid sunlight. No ma tter how much time this a na k im spends in the sun,
their sk in will not ta n.
The a na k im ha s a bnor ma lly recessed eyes. This cha ra cter loses 1 d8 Fa cia l Cha risma , since they look
05
more immora l, dea d, a nd less innocent.
06 The a na k im ha s a fork ed tongue.
The a na k im ha s bla ck eyes with no whites. The cha ra cter loses 2 d8 Fa cia l Cha risma , since this fea ture is
07 obv iously inhuma n. It is impossible to obser v e the fa ce of this a na k im a nd be sure where they a re
look ing.
The a na k im ha s sna k e-lik e eyes. The cha ra cter loses 2 d8 Fa cia l Cha risma , since this fea ture is
08
obv iously inhuma n. Howev er, the a na k im ma y see hea t pa tterns up to 5 0 feet a wa y.
The a na k im ha s ca t-lik e eyes. . The cha ra cter loses 1 d8 Fa cia l Cha risma since the eyes a re so la rge a nd
09
round.
The a na k im ha s eyes tha t grow red when a ngered. When a ngered, the a na k im’ s eyes a re v isible up to
10
d1 0 0 feet a wa y in da rk ness.
11 The a na k im ha s sk in tha t ra dia tes hea t for one foot.
12 The a na k im ha s cold, cla mmy sk in.
13 The a na k im ha s bla ck ha ir.
14 The a na k im ha s bla ck fingerna ils. The fingerna ils a re not bla ck from filth, but a re bla ck na tura lly.
Thea na k im ha s cla w-lik e fingerna ils. If used in Bra wling (see Cha p . 8 : Skil l s) a nd a s a Ca lled Shot
15
(consult the MM), then 1 d4 points of da ma ge a re deliv ered per cla w.
The a na k im ha s a n unusua lly low v oice. If ma le, the Voca l Cha risma increa ses by 3 d6 sub-a bility
16
points. If fema le, the Voca l Cha risma decrea ses by 3 d6 sub-a bility points.
17 The a na k im ha s a ha irless body.
18 The a na k im ha s the legs of a goa t.
The a na k im ha s unusua lly la rge ha nds. The ha nd mea sures (1 0 + 1 d6 ) inches from the wrist to the tip of
19
the middle finger. Ha nd-E ye Dexterity decrea ses by 1 d8 sub-a bility points.
The a na k im ha s unusua lly la rge feet. E a ch foot mea sures (1 8 + 1 d1 2 ) inches from the heel to the tip of
20
the big toe. The cha ra cter loses 1 d8 sub-a bility points of Agility.
The a na k im ha s unusua lly la rge genita ls. If ma le, deter mine the size of the ma nhood of the a na k im
a s usua l (see Cha p . 3 : Bod y). Then, a dd (2 0 0 + 1 d1 0 0 ) percent to both the length a nd circumference. If
21
fema le, increa se their cup size by 1 d4 cups a nd Va gina l Circumference Potentia l by (2 0 0 + 1 d1 0 0 ) percent
(see Cha p . 3 : Bod y).
The a na k im ha s a n unusua lly long tongue. Deter mine the length of the cha ra cter’ s tongue a s usua l (see
22
Cha p . 3 : Bod y), then a dd (2 0 0 + 1 d1 0 0 ) percent to the length.
23 The a na k im ha s rough sk in.
24 The a na k im ha s the odor of rotting flesh extend one foot from their body.
25 The a na k im ha s eyes tha t a re per ma nently bloodshot.
26 The a na k im ha s a body tha t ca sts no sha dow.
27 The a na k im ha s no reflection in a mirror.
28 The a na k im ca uses a la r m or fea r in a nima ls.
29 The a na k im ha s a touch tha t withers flowers.

41
Roll A nak im Tr ait
The a na k im ha s a bsolute odds of reproduction. If ma le, the a na k im will impregna te a ny fema le with
30
whom he copula tes. If fema le, the a na k im will become pregna nt by a ny ma le with whom she copula tes.
31 The a na k im suffers 1 d1 0 LP of da ma ge upon a ny conta ct with holy wa ter.
32 The a na k im is repelled by holy ground.
33 The a na k im is only ha r med by specia l wea pons. Consult with the MM.
The a na k im ca uses ba bies to screa m when present. If the a na k im touches a screa ming ba by, the ba by is
34 7 5 % lik ely to urina te, 5 0 % lik ely to defeca te, a nd 2 5 % lik ely to v omit. Therea fter, the a na k im ma y
touch the child without such a n occurence for one da y.
35 The a na k im is followed by a cold wind. All within 1 d2 0 feet of this a na k im feel a cold chill.
36 The a na k im is a lwa ys a ccompa nied by the ga thering of 1 d6 bla ck birds nea r a nd a bov e them.
37 The a na k im ha s a body tha t is cov ered by ma gica l ma rk ings a nd ma y not be remov ed.
38 The a na k im ca uses gra ss to die where they wa lk . Dea d gra ss is yellow.
39 The a na k im ca uses crea tures within 1 d2 0 feet to get goosebumps.
40 The a na k im ca uses huma ns within one foot to desire a na l sex a ccording to their sexua lity.
41 The a na k im k nows how to spea k dev il.
42 The a na k im k nows how to spea k demon.
43 The a na k im ha s a 1 0 % cha nce to a tta ck a nyone who insults them per perceiv ed insult.
44 The a na k im a utoma tica lly detects mora l beings within 1 d2 0 feet.
45 The a na k im is ca nniba listic. E a ting v egeta bles will ma k e this a na k im na usea ted.
The a na k im ha s the ta il of a horse tha t extends 4 d1 2 inches. Next, roll 1 d1 0 0 to deter mine the number
46 of Strength sub-a bility points the ta il possesses. Refer to the Dea d Lift mea sure of Strength to deter mine
how much weight the ta il ma y mov e.
47 The a na k im is a ccompa nied by ina udible whispering v oices tha t ma y be hea rd 1 d6 feet a wa y.
The a na k im ha s the hoov es of a goa t for the feet only; the a na k im ha s nor ma l ha nds. Hence, the
48 k neeca ps of the a na k im a re in the rea r, the legs a re thin a nd ha iry, a nd the a na k im ha s hoov es instea d of
toes. If the a na k im k ick s a n opponent, a hoof will deliv er twice the da ma ge of a nor ma l foot.
The a na k im ha s blood for sexua l fluid. If ma le, the a na k im will eja cula te blood. If fema le, blood is the
49
lubrica ting v a gina l fluid a ll month long.
The a na k im ma y ca st the spell Force Missile once per da y a t will. Ca sting requires no cha nt , ingredient,
50
or ritua l.
The a na k im ha s a robust ja w tha t is a ble to cr ush bone. Howev er, it is so robust tha t the a na k im loses
51
2 d8 Fa cia l Cha risma .
52 The a na k im ha s webbed toes. The a na k im ma y swim a t 1 . 5 times the ra te of a huma noid.
53 The a na k im ha s webbed fingers. The a na k im ma y swim a t 1 . 5 times the ra te of a huma noid.
54 The a na k im ha s gills on the side of their neck , a llowing them to brea the underwa ter.
The a na k im slowly dev ours food lik e a sna k e. The a na k im will need to feed once per week , consuming
a t lea st one-third of their body weight to sur v iv e. Digestion of food which is one-third of their body
55 weight ta k es one hour. Bone is digested a s well. The a na k im ha s a mouth circumference of (1 5 + 1 d2 0 )
inches. The ja w dislodges, lik e a sna k e, so tha t la rge food ma y be swa llowed. When the ja w is not
dislodged, the lips of this a na k im a ppea rs a bnor ma lly wide.
The a na k im ha s sk in tha t reduces da ma ge due to fire by 5 0 %. The sk in does not seem a bnor ma l when
56
exa mined.
The a na k im ha s sk in tha t reduces da ma ge due to cold by 5 0 %. The sk in does not seem a bnor ma l when
57
exa mined.
The a na k im ha s sk in tha t reduces da ma ge due to electricity by 5 0 %. The sk in does not seem a bnor ma l
58
when exa mined.
The a na k im ha s sk in tha t reduces da ma ge due to corrosion (a cids or ba ses) by 5 0 %. The sk in does not
59
seem a bnor ma l when exa mined.
The a na k im ha s a single horn of 1 d1 2 inches which protr udes from their forehea d. For ea ch successful
60
hea d-butt (see Wrestling in Cha p . 8 : Skil l s), the horn contributes 3 LP of da ma ge.
61 All v eins in the a na k im become v isible 5 ' a wa y while a ngered.

42
Roll A nak im Tr ait
The a na k im ha s a prehensile ta il of 1 d6 feet in length with a point on the end. Next, roll 1 d1 0 0 to
62 deter mine the number of Strength sub-a bility points the ta il possesses. Refer to the Dea d Lift mea sure of
Strength to deter mine how much weight the ta il ma y mov e.
The a na k im ha s a n a bnor ma lly thick sk ull. They receiv e only 5 0 % of da ma ge from physica l hea d
63 wounds such a s ha ck ing, pounding, or sta bbing. Unfortuna tely, they a lso lose 1 d1 0 points from ea ch sub-
a bility of Intelligence.
The a na k im ha s a third eye in the middle of their forehea d. Ha v ing three eyes improv es Vision by 1 d2 0
64
points. Since 5 0 Vision points is perfect Vision, these bonus points a re a pplied in this direction.
65 The a na k im ha s sk in tha t is ha rd, cr usty, a nd fla k y.
66 The a na k im is a ccompa nied by a n odor of feces tha t extends 1 d6 feet from their body.
67 The a na k im is a ble to cry a t will with tea rs.
The a na k im ha s a wingspa n of 2 d8 feet. They a re a ble to fly if the wingspa n exceeds 1 0 feet. Consult
68
the MM for specifics.
69 The a na k im ha s fiendish hunger a nd must ea t twice a s much a s nor ma l to sur v iv e.
The a na k im ha s bloodlust, cra v ing the a ct of murder 1 d4 times per week . If the a na k im does not murder
the deter mined number of crea tures per week , they begin foa ming a t the mouth, experience a n increa sed
70
hea rt ra te, a n increa se of 2 d2 0 Strength a nd Driv e, a nd a decrea se of 2 d2 0 Ha nd-E ye Coordina tion a nd
Agility until the requisite number of crea tures a re murdered.
The a na k im is a ngered by the color of white clothes. The a na k im must pa ss a Driv e check a t TH 5 0 or
71
a ttempt to rip the white clothes to shreds.
72 The a na k im twitches v iolently when a ngered.
The a na k im ha s white eyes, a ppa rently with no pupil or iris. The a na k im loses 2 d8 Fa cia l Cha risma
73 since this fea ture is clea rly inhuma n. It is impossible to obser v e the eyes of this a na k im a nd deter mine
exa ctly where they a re look ing a t a ny giv en moment.
The a na k im ha s a 2 % cha nce of wa k ing with bloodthirst. If so, the a na k im will not stop until they
74
murder a crea ture a nd drink its blood.
75 The a na k im is a ccompa nied by the odor of sex, which extends 1 d6 feet.
76 The a na k im is a ble to ca st Ca ll Fog once per da y. No cha nt, ingredient, or ritua l is necessa ry.
77 The a na k im is a ble to ca st Ca ll Ma g gots once per da y. No cha nt, ingredient, or ritua l is necessa ry.
78 The a na k im is a ble to ca st Bestow Vir us once per da y. No cha nt, ingredient, or ritua l is necessa ry.
79 The a na k im is a ble to ca st Force Ra ncor once per da y. No cha nt, ingredient, or ritua l is necessa ry.
80 The a na k im is a ble to ca st Force Screa m once per da y. No cha nt, ingredient, or ritua l is necessa ry.
81 The a na k im is a ble to ca st Force Slumber once per da y. No cha nt, ingredient, or ritua l is necessa ry.
82 The a na k im is a ble to ca st Acidic Touch once per da y. No cha nt, ingredient, or ritua l is necessa ry.
83 The a na k im is a ble to ca st Frosty Touch once per da y. No cha nt, ingredient, or ritua l is necessa ry.
84 The a na k im is a ble to ca st Sea l O rifice once per da y. No cha nt, ingredient, or ritua l is necessa ry.
85 The a na k im is a ble to ca st Detect Ma gic once per da y. No cha nt, ingredient, or ritua l is necessa ry.
86 The a na k im is a ble to ca st Deter mine Ma gic once per da y. No cha nt, ingredient, or ritua l is necessa ry.
The a na k im ha s ba rbed sk in. All who ma k e forceful conta ct with the sk in of this a na k im suffer a n
87
a dditiona l 1 LP of da ma ge.
The a na k im ha s a bnor ma l ha tred for other a na k im. Whenev er within 1 d1 0 0 feet of one, the a na k im
88
must pa ss a Driv e check a t TH 8 0 or a tta ck with the intent to k ill.
The a na k im ha s a bnor ma l ha tred for dwa r v es. Whenev er within 1 d1 0 0 feet of one, the a na k im must
89
pa ss a Driv e check a t TH 8 0 or a tta ck with the intent to k ill.
The a na k im ha s a bnor ma l ha tred for elv es. Whenev er within 1 d1 0 0 feet of one, the a na k im must pa ss a
90
Driv e check a t TH 8 0 or a tta ck with the intent to k ill.
The a na k im ha s a bnor ma l ha tred for ha lflings. Whenev er within 1 d1 0 0 feet of one, the a na k im must
91
pa ss a Driv e check a t TH 8 0 or a tta ck with the intent to k ill.
The a na k im ha s a bnor ma l ha tred for ha lf-orcs. Whenev er within 1 d1 0 0 feet of one, the a na k im must
92
pa ss a Driv e check a t TH 8 0 or a tta ck with the intent to k ill.
The a na k im ha s a bnor ma l ha tred for huma ns. Whenev er within 1 d1 0 0 feet of one, the a na k im must pa ss
93
a Driv e check a t TH 8 0 or a tta ck with the intent to k ill.

43
Roll A nak im Tr ait
The a na k im ha s a bnor ma l ha tred for ma les. Whenev er within 1 d1 0 0 feet of one, the a na k im must pa ss a
94
Driv e check a t TH 3 0 or a tta ck with the intent to k ill.
The a na k im ha s a bnor ma l ha tred for fema les. Whenev er within 1 d1 0 0 feet of one, the a na k im must pa ss
95
a Driv e check a t TH 3 0 or a tta ck with the intent to k ill.
The a na k im ha s 1 d4 inches of bla ck fur on their entire body. This lowers Bodily Attra ctiv eness by 2 d8
96
sub-a bility points.
97 The a na k im ha s 1 d8 inch horns on ea ch shoulder.
98 The a na k im is a ble to bellow a s loud a s a lion.
99 The a na k im is a ble to belch melodiously.
100 The a na k im ha s 1 % immunity to ma gic per occupa tiona l lev el.

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Dwarf
Dwarves are stout and strong, unaffected by
cold and fire, stubborn, persistent in labor and hard-
ship, and sturdier than other humanoid races. In-
deed, dwarves are able to withstand the fire of a
dragon, provided they wear steel helmets to protect
their faces. Dwarves are brave in battle, and their
pride and will cannot be broken. Dwarves are deep-
delving miners, masons, metal-workers, and the
wondrous stone-carvers. They are long-bearded and
tough. They have their own language called Artwork Here
Khozdol, and jealously guard their language from
others. Not all the deeds of dwarves are praisewor-
thy. They have been known to sack citadels and kill
kings. Dwarves are renowned for closing the doors
to their homes or realms to the troubles of the world.
No one can force entry into a dwarven realm.
In the beginning, though elves were made
first, Seven Fathers of dwarves were created in uni-
son. It is said that each of the Seven Fathers made
a great mansion under the mountains of the earth,
but elven histories speak of only three. Over the Disposition Modifiers: + 50 Ethicality.
course of dwarven history, dwarves are renowned Temperament Modifiers: - 50 Sanguine
for combating cold-drakes and orcs. and - 25 Phlegmatic.
Grey-elves think dwarves are unlovely, call- Sociality: Dwarves live underground, usu-
ing them stunted people. For some time, trade be- ally in mountains or beneath hills in hollow halls.
tween the elves and dwarves flourished. Dwarf-mail As a race, they value the work ethic, metals and gems,
of linked rings is famous, and so is mithril, a pre- honor their commitments, and their tolerance to
cious magical metal. ale allows them to drink often. Humor is not un-
Sub-Ability Modifiers: Strength + 20, known to dwarves, though buffoonery among their
Bodily Attractiveness - 10, Health + 10, Facial - 5, kind is almost unheard of. Instead, dice games are a
Kinetic - 10, Rhetorical - 10, Agility - 10, Spatial + popular form of entertainment, especially while
15, Drive + 20, and Intuition - 10. drinking.
Base Life Points: 25 Skills: Appraise + 5, Architecture + 5, Ar-
Physical Description: Dwarves range in mor (Specific), Blacksmithing + 5, Blindfighting +
height between four and five feet, though typically 5, Brawling + 5, Brewing + 5, Direction Sense + 5,
they weigh as much as a human. Dwarven life ex- Gambling + 5, Gemcutting + 5, Genealogy + 5,
pectancy is 200-250 years. Strangely, dwarven women History (Military) + 5, Law + 5, Mining + 5, Moun-
are uncommon; less than one in three dwarves is taineering + 5, Nature (Minerals) + 5, Stonemasonry
female. Dwarven women seldom walk abroad, ex- + 5, and 1 Weapon (Specific).
cept in great need. Also, dwarven women have Religion: Most dwarves are involved in their
beards and are so much like dwarven men in voice culture and cultural religion to the exclusion of all
and appearance that most from other races cannot others.
tell them apart. Language: Khozdol
Names: Common names of dwarves have
been Albrecht, Doery, Fyli, Gloyn, Kyli, Noery, Oery,
Oyn, and Thoryn.

45
Elves -- reincarnation. Once reborn, elves do not remem-
Often called the firstborn, elves are the first ber their previous lives until knowledge and experi-
humanoid race to become literate and begin record- ence grows. Then, their lives are double-rich. Few
ing their history. Perhaps more interestingly, elves elves have been reincarnated more than once, though
are bound to the world and cannot leave it. In a no one knows why. Finally, it is noteworthy that all
sense they are immortal, because they will live as elves are immune to disease, love wine, and are veg-
long as the world and do not age beyond young adult- etarian. Elven hair is like spun gold, woven silver,
hood. However, elves may be killed. If they are or polished jet, and starlight glimmers all about them
killed, their soul departs to a land across the sea where on their hair, eyes, silken clothes and jeweled hands.
it may live as long as the world. If an elf was im- Of all the arts, they best excel at speech, song, and
moral in life, the soul will not return, but otherwise, poetry. Several different sub-races of elves exist,
the soul may be placed into a new elven child’s body and they are described below:

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Elf, Deep Elf, Fair
Deep-elves may be the most famous in the Of all the races of elves, the wisest are fair-
songs of humans because of their great knowledge elves. The eyes of fair-elves illuminate with light
of crafts. Indeed, their racial name means knowl- more brilliantly than other elves. They are a blond
edge. When elven wars against evil are referenced, race, and their hair and skin is fairest among the
usually ancient tales of the deep-elves are involved. elves. Fair elves seem golden and powerful.
Deep-elves love to build with stone and enjoy delv- Sub-Ability Modifiers: Physical Fitness +
ing deep into mountains for it. This race was first 10, Strength - 10, Bodily Attractiveness + 10, Health
to find the bright gems of the earth. Very few un- + 30, Facial Charisma + 15, Kinetic Charisma + 10,
derground and mountainous kingdoms remain, Hand-Eye Coordination + 5, Agility + 5, Language
though the deep-elves were once very populous. + 10, Drive + 20, Intuition + 5, Common Sense +
Along with green-elves and wood-elves, deep-elves 10, and Reflection + 5.
are considered one of the races of dark-elves. Base Life Points: 18
Sub-Ability Modifiers: Physical Fitness + Physical Description: The average height
10, Strength - 10, Bodily Attractiveness + 10, Health of an adult male fair-elf is 5’ 6”.
+ 30, Facial Charisma + 10, Kinetic Charisma + 10, Disposition Modifiers: - 50 Ethicality and
Hand-Eye Coordination + 5, Agility + 5, Language + 10 Morality.
+ 10, Drive + 20, Intuition + 5, and Reflection + 5. Temperament Modifiers: - 50 Choleric and
Base Life Points: 18 - 25 Phlegmatic.
Physical Description: The average height Sociality: Their kingdom is hidden from
of an adult male deep-elf is 5’ 6”. humanity in a forest.
Disposition Modifiers: - 50 Ethicality and Skills: Etiquette + 5, Genealogy + 10, His-
+ 10 Morality. tory (Cultural) + 10, and Nature (Trees) + 5.
Temperament Modifiers: - 50 Choleric and Religion: Elven deities are most often wor-
- 25 Phlegmatic. shipped.
Sociality: Deep-elves prefer to live in un- Language: Grey Elven
derground kingdoms, often deep within mountains. Names: Common names for fair-elves in-
Such kingdoms display surpassing examples of stone clude Ylfe and Yngwie.
craftsmanship, such as statues and architecture.
Skills: Appraise + 5, Climb + 20, Etiquette
+ 5, Gemcutting + 10, Genealogy + 10, History
(Cultural) +10, Mining + 5, Mountaineering + 5,
Nature (Minerals) + 10, and Stonemasonry + 10.
Religion: Elven deities are most often wor-
shipped.
Language: Grey Elven
Names: Common names for deep-elves
include: Atalante and gwraig Annwn Artwork Here

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Elf, Green made no cities that the enemy could find and de-
Considered to be one of the races of dark- stroy. These people are like the wind in the trees,
elves along with deep-elves and wood-elves, green- which sometimes can be heard but never seen.
elves speak High Elven and wear garments of for- Sub-Ability Modifiers: Physical Fitness +
est green so that they may be invisible to their foes 10, Strength - 10, Bodily Attractiveness + 10, Health
in the woodlands. They are not a great or powerful + 30, Facial Charisma + 10, Kinetic Charisma + 10,
people, but they survive by their knowledge of the Hand-Eye Coordination + 5, Agility + 5, Language
land. Green-elves have a love and knowledge of all + 10, Drive + 20, Intuition + 5, and Reflection + 5.
things that are green and grow. Only the ents are Base Life Points: 18
more closely connected with the trees than green- Physical Description: The average height
elves. Green-elves do not hunt the creatures of the of an adult male green-elf is 5’ 6”.
woodlands. Surpassing other elves, their singing is Disposition Modifiers: - 50 Ethicality and
very beautiful and constant. In fact, their land has + 10 Morality.
been nicknamed by other elves “land of song.” Temperament Modifiers: - 50 Choleric and
Long ago, green-elves and grey-elves fought - 25 Phlegmatic.
armies of orcs, trolls, and wolves. Though they were Sociality: Green-elves wear green garments.
victorious over the immoral army, the lord of green- Skills: Etiquette + 5, Genealogy + 10, Hide
elves, Dynythor, was slain. The people were over- + 5, History (Cultural) + 10, Musical Instrument
come with sorrow and would take no new king. They (Voice) + 10, Nature (Geography) + 5, Nature
swore to never again come into open battle with an (Plants) + 15, Nature (Trees) + 15, Tracking + 10,
enemy, but would always remain under cover of the and Wilderness Lore + 10.
forest, where they could ambush their foes with darts Religion: Elven deities are most often wor-
and arrows. shipped.
Thereafter, the people kept their pledge and Language: High Elven
became tribal. Their enemies were harassed but Names: Common names for green-elves
could not defeat the green-elves, since they have include: Alb, Alf, Alp, Sidhe and Sith.

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Elf, Grey + 30, Facial Charisma + 10, Kinetic Charisma + 10,
One of the race of elves called light-elves, Hand-Eye Coordination + 5, Agility + 5, Language
the grey-elves and sea-elves were once the same + 10, Drive + 20, Intuition + 5, and Reflection + 5.
people. As the race migrated, their king, who was Base Life Points: 18
tallest of the elves, entered woods and fell under a Physical Description: Their hair is silver
timeless spell. His people searched for him, but as and they are slightly taller than other elves, averag-
years passed many gave up hope and gave the king- ing 5’10” or comparable to male humans.
ship to his brother as they resumed their migration. Disposition Modifiers: - 50 Ethicality and
But, many would have no other king and refused to + 10 Morality.
leave. These elves who remained called themselves Temperament Modifiers: - 50 Choleric and
the “forsaken,” and thereafter were divided from - 25 Phlegmatic.
the sea-elves. In time, the king emerged from the Sociality: The hidden grey-elven kingdom
woods, but a great change had occurred in his people. is hidden from immorality by powerful magic.
The king wished to make a kingdom there. The Skills: Etiquette + 5, Genealogy + 10, His-
name of the people changed from the “forsaken” tory (Cultural) + 10, and Nature (Trees) + 10.
to grey-elves. Protected from immorality by pow- Religion: Elven deities are most often wor-
erful magic, grey-elves have a hidden kingdom; evil shipped.
will never find their kingdom. Language: Grey Elven
Sub-Ability Modifiers: Physical Fitness + Names: Common names for grey-elves in-
10, Strength - 10, Bodily Attractiveness + 10, Health clude: Elraund and Thidhrek.

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Elf, High Temperament Modifiers: - 50 Choleric and
High-elves are the mightiest of the elves and - 25 Phlegmatic.
have been granted great Wisdom and many skills. Sociality: The realm of high-elves is far re-
The realm of high-elves is far removed from hu- moved from humans and cannot be reached by de-
mans and cannot be reached by devices of humans. vices of humans.
Sub-Ability Modifiers: Physical Fitness + Skills: Etiquette + 5, Genealogy + 10, Hide
10, Strength - 10, Bodily Attractiveness + 10, Health + 5, History (Cultural) + 10, Musical Instrument
+ 30, Facial Charisma + 10, Kinetic Charisma + 10, (Voice) + 5, Nature (Geography) + 5, Nature (Plants)
Hand-Eye Coordination + 5, Agility + 5, Language + 5, Nature (Trees) + 10, Tracking + 5, and Wilder-
+ 10, Drive + 20, Intuition + 5, Common Sense + ness Lore + 5.
5, and Reflection + 5. Religion: Elven deities are most often wor-
Base Life Points: 18 shipped.
Physical Description: High-elven adult Language: High Elven
males average 5’ 6” in height. Names: Common names for high-elves in-
Disposition Modifiers: - 50 Ethicality and clude:
+ 10 Morality.

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Elf, Sea Physical Description: Sea-elven adult males
Sea-elves have lived along the shore for so average 5’ 6” in height.
long that they exceed all others in Wisdom and lore Disposition Modifiers: - 50 Ethicality and
concerning the sea, and so they are known as sea- + 10 Morality.
elves. They were the first people to build ships, which Temperament Modifiers: - 50 Choleric and
are white and shaped like great swans. Sea-elves sail - 25 Phlegmatic.
and sing with voices like the rippling waves. Beyond Sociality: They live in mansions of pearl
the reckoning of the wisest humans, sea-elves know along the shore.
the language of the sea. These elves live in man- Skills: Constellations + 5, Direction Sense
sions of pearl. Other races have learned only a little + 5, Etiquette + 5, Fishing + 10, Genealogy + 10,
of the knowledge of ship-building and the sea. History (Cultural) + 10, Musical Instrument (Voice)
Other humanoid races do not have the ability with + 5, Nature (Fish) + 10, Sailing + 10, Shipwright +
Language nor the subtlety of voice and ear to know 5, and Swim + 10.
the ways of the sea as well as sea-elves. Religion: Elven deities are most often wor-
Sub-Ability Modifiers: Physical Fitness + shipped.
10, Strength - 10, Bodily Attractiveness + 10, Health Language: Grey Elven
+ 30, Facial Charisma + 10, Kinetic Charisma + 10, Names: Common names for sea-elves in-
Hand-Eye Coordination + 5, Agility + 5, Language clude: Baggalutur, Bjalmans barnid, Bjalminn sjalfur,
+ 10, Drive + 20, Intuition + 5, and Reflection + 5. Bitahaengir, Frodusleikir, Laekjaraegir, Raudur,
Base Life Points: 18 Redda, Sledda, Steingrimur, Syrjusleikir, Tilfill, and
Tutur.

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51
Elf, Wood Base Life Points: 18
Also called silvan elves, these elves typically Physical Description: Wood-elven adult
wear grey-elven cloaks that function like a males average 5’ 6” in height.
chameleon’s coat, hiding them in the forest. Wood- Disposition Modifiers: - 50 Ethicality and
elves are considered to be one of the races called + 10 Morality.
dark-elves, along with the green-elves and deep-elves. Temperament Modifiers: - 50 Choleric and
Ancient history states that wood-elves pre- - 25 Phlegmatic.
dominantly lived in forests. They were a tribal race Sociality: Wood-elves live in a forest that is
who built no cities and had no kings. Centuries later, protected by a magical force. No immoral crea-
however, their numbers dwindled and high-elves tures or forces may enter their forest. Therein, is a
took wood-elves as their subjects. In this way, wood- kingdom.
elves learned much of the High Elven language and Skills: Etiquette + 5, Genealogy + 10, Hide
culture, and many of their skills. For a time, wood- + 5, History (Cultural) + 10, Musical Instrument
elves grew strong and prosperous under these lords. (Voice) + 5, Nature (Geography) + 5, Nature (Plants)
Eventually, a concealed city of wood-elves devel- + 5, Nature (Trees) + 10, Tracking + 5, and Wilder-
oped deep in a large forest. It is beautiful and magi- ness Lore + 5.
cal, and has withstood many dark invasions. The Religion: Elven deities are most often wor-
kingdom of these elves has a king and queen. Their shipped.
forest is protected from immorality by a force. This Language: Grey Elven and High Elven
force emanates from the elf ring Nenya. Names: Common names for wood elves
Sub-Ability Modifiers: Physical Fitness + include: Askasleikir, Bjugnakraekir, Faldafeykir,
10, Strength - 10, Bodily Attractiveness + 10, Health Stekkjarstaur, Gattathefur, Giljagaur, Gluggagaegir,
+ 30, Facial Charisma + 10, Kinetic Charisma + 10, Ketkrokur, og Kertasnikir, Pottasleikir, Skyrjarmur,
Hand-Eye Coordination + 5, Agility + 5, Language Stufur, and Thvorusleikir.
+ 10, Drive + 20, Intuition + 5, and Reflection + 5.

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52
Half-Orc Disposition Modifiers: - 25 Ethicality and
By sorcery, some humans and orcs were in- - 50 Morality.
terbred. Half-orcs continue to breed with humans Temperament Modifiers: - 50 Sanguine
and orcs, furthering the new race. Half-orcs are large and - 25 Melancholic.
humanoids, lynx-eyed and immoral. Compared to Sociality: Half-orcs are typically shunned by
other humanoid races, half-orcs are rare. both humans and orcs, so their societal role is often
Sub-Ability Modifiers: Physical Fitness - that of miscreants.
5, Strength + 15, Bodily Attractiveness - 7, Facial Skills: Brawling + 5, Hurl + 5, Intimidation
Charisma - 12, Vocal Charisma - 10, Kinetic Cha- + 5, Toxicology + 5, Trickery + 5, 1 Weapon (Spe-
risma - 5, Rhetorical Charisma - 10, Agility - 2, Enun- cific), and Wrestling + 5.
ciation - 2, Language - 5, Math - 7, Analytic - 7, Religion: Half-orcs are often rejected by
Spatial - 5, Intuition - 2, Common Sense - 5, and both humans and orcs, so they are often godless.
Reflection - 2. Language: Common Speech or Black
Base Life Points: 22 Speech, or both if intelligent enough and they were
Physical Description: The average half- reared with the opportunity to learn both.
orkish male stands 5’ 11” and weighs 195 lbs. Some- Names: The name of half-orc depends on
times their skin seems to have a greenish hue. Their the society in they were raised: human or orc.
hair is usually dark brown or black, and often curly.
The eyes of half-orcs are usually brown. The face
of a half-orc is prognathous; the lower half of the
face protrudes beyond the upper half.

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53
Halfling Halfling, Fallohide
At the same time when humans evolved, an- The fallohides are a woodland folk and wis-
other race emerged as well: the halflings, sometimes est in the arts of song and poetry. By halfling stan-
callled poople. Halflings are a burrowing, hole-dwell- dards, they are tall, fair-haired, and fair-skinned. They
ing race said to be related to humans, yet they are are the least populous of the halfling strains, but are
smaller than dwarves and their lives last about a hun- more adventurous and inclined to commit daring
dred years. All halflings, both male and female, share acts. Because of this, fallohides are likely to become
certain characteristics. All measure between two and leaders of their people and are known to seek the
four feet in height; they are long-fingered, possess a company and advice of elves. Fallohides prefer
chubby and cheerful countenance, grow curly brown hunting to ploughing. They founded a habitable
hair upon their heads, and have feet that are pecu- area and call it the Shire.
liar, shoeless, and oversized. An unassuming and Sub-Ability Modifiers: Physical Fitness -
conservative race, they judge their peers by confor- 15, Strength - 30, Bodily Attractiveness - 15, Facial -
mity to quiet halfling village life. Excessive behav- 10, Kinetic - 7, Agility - 7, Language + 5, and Com-
ior or adventurous endeavor are discouraged and mon Sense + 5.
considered indiscreet. The indulgences of halflings Base Life Points: 14
consist of donning bright colored clothing and con- Physical Description: Halflings are the
suming six substantial meals per day. The one ec- shortest of the races available for a character, though
centricity of halflings is the art of smoking pipe- fallohides are tall for halflings, averaging 3’ 1” tall
weed, which they claim as their one contribution to across genders. Pudgy, they weigh an average of 60
the culture of the world. Halflings exist of three pounds. The life expectancy of a halfling is 100
strains: the fallohides, harfoots, and stoors. years. Halflings have hairy feet, a round and jovial
face, ears only slightly pointed, and short curly hair.
Disposition Modifiers: - 25 Ethicality and
+ 25 Morality.
Temperament Modifiers: - 50 Choleric and
- 25 Melancholic.
Sociality: Preferring to live in quiet little
shires and rarely venture forth, most of the world
overlooks halflings. As a people, they tend to be
quiet, agreeable, and merry. Halflings enjoy passive
lifestyles, usually pursue gardening, and many have
been noted to smoke herbs in pipes.
Skills: Haggling + 5, Hunting + 5, Nature
Artwork Here (Minerals) + 5, Nature (Plants) + 5, and Wilderness
Lore + 10.
Religion: Halflings may worship any of the
human gods, but religion is usually not a dominant
force in halfling society.
Language: Common Speech
Names: Common names of halflings have
been Balboa and Frohdoe.

54
Halfling, Harfoot Disposition Modifiers: - 25 Ethicality and
The most numerous and typical of the three + 25 Morality.
strains of halflings are named the harfoot. They Temperament Modifiers: - 50 Choleric and
are the smallest of the halflings and their skin and - 25 Melancholic.
hair are nut-brown. Regarding other humanoid Sociality: Preferring to live in quiet little
races, the harfoot are friendliest with the dwarves shires and rarely venturing forth, halflings are over-
because of a similar love for hillsides and highlands, looked by most of the world. As a race, the harfoot
and hole-dwelling to them is a joy. tend to be quiet, agreeable, and merry. Harfoot
Sub-Ability Modifiers: Physical Fitness - halflings enjoy passive lifestyles, usually pursue gar-
30, Strength - 40, Bodily Attractiveness - 20, Facial - dening, and many have been noted to smoke herbs
15, Kinetic - 10, Agility - 10, Language + 5, and in pipes.
Drive - 10. Skills: Haggling and Nature (Minerals) + 5.
Base Life Points: 10 Religion: Harfoot halflings may worship any
Physical Description: Harfoot halflings are of the human gods, but religion is usually not a domi-
the shortest of the races available for a character, nant force in halfling society.
averaging 2’ 9” tall across genders. Pudgy, they weigh Language: Common Speech
an average of around 60 pounds. The life expect- Names: Common names include Boljer and
ancy of a halfling is 100 years. Halflings have hairy Motham.
feet, a round and jovial face, ears only slightly
pointed, and short curly hair.

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Halfling, Stoor Disposition Modifiers: - 25 Ethicality and
Of the three halfling strains, only the stoors + 25 Morality.
know the arts of sailing, fishing, and swimming. Temperament Modifiers: - 50 Choleric and
They are lovers of flat river lands and are most - 25 Melancholic.
friendly with humans. The harfoots think the stoors Sociality: Preferring to live in quiet little
are a strange folk. In the eyes of the harfoots, stoors shires and rarely venture forth, stoors are overlooked
have an almost humanly appearance, for they are by most of the world. As a people, they tend to be
heavier and broader than the other strains of quiet, agreeable, and merry. Halflings enjoy passive
halflings, and unlike other halflings, stoors are able lifestyles, usually pursue gardening, and many have
to grow beards. Stoors are the only strain of halflings been noted to smoke herbs in pipes.
to use footwear; in muddy weather they wear boots. Skills: Fishing + 5, Haggling + 5, Nature
Sub-Ability Modifiers: Physical Fitness - (Plants) + 5, Sailing + 5, and Swim + 5.
20, Strength - 35, Bodily Attractiveness - 20, Facial - Religion: Stoors may worship any of the
15, Kinetic - 10, Agility - 10, Language + 5, and Drive human gods, but religion is usually not a dominant
- 10. force in halfling society.
Base Life Points: 12 Language: Common Speech
Physical Description: Halflings are the Names: Common names include Lythe,
shortest of the races available for a character, and Tooke, and Tuckborough.
the stoor strain averages 2’ 11” tall across genders.
Pudgy, they weigh an average of 60 pounds. The
life expectancy of a halfling is 100 years. Halflings
have hairy feet, a round and jovial face, ears only
slightly pointed, and short curly hair.

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56
Human dwarves and elves, humans reproduce frequently, and
Compared with the elves and dwarves, hu- often consider large families desirable, whether they
mans are a very young race. Though the lifespan of can afford to feed them or not.
a human is short, mankind reproduces prolifically. Skills: Due to their short lives, humans re-
In almost every respect, humans are the most neu- ceive no bonus skills.
tral and the norm of the humanoid races. Religion: Humans range from devoutly re-
Sub-Ability Modifiers: None. ligious to irreligious. Of all the races, humans have
Base Life Points: 20 the widest selection of deities, though they also dif-
Physical Description: Humans, including fer sharply from culture to culture.
males and females, average 5’7” and 130 pounds, Language: Common Speech
and have a life expectancy of 73 years. Names: Common names for humans are
Disposition Modifiers: No modifiers. very diverse, especially across cultures. Holding to
Temperament Modifiers: No modifiers. traditions less than other humanoid races, humans
Sociality: Humans, by and large, are unedu- are almost likely to have any name. It is common to
cated peasants working in the service of a lord, attach ‘son’ as a suffix to a name, when the child is a
though this varies depending on whether they are boy.
urban or rural. Compared to other races such as

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57
Racial Hatred 4 = Dislike: Negative attitudes exist be-
tween these races. They are usually
Different races usually regard each other
not openly hostile toward each other
differently, based on observed, imagined, or feared
and opt to avoid members of this
dissimilarities. Most characters prefer to associate
race, but perceived insults may in-
with those who are deemed similar. Further, most
cite violence.
characters avoid, dislike, belittle, or condemn those
5 = Hatred: Between these races, insults
who are deemed dissimilar. Racial opinions and at-
usually occur frequently, and violence
titudes vary with each character. However, trends
is common, if not openly declared
in opinions emerge among masses of characters.
on sight. Generally, these races hate
At the present time, the degree of racial
each other.
hatred among the races allowed as characters for
players may be observed in the table below:
Racial Slurs
Rac ial Half- Half- A racial slur is a derogatory term for a race,
A na. D war f Elf Hum . usually used comically, to belittle, or to incite vio-
Hatr e d Or c ling
lence. A stockpile of racial slurs has accumulated
A nak im 1 5 5 4 5 5 through the centuries, though most have been for-
gotten, lost due to the passage of time. The follow-
D war f 5 1 3 4 3 3 ing races have acquired these racial slurs:

Anakim
Elf 5 3 1 5 3 2
Stovepiper (due to their thick manhood)

Half-Or c 4 4 5 1 4 4 Dwarf
The Stunted People (elven slang)
Halfling 5 3 3 4 1 2
Elf
Auf, Fairy, Ouph, Ouphe, Twig
Hum a n 5 3 2 4 2 1

Half-Orc
Spear-chucker
1 = Preference: A preference exists for the
indicated race. Note that, as a gen- Halfling
eral rule, characters prefer their own Poople
kind.
2 = Acceptance: While these races may not Human
prefer each other’s company above Sickly (elven slang)
their own kind, they are generally on
good terms with each other and will
tend to be accepting and tolerant.
3 = Indifference: These races have no strong
attitudes in favor of or opposition
to each other.

58
Chapter 3: Body

This chapter is concerned with anthropometry (physical measures of the body), such as height
and weight, and genitalia, as well as allergies, intoxication, and diseases that affect the body. The contents
of this chapter are listed under four categories: Standard Features, Sexual Features, Rare Features, and
Allergies, Intoxication, and Disease.
Perhaps the most frequently used physical measure is Life Points (LP), a numeric representation
of consciousness, energy, and life, as well as the ability to withstand or sustain damage. Life Points were
first introduced regarding Strength, Health, and Drive in Chapter 1: Abilities. LP were also adjusted with
racial descriptions in Chapter 2: Gender and Race. Life Points are more appropriately covered in detail in
Chapter 10: Combat.
If generating a new character, progress through this chapter topic by topic to determine and
record information concerning the body of a character. Information including and beyond Rare Features
may be relevant to a character’s body in a gaming session, but not character creation.

Standard Features
Each of the standard features must be randomly determined for each character.

Age:
Adventurers usually choose their occupation during young adulthood, which is reflected below.
Should the MM desire to create a character at a younger or older age, appropriate modifiers to abilities (see
Chap. 1: Abilities) and skills (see Chap. 8: Skills) should be considered. Otherwise, consult the table below:

Rac e Star ting A ge


Ana k im 2 1 + 1 d2 0
Dwa rf 4 0 + 1 d2 0
E lf 8 0 + 1 d1 0 0
Ha lf-O rc 1 2 + 1 d6
Ha lfling 1 9 + 1 d2 0
Huma n 1 5 + 1 d1 2

Each of the standard features must be randomly determined for each character.

59
Lifespan:
Rac e Infant Child Pube r ty Young A dult Middle A ge Old A ge Ve ne r able
Ana k im 0 -4 5 -1 4 1 5 -2 1 2 2 -4 5 4 6 -7 0 7 1 -1 0 0 1 0 1 -1 5 0
Dwa rf 0 -7 8 -3 1 3 2 -4 0 4 1 -8 0 8 1 -1 4 0 1 4 1 -2 0 0 2 0 1 -3 0 0
E lf* 0 -1 0 1 1 -5 0 5 1 -8 0 81+ - - -
Ha lf-O rc 0 -2 3 -7 8 -1 2 1 3 -1 9 2 0 -3 5 3 6 -5 0 5 1 -8 0
Ha lfling 0 -4 5 -1 3 1 4 -1 9 2 0 -4 0 4 1 -6 5 6 6 -9 0 9 1 -1 3 0
Huma n 0 -3 4 -1 1 1 2 -1 5 1 6 -3 0 3 1 -5 0 5 1 -7 0 7 1 -1 1 0

*The bodies of elves do not age and deteriorate beyond young adulthood.
Note: Females live (1d10)% longer than males, regardless of race. If female, roll and apply.

Height:

He ight in Inches
Rac e Male A vg. Male Fe m ale A vg. Fe m ale
Ana k im ( 6 d6 ) + 7 8 8' ( 6 d6 ) + 6 3 7'
Dwa rf ( 6 d6 ) + 3 3 4' 6" ( 6 d6 ) + 3 0 4' 3"
E lf* ( 6 d6 ) + 4 5 *5 ' 6 " ( 6 d6 ) + 3 9 *5 '
Ha lf-O rc ( 6 d6 ) + 5 0 5' 11" ( 6 d6 ) + 4 4 5' 5"
Ha lfling, fa llohide ( 6 d6 ) + 1 8 3' 3" ( 5 d6 ) + 1 9 3'
Ha lfling, ha rfoot ( 4 d6 ) + 2 0 2' 10" ( 3 d6 ) + 2 1 2' 8"
Ha lfling, stoor ( 5 d6 ) + 1 9 3' ( 4 d6 ) + 2 0 2' 10"
Huma n ( 6 d6 ) + 4 9 5' 10" ( 6 d6 ) + 4 3 5' 4"

*The height of a grey-elf is determined as a human, not an elf on this table.

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60
Weight:
The weight of a character is determined by three variables. First, roll on the table below to
determine the Base Weight in Pounds of a character by gender and race:

Base We ight in Pounds


Rac e Male Fe m ale
Ana k im ( 3 d1 0 0 ) + 2 5 0 ( 2 d1 0 0 ) + 2 5 0
Dwa rf 2 ( 3 d2 0 ) + 8 7 ( 6 d1 2 ) + 8 1
E lf* ( 6 d1 2 ) + 9 1 ( 6 d1 0 ) + 6 8
Ha lf-O rc 2 ( 3 d2 0 ) + 1 3 2 ( 6 d1 2 ) + 1 1 9
Ha lfling ( 6 d8 ) + 4 0 ( 6 d8 ) + 3 6
Huma n 2 ( 3 d2 0 ) + 8 7 ( 6 d1 2 ) + 7 1

*A grey-elf gains an additional 15 pounds if male, 5 if female.

Next, refer to the table above for Height, and assess the number of inches that the character
deviates from the average for their gender. For instance, a human male that is 6’ tall deviates from the
average human male by being two inches taller. Apply the deviation, if it exists, to the following table to
further modify the character’s weight:

We ight A djustm e nt by He ight


Male Fe m ale
For Eac h Inc h For Eac h Inc h For Eac h Inc h For Eac h Inc h
Rac e
Talle r Shor te r Talle r Shor te r
Ana k im Add 1 5 lbs. Subtra ct 6 lbs. Add 1 0 lbs. Subtra ct 1 0 lbs.
Dwa rf Add 1 2 lbs. Subtra ct 4 lbs. Add 4 lbs. Subtra ct 1 lb.
E lf Add 7 lbs. Subtra ct 2 lbs. Add 3 lbs. Subtra ct 1 lb.
Ha lf-O rc Add 1 1 lbs. Subtra ct 5 lbs. Add 6 lbs. Subtra ct 1 lb.
Ha lfling Add 2 lbs. Subtra ct 1 lb. Add 1 lb. Subtra ct 1 lb.
Huma n Add 1 0 lbs. Subtra ct 4 lbs. Add 5 lbs. Subtra ct 1 lb.

Finally, consider the Strength sub-ability of the character (see Chap. 1: Abilities). If a character has
sufficient Strength, they will weigh more accordingly. For every category of Strength above that which is
mentioned in the following table, apply the modifier. Consult the table below:

We ight A djustm e nt by Str e ngth


If Str e ngth The n apply this we ight inc r e m e nt for
Rac e
m e e ts or e xc e e ds: e ac h additional Str e ngth c ate gor y :
Ana k im 265 30
Dwa rf 175 15
E lf 124 10
Ha lf-orc 175 20
Ha lfling 106 5
Huma n 145 20

For example, the weight will be determined for a human male named Antichristo who stands 6’ 2”
tall and has a Strength of 190. First, according to the Base Weight table above, 3d20 are rolled. The result
for Antichristo is 35. This sum is multiplied by 2, and 87 is added to it, yielding a Base Weight of 157 lbs.
Next, since Antichristo is 4 inches taller than an average human male, 40 lbs. are added to his weight; so
far, Antichristo weighs 197 lbs. Finally, due to his Strength of 190, which is 4 categories on the sub-ability
table above 145, 80 lbs. is added to his weight. Antichristo’s final weight is 277 lbs.

61
Most Attractive/Repulsive Feature (d%): Hair Color (d%):
Roll 1d100 twice, first for the most attrac-
tive feature of your character, then for the most Hair Color for A nak im , Half-Or c s,
repulsive feature. If the most repulsive feature is Halflings, and Hum ans
identical to the most attractive feature, then reroll. Roll Hair Color
0 1 -0 5 Albino Blonde
Otherwise, the player and MM must consult one
0 6 -1 5 Blonde
another in contradictory cases, such as when a char- 1 6 -2 5 Dirty Blonde
acter has a high Facial Charisma, yet their face is 2 6 -3 0 Red
their most repulsive feature. 3 1 -4 0 Auburn
4 1 -6 5 Light Brown
6 6 -8 5 Br unette
Roll Fe atur e 8 6 -1 0 0 Bl a c k
0 1 -1 5 Ha ir
1 6 -2 5 E yes
2 6 -3 0 Lips Hair Color for D war ve s
3 1 -3 5 Voice
Roll Hair Color
3 6 -5 0 Fa c e
0 1 -0 5 Red
5 1 -5 5 Crotch
0 6 -1 5 Auburn
5 6 -6 5 Chest
1 6 -4 0 Light Brown
6 6 -7 5 Wa ist
4 1 -8 5 Br unette
7 6 -8 5 Buttock s
8 6 -1 0 0 Bl a c k
8 6 -9 0 Legs
9 1 -9 5 Ha nds/Feet
9 6 -1 0 0 Ma nnerisms
Hair Color for D e e p, Gr e y, Gr e e n, High,
Se a, and Wood-Elve s
Roll Hair Color
Skin Color (d%): 0 1 -2 0 Bl a c k
The color of a the skin of a character may 2 1 -3 0 Gra y
range from deathly pale to tan. However, certain 3 1 -4 0 Silv ery-gra y
races have modifiers. Consider the following racial 4 1 -6 0 Silv er
6 1 -7 0 Silv ery-white
modifiers: 7 1 -8 0 Blonde
8 1 -1 0 0 Golden
Rac e Modifie r
Dwa rf + 20 Hair Color for Fair -Elve s
E lf - 40
Roll Hair Color
Ha lf-O rc + 30
0 1 -1 0 Dirty Blonde
1 1 -6 0 Blonde
6 1 -8 0 Light Blonde
8 1 -1 0 0 Golden

Now, roll percentile dice and determine skin


color:
Hair Length (d%):
Roll Sk in Color
<0 6 Dea thly Pa le (ma ny think they a re undea d) Roll Hair Le ngth
0 6 -1 5 Pa le (obv iously, the ra re go outdoors) 0 1 -1 0 <4 " or neck length
1 6 -3 5 Light or fa ir 1 1 -2 9 4 -8 " or shoulder length
3 6 -6 0 Medium 3 0 -5 0 9 -1 6 " or upper ba ck
Ta n (the sk in of a la borer) 5 1 -8 0 1 7 -2 2 " or middle of the ba ck
>6 0 8 1 -9 7 2 3 -3 0 " or lower ba ck
(slightly greenish hue if Ha lf-O rk ish)
9 8 -9 9 3 1 -3 8 " or a ss-length
100 3 9 -5 0 " or thigh length

62
Hair, Thickness & Type (d%):
To determine hair thickness and type, roll perentile dice, consider possible gender and racial modi-
fiers, and consult the following table:

Roll Hair Thic k ne ss and Ty pe


0 1 -0 2 Thin, ba lding, a nd frizzy G e nde r Modifie r
0 3 -0 4 Thin, ba lding, a nd curly Ma le -
0 5 -0 6 Thin, ba lding, a nd stra ight Fema le +8
0 7 -0 8 Thin, ba lding, a nd wa v y Rac e Modifie r
0 9 -1 1 Thin a nd frizzy Ana k im -
1 2 -1 4 Thin a nd curly Dwa rf -
1 5 -2 2 Thin a nd stra ight E lf + 26
2 3 -2 6 Thin a nd wa v y Ha lf-O rc -
2 7 -3 2 Thick , k ink y, a nd oily Ha lfling -
3 3 -3 5 Thick a nd k ink y Huma n -
3 6 -4 2 Thick , curly, a nd oily
4 3 -5 0 Thick , wa v y, a nd oily
5 1 -5 5 Thick , stra ight, oily
5 6 -6 0 Medium thick ness, curly, a nd oily
6 1 -6 5 Medium thick ness, wa v y, a nd oily
6 6 -7 0 Medium thick ness, stra ight, a nd oily
7 1 -7 5 Thick a nd curly
7 6 -8 0 Thick a nd stra ight
8 1 -8 5 Thick a nd wa v y
8 6 -9 0 Medium thick ness a nd curly
9 1 -9 5 Medium thick ness a nd stra ight
9 6 -1 0 0 Medium thick ness a nd wa v y

Eye Color (d%):


Roll A nak im D war f Elf Half-Or c Halfling Hum a n
1 -5 Bl a c k Brown Albino Bl a c k Brown Bl a c k
6 -7 0 Brown Brown Green Brown Brown Brown
7 1 -8 0 Reddish-brown Gra y Gra y Bloody-brown Blue-gra y Blue-gra y
8 1 -9 9 Gra y Blue-gra y Bl ue Huma n blood Bl ue Bl ue
100 Blue-gra y Bl ue Brown Bright red Green Green

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63
Vision (d%):
Roll on the table below to determine the accuracy of a character’s vision. Undesirable vision is
either near-sightedness or far-sightedness. Near-sightedness means that a character can see normally
when objects are near, though distant objects are blurry. Conversely, far-sightedness means that a charac-
ter can see normally when objects are distant, but has headaches when objects are near and focused upon
for any duration. Spectacles do exist, though only ones that correct far-sightedness. Regarding near-
sightedness, a character’s vision is determined by the distance that they can distinguish between similar
heraldic coats of arms. Near-sighted characters suffer penalties regarding two skills: Aim and Sight (see
Chap. 8: Skills). Far-sightedness is the distance that a character no longer receives headaches. Roll on the
following table to determine the state of your character’s vision:

Roll A im , Sight Vision


01 -9 0 Nea r-sightedness, 5 feet
02 -8 0 Nea r-sightedness, 5 0 feet
0 3 -0 4 -7 0 Nea r-sightedness, 1 0 0 feet
0 5 -0 6 -6 0 Nea r-sightedness, 2 0 0 feet
0 7 -0 9 -5 0 Nea r-sightedness, 3 0 0 feet
1 0 -1 2 -4 0 Nea r-sightedness, 4 0 0 feet
1 3 -1 6 -3 0 Nea r-sightedness, 5 0 0 feet
1 7 -2 0 -2 0 Nea r-sightedness, 6 0 0 feet
2 1 -2 5 -1 0 Nea r-sightedness, 7 0 0 feet
2 6 -7 5 - Perfect na tura l v ision
7 6 -8 0 - Fa r-sightedness, 1 foot
8 1 -8 4 - Fa r-sightedness, 3 feet
8 5 -8 8 - Fa r-sightedness, 5 feet
8 9 -9 1 - Fa r-sightedness, 1 0 feet
9 2 -9 4 - Fa r-sightedness, 1 5 feet
9 5 -9 6 - Fa r-sightedness, 2 0 feet
9 7 -9 8 - Fa r-sightedness, 2 5 feet
99 - Fa r-sightedness, 5 0 feet
100 - Fa r-sightedness, 1 0 0 feet

With perfect natural vision, masses of troops can be recognized at 5,100 feet, infantry can be
distinguished from cavalry at 3,900 feet, individuals may be seen at 3,000 feet, heads and crossbelts can be
distinguished at 2,100 feet, uniforms and reflections from weapons may be seen at 1,500 feet, and uni-
forms may be recognized at 750 feet.

64
Facial Features (d%):
Physiognomy is a methodical attempt to correlate facial features with presumed characteristics.
While the correlations vary with the physiognomist, the following table provides popular observations:

Roll Fac ial Fe ature Pre sume d Charac te ristic


0 1 -0 2 E a rs, big Dumb
0 3 -0 4 E a rs, high or a bov e eyebrow High menta l ca pa city
0 5 -0 6 E a rs, low or below eye-lev el Low menta l ca pa city
07 E yebrows, bla de Bra v e, righteous, a ma gnet for a tta ck s
08 E yebrows, weighing down the eyes Prone to ma nipula tion, ea sily controlled
09 E yebrows, dense with curled up ta il Cha ngea ble, does not k now limits, bra v e
10 E yebrows, distinct + prominent a rch E motiona lly indecisiv e, gutsy, sma rt
11 E yebrows, downwa rd sloping O pportunistic, selfish, deba uched
1 2 -1 3 E yebrows, fea ther or upwa rd sloping O pportunistic, shifty, ill-intentioned
14 E yebrows, hemispherica l O v erly emotiona l, extra v a ga nt, k ind-hea rted
15 E yebrows, short a nd blunt O pportunistic, impa tient, hea rtless
1 6 -1 8 E yebrows, they r un together Dumb a nd a nima listic
1 9 -2 1 E yela shes, long Proud, v a inglorious, a uda cious
22 E yes, deep set with well-defined irises Diploma tic, understa nding, a nd orderly
23 E yes, downwa rd sloping Irresponsible, phla nderers
24 E yes, hooded a nd downnsloping lid Ha rshly rea listic, not one to return fa v ors
2 5 -2 6 E yes, la rge Unsta ble, luxurious
2 7 -2 9 E yes, recessed or deep Cra fty
3 0 -3 1 E yes, sma ll La ck s discipline, needs to win, a ctiv e, good obser v er
32 E yes, sma ll irises surrounded by white Ruthless, cra fty, cold, highly str ung, a plotter
33 E yes, surrounded by ba gs a nd rings Ta rget for bullying, wea k cha ra cter
3 4 -3 5 E yes, tired Sloppy, illogica l, domina ted
3 6 -3 7 Forehea d, la rge Ira scible, cr uel
3 8 -4 0 Ha ir, fa cia l, excessiv e Br uta l a nd ov erbea ring
4 1 -4 2 Ja wbone, a ccentua ted Ma sculinity
4 3 -4 4 Ja wbone, diminished Feminitiy
4 5 -4 6 Mole, a bov e mouth Fina ncia lly sta ble
47 Mole, brow Big hea rt, tolera nt, plea sa nt
4 8 -5 1 Mole, cheek bones Lik ely to end up v ictims (dumpees) of lov e tria ngles
52 Mole, ea r Noble, one who repa ys fa v ors, good friend
53 Mole, lip Intestina l problems
5 4 -5 5 Mole, na sa l Prone to fina ncia l losses, chronic medica tion relia nce
5 6 -5 8 Mole, off the side of the eye Prone to lov e tria ngles
59 Mole, sole of foot Potentia l lea dership
6 0 -6 2 Mole, throa t Prone to intestina l problems
6 3 -6 5 Mouth, big lips Da ring, reck less, lewd, a nd untr uthful
6 6 -6 7 Mouth, crook ed, unev en lips Ha rd to plea se, ta ntr um-thrower, irra tiona l
6 8 -6 9 Mouth, downwa rd sloping Unrea sona ble, bla mers, scorek eepers
7 0 -7 1 Mouth, full lips Hea lthy, good fa mily fortune, a nd cha risma tic
7 2 -7 4 Mouth, protr uding upper lip E gotistic, shows grea ter concern for self
7 5 -7 7 Mouth, protr uding lower lip Altr uistic, shows grea ter concern for others
78 Mouth, recta ngula r lips Wea lthy, of upper cla ss stock , a ristocra tic
7 9 -8 0 Mouth, thin upper lip Selfish, inconsidera te of others' feelings
8 1 -8 2 Mouth, upwa rd sloping Strong-willed, tendency to rise in society
8 3 -8 5 Nose, big Wea k a nd curious
8 6 -8 8 Nose, big nostrils Wa ster of money, generous

65
Roll Fac ial Fe atur e Pr e sum e d Char ac te r istic
8 8 -9 0 Nose, bony Low intelligence, good hea lth
9 1 -9 2 Nose, broa d Attra cts trouble, cov etous, bra v e, gutsy
93 Nose, bulbous end Insensitiv e, swinish
94 Nose, la rge a nd rounded Ma gna nimous
95 Nose, slender a nd hook ed E a gle-lik e
96 Nose, sma ll nostrils Sting y scorek eepers, good sa v ers
97 Nose, sha rp-tipped Ira scible, those ea sily prov ok ed
9 8 -1 0 0 Teeth, yellowed or unk empt Cr uel

Artwork Here

66
Sexual Features
Below are optional measures of the body. These are provided so that the sexual dimension of
role-playing may be included at the MM’s discretion.

Areola Diameter (d%) [if male, (d%) - 15]


The areola, or the skin immediately surrounding the nipple, may vary in diameter and according to
race. Roll below to determine the diameter of the character’s areolas.

Roll A nak im D war f Elf Half-Or c Halfling Hum a n


0 1 -2 5 2” ½” ½” 1 ½” ½” 1”
2 6 -6 5 3” 1” 1” 2” 1” 1 ½”
6 6 -8 5 4” 1 ½” 1 ½” 3” 1 ½” 2”
8 6 -9 5 6” 2” 2” 4” 2” 3”
9 6 -1 0 0 8” 3” 3” 5” 3” 4”

Areola Hue (d%):


Roll Hue
0 1 -1 0 Difficult to identify
1 1 -5 0 Light
5 1 -8 5 Medium
8 6 -1 0 0 Da rk

Cup Size (d%):


Though cup sizes1 are human expressions, the cup size herein is considered relative to each race.

Cup Siz e Modifie r s


Age, Child (1 2 -1 5 for huma n) -5
Fa t + 25
Pregna nt + 25
Sk inny - 25

Roll Cup Siz e


<1 1 AA
1 1 -2 5 A
2 6 -7 0 B
7 1 -9 2 C
9 3 -9 9 D
100 DD+

1. A scholarly study on female human bust size indicates that both males and females prefer a female with a medium bust
size (Kleine & Staneski, 1980).

67
Nipple Length (d%) [if male, (d%)-15]:
A nipple which is not erect may have no length whatsoever. This table yields the maximum erect
nipple length.
Roll A nak im Elf D war f Half-Or c Halfling Hum a n
0 1 -6 5 ½” ¼” ¼” ½” 1 /8 ” ¼”
6 6 -8 0 1” ½” ½” ¾” ¼” ½”
8 1 -9 7 1 ½” ¾” ¾” 1” ½” ¾”
9 8 -9 9 2” 1” 1” 1 ¼” ¾” 1”
100 3” 1 ¼” 1 ¼” 1 ½” 1” 1 ¼”

Vaginal Circumference Potential (d%):


Should any vagina be stretched beyond the limit as determined by the table below, which differs
from woman to woman, the orifice will rip to accommodate the incoming object. First, consider all
relevant modifiers, then roll percentile dice and proceed to the following table.

Modifie r s for Vaginal Cir c um fe r e nc e Pote ntial


Age, Puberty - 25
Age, Young Adult -
Age, Middle Age + 10
Age, O ld Age +5
Age, Venera ble +5
Mother + 6 t o + 2 6 ( 1 d2 0 + 5 )
Nymphoma nia c + 1 1 t o + 3 0 ( 1 d2 0 + 1 0 )
S l ut + 1 to + 2 0 (1 d2 0 if unsure)

Equivale nt fr om D war f, Elf, Half-


Roll A nak im Halfling
Sam e Spe c ie s (Inc he s Cir c um fe r e nc e ) O r c , & Hum a n (Inc he s Cir c um fe r e nc e )
(Inc he s Cir c um fe r e nc e )
<0 6 two fingers 5 -6 " 3 -4 " 3"
0 6 -1 5 three fingers 6 -7 " 4 -5 " 4"
1 7 -5 0 nor ma l unit 7 -9 " 5 -6 " 4"
5 1 -8 5 thick unit 9 -1 2 " 6 -8 " 5"
8 6 -9 5 woma n's fist 1 2 -1 5 " 8 -1 0 " 7 -9 "
>9 5 ma n's fist 1 5 -2 0 " 1 0 -1 5 " 9 -1 4 "

Vaginal Depth Potential (2d20%):


No object may be fully inserted into a vagina if it is longer than the female’s Vaginal Depth
Potential. In such extreme situations, internal damage may occur, though this is best left to the MM. A
female’s Vaginal Depth Potential equals her height in feet converted to inches (such as a female of 5’ 6”
becoming equivalent to 5 1/2”), and then (2d20)% is added.

68
Tongue Size (d%):
Instead of measuring the length of the entire tongue, this feature lists only the length of the
tongue that may be extended outside the mouth of a character. Roll percentile dice and consult the
following table:

D war f, Elf, Half-


Roll Exam ple A nak im Halfling
(Inc he s Le ngth) O r c , & Hum a n (Inc he s Le ngth)
(Inc he s Le ngth)
0 1 -1 0 Tiny tongue 1" 1 /2 " 1 /4 "
1 1 -2 0 Sma ll tongue 2" 1" 1 /2 "
2 1 -6 0 Nor ma l size tongue 3" 2" 1"
6 1 -9 0 Tip ma y touch tip of nose 4" 2 1 /2 " 2"
9 1 -9 8 Tip ma y touch chin 5" 3" 2 1 /2 "
9 9 -1 0 0 Tip rea ch top of nose 6" 4" 3"

Anal Circumference Potential (d%):


Should any anus be stretched beyond the limit as determined by the table below, which differs
from anus to anus, the orifice will rip to accommodate the incoming object. First, consider all relevant
modifiers, then roll percentile dice and proceed to the following table.

Modifie r s for A nal Cir c um fe r e nc e Pote ntial


Age, Puberty - 25
Age, Young Adult -
Age, Middle Age + 10
Age, O ld Age +5
Age, Venera ble +5
Ma le +5
Nymphoma nia c/Sa tyroma nia c + 1 1 to + 3 0 (1 d2 0 + 1 0 )
Accustomed to a na l sex + 1 to + 2 0 (1 d2 0 if unsure)

Equivale nt fr om D war f, Elf, Half-


Roll A nak im Halfling
Sam e Spe c ie s (Inc he s Cir c um fe r e nc e ) O r c , & Hum a n (Inc he s Cir c um fe r e nc e )
(Inc he s Cir c um fe r e nc e )
<1 1 two fingers 5 -6 " 3 -4 " 3"
1 1 -2 0 three fingers 6 -7 " 4 -5 " 4"
2 1 -6 0 nor ma l unit 7 -9 " 5 -6 " 4"
6 1 -9 0 thick unit 9 -1 2 " 6 -8 " 5"
9 1 -9 8 woma n's fist 1 2 -1 5 " 8 -1 0 " 7 -9 "
>9 8 ma n's fist 1 5 -2 0 " 1 0 -1 5 " 9 -1 4 "

69
Ripped Orifice Menstruation
Should a vagina or anus stretch to accom- Menstruation is periodic vaginal discharge
modate the entry of an object which exceeds the and occurs in all races available to players, as well as
Vaginal or Anal Circumference Potential, damage most mammals. Menstruation accompanies a
may result to the individual due to a Ripped Orifice. woman’s childbearing years, usually beginning in
A vagina or anus that is stretched to twice its limit puberty and most often ceasing during middle age.
results in the necessity of a Health check at TH 70. A common belief regarding menstruation is that it
If this check fails, then death occurs. If successful is punishment from the gods for being female. If
for a female character, the skin between the vagina pregnancy does not occur, smelly blood may flow
and anus rips and the two orifices effectively be- from the lining of the uterus, seeping out of the
come one. If successful for a male character, the vagina. The 3 + (1d6 - 1) days that menstruation
skin rips into the scrotum. Damage is a percent of lasts is called the menstrual period, though collo-
LP equal to the extent of ripping. quially it is known as the rag, since women secure
rags on their crotch to catch the blood and prevent
Hymen Resistance it from running down their legs. In most women,
A hymen is a membrane that, when broken, the menstrual cycle is about 28 days, but it can vary
is used to indicate that a woman is no longer a vir- considerably, even from one month to another. A
gin. Each player of a female character may, at their missed period is often the first indicaton of preg-
option, determine the Hymen Resistance of the nancy.
character by rolling 5d20. For every time the fe- Many (50%) women experience premen-
male character has intercourse, she must roll per- strual discomfort, namely tender breasts and a ten-
centile dice to see if the hymen breaks, and it may dency to retain fluid known as bloating (1d8 - 1)
only break once. Results greater than her Hymen days prior to menstruation. Some (40%) women
Resistance indicate her hymen has been broken. If experience d6 of the following symptoms: 1) head-
the hymen breaks, then blood will seep from her aches, 2) irritability, 3) nervousness, 4) fatigue, 5)
vagina. Common folk consider an unbroken hy- crying spells, and 6) depression with no apparent
men indicative of virginity, though in reality the cause. A few women (10%) also experience men-
woman may either have a high Hymen Resistance strual cramps during the first day or two of the pe-
or never have accommodated sufficient Manhood. riod. If they experience irritability, the choleric part
of their temperament may increase by 1d100 dur-
ing menstruation. If they experience depression,
Pregnancy Likelihood
the melancholic part of their temperament may in-
At best, a fertile woman has less than a 1%
crease by 1d100 during menstruation.
chance of becoming pregnant by a fertile man with
a high sperm count per completed intercourse1.
First, the male must make a Sperm Count (or load Infant Mortality Rate
size) check by rolling percentile dice. Average loads An infant mortality rate is the probability
contain 200 million sperm. If he rolls 20 or less (80 of death in the first year of life.
million sperm or less), then his Sperm Count was Rac e Odds of D e ath pe r Infant
insufficient to impregnate the woman. Every ejacu- Ana k im 25%
lation within a 24 hour period incurs cumulative Dwa rf 5%
penalties of –30 to Sperm Count checks. Next, if E l f 1%
the man had a sufficient Sperm Count, the woman H a l f- O rc 2 0%
Ha lfling 15%
must roll percentile dice. Results greater than 1% Huma n 10%
indicate that she did not become pregnant.

1. This statistic concerning fertility has been referenced from Microsoft Encarta Encyclopedia 99.

70
Manhood:
a. The height (or length) of the character (or creature) in feet is converted directly to inches (6’
= 6”; 5’10” = 5.83”). This is the Base Length of his Manhood.
b. Then roll 4d100, divide the sum by 2, and subtract 1 from the total. Consult the table below:

Manhood Roll Siz e Modifie r


1 -7 0 %
10 -6 4 %
16 -6 0 %
22 -5 6 %
28 -5 2 %
34 -4 8 %
40 -4 4 %
46 -4 0 %
52 -3 6 %
58 -3 2 %
64 -2 8 %
70 -2 4 %
76 -2 0 %
82 -1 6 %
88 -8 %
94 -4 %
100 -
104 +7 %
108 +1 4 %
112 +2 1 %
115 +2 8 %
119 +3 5 %
122 +4 2 %
126 +4 9 %
130 +5 6 %
134 +6 3 %
138 +7 0 %
142 +7 7 %
146 +8 4 %
150 +9 1 %
154 +9 8 %
158 +1 0 5 %
162 +1 1 2 %
166 +1 1 9 %
170 +1 2 6 %
174 +1 3 3 %
178 +1 4 0 %
182 +1 4 7 %
184 +1 5 4 %
188 +1 6 1 %
192 +1 7 5 %

71
The resultant percentage is applied to the Base Length of the character’s Manhood, deter-
mining the actual length. For instance, a manhood roll of 115 indicates a Size Modifier of +28%.
If the character were 6’ tall, then the length of his Manhood would now be 7.68 inches (28% of 6
= 1.68; so, 6 + 1.68).
Note that this is the shortest measurable length, taken from the top or belly-button side,
not the bottom or testicular side, and constitutes all that a woman may take from a missionary
position. However, if the woman were to mount the Manhood from above while facing her
partner and leaning back, she would actually take 1.15 times the Base Length, accounting for the
remainder. For instance, with a Base Length of 6 inches, with experimentation, it is possible for
the woman to enjoy 6.9 inches, depending on the angle.

c. The determined Manhood length is now multiplied by 0.85. This is the Base Circumference
of the Manhood in question.
d. Finally, roll [(4d100 / 2) - 1], observe the Size Modifier on the table above, and apply this
modifier to the Base Circumference to determine the actual circumference.

Rare Features
These features are not usually determined during character creation, unless the player so desires.
These features rarely become necessary components of the game, but are detailed here for the sake of
comprehensiveness.

Foot Size (d%):


To determine the length in inches of a character’s foot, first consider the height of the character.
Consult the Height table in the beginning of this chapter. For each inch a character is taller than the
average Height for a character of the appropriate gender and race, add 10 to the roll for Foot Size. For
each inch shorter, subtract 10. Roll percentile dice and consult the table below:

D war f, Elf, Half-


Roll A nak im Halfling
(Male /Fe m ale ) O r c , & Hum a n (Male /Fe m ale )
(Male /Fe m ale )
<1 1 9 -1 0 " /7 -8 " 5 -6 " /4 -5 " 3 -4 " /3 -4 "
1 1 -2 0 1 1 -1 2 " /9 -1 0 " 7 -8 " /5 -6 " 4 -5 " /3 -4 "
2 1 -6 0 1 3 -1 4 " /1 1 -1 2 " 9 -1 0 " /7 -8 " 5 -6 " /4 -5 "
6 1 -9 0 1 5 -1 6 " /1 3 -1 4 " 1 1 -1 2 " /9 -1 0 " 7 -8 " /6 -7 "
9 1 -9 8 1 7 -1 8 " /1 5 -1 6 " 1 3 -1 4 " /1 1 -1 2 " 9 -1 0 " /7 -8 "
>9 8 1 9 -2 0 " /1 7 -1 8 " 1 5 -1 6 " /1 3 -1 4 " 1 1 -1 2 " /8 -9 "

72
Handedness (d%):
To determine whether a character is right- or left-handed, roll percentile dice. Ambidexterity is
not determined here, but is purchased as a skill (see Chap. 8: Skills). Handedness1 refers to which hand the
character uses predominantly. Results are as follows: 01-10 = Left-handed, 11-100 = Right-handed.

Head Circumference (d%):


The circumference of the head of a character may be relevant when a character finds a helmet or
hat and desires to wear it. Head Circumference is listed in inches. It is not possible for a character to wear
a hat or helmet that is smaller than the character’s Head Circumference. The hat or helmet is comfortable
if it is not larger than 101% of the character’s Head Circumference. It is possible to wear a hat or helmet
if it is between 102% and 103% of the character’s Head Circumference, though the loose fit will be
annoying. If the hat or helmet is larger than this, then it is not practical to wear it.
To determine the Base Head Circumference of an adult, roll percentile dice and consult the fol-
lowing table:

Base He ad Cir c um fe r e nc e
Roll A nak im D war f Elf Halfling Half-Or c Hum an
0 1 -0 2 24.00 18.75 19.12 18.60 20.40 19.20
0 3 -0 5 26.00 19.75 20.12 19.40 21.60 20.40
0 6 -3 1 28.00 20.75 21.12 20.20 22.80 21.60
3 2 -6 8 30.00 21.75 22.12 21.00 24.00 22.80
6 9 -9 4 32.00 22.75 23.12 21.80 25.20 23.90
9 5 -9 8 34.00 23.75 24.12 22.60 26.40 25.00
9 9 -1 0 0 36.00 24.75 25.12 23.40 27.60 26.10

The table above produces male Base Head Circumference. If female, multiply the result by 0.97.
Finally, the base must be modified randomly. Roll percentile dice. If 01-50, then the Base Head Circum-
ference will be decreased. If 51-100, then the Base Head Circumference will be increased. Roll 1d100, and
add or subtract the result as hundredths of an inch.

Artwork Here

73
Pregnancy The duration of the pregnancy depends on
Pregnancy1 occurs when a sperm of a male the race. Roll percentile dice and consult below:
fertilizes an egg of a female. Should a pregnancy be
Rac e Ge station D ur ation
determined (see earlier in this chapter), then the body Anakim 6 0 week s
of the female character will experience change. The Dwarf 1 1 0 week s
pregnant woman will gain 2d4 of the following Elf 1 6 0 week s
symptoms: breast tenderness and swelling, fatigue, Ha l f- O rc 3 3 week s
nausea, sensitivity to smell, increased frequency of Ha l fl i ng 4 4 week s
Huma n 4 0 week s
urination, mood swings, weight gain (2d20 lbs.), and
cravings for unusual substances. These symptoms
last for 1d20 weeks.
Roll Re sult
There is a 15% chance for each pregnancy <0 2 Prema ture birth by 2 d1 0 week s, dea d offspring
to result in miscarriage. If this is determined, the 0 3 -0 8 Prema ture birth by 1 d6 week s
miscarriage, occurs in the (3 + 1d8)th week of preg- >0 8 Nor ma l birth dura tion
nancy.
After 12 weeks of pregnancy, other symp- Finally, labor may take up to 14 hours. Fea-
toms emerge. Now, the pregnant woman experi- tures of the offspring may be determined in Chapter
ences another 2 of 3 symptoms: breasts increase 6: Sociality.
1d4 cup sizes, nipples darken, weight gain (2d20 lbs.).
If the pregnant woman is middle aged, then
there is a 30% chance of producing an offspring
that is less than ideal. If a complication occurs, roll
percentile dice and consult below:

Roll Com plic ation Re sult


E g g is fertilized in the fa llopia n tube,
0 1 -1 5
mother dies upon childbirth
1 6 -3 0 O ffspring loses 1 d1 0 0 Hea lth
3 1 -4 5 O ffspring loses 1 d1 0 0 Intelligence
4 6 -6 0 O ffspring loses 1 d1 0 0 Wisdom
6 1 -7 5 O ffspring loses 1 d1 0 0 Dexterity
7 6 -9 0 2 Ra ndom Menta l Illnesses
9 1 -1 0 0 1 Ra ndom Menta l Illness

Artwork Here

74
Allergies, Intoxication, and Disease
Allergies
If a character’s Health sub-ability is not high enough, they have at least one allergy (see Chap. 1:
Abilities). Allergies are exaggerated and sometimes harmful reactions to external substances. Allergy
symptoms may include itching, sneezing, a stuffy nose, watery eyes, inflammation of the airways in the
lungs and wheezing, and even allergic shock and death in rare situations. At any given time, roughly 20%
of the population is susceptible to at least one allergy. To randomly determine an allergy, roll d8:

1. Asthma – For no apparent reason, people with this allergy will periodically experience difficulty
breathing. During an asthma attack, a character suffers –50% to Strength.
2. Bee stings – Some people break out in hives or welts on the skin, itching all over the body
when a bee stings them.
3. Mammals – People allergic to mammals sneeze vehemently within d20 feet of them due to
dander. However, allergic reactions may be specific only to one type of animal. The player and MM must
determine this together.
4. Dust – People allergic to house dust sneeze vehemently in the presence of it, usually preferring
to be outdoors.
5. Eggs – When eaten, eggs make a character with this allergy extremely sick to their stomach.
6. Hay fever – This is a reaction to pollen, characterized by violent sneezing, a release of watery
fluids, and itching. When pollen affects the eyes, they become red, itchy, and watery.
7. Milk – When consumed, milk makes a character with this allergy extremely sick to their stom-
ach.
8. Wasp stings – Some people break out in hives or welts on the skin, itching all over the body
when a wasp stings them.

Artwork Here

75
Intoxication
Below are three main forms of intoxication and their effects on the body. Finally, diseases are
presented.

Intoxication by Alcohol
When a character is drinking, consider the character’s weight and consult the table below:

Be e r A le Wine Me ad
We ight B I V B I V B I V B I V
4 1 -5 0 - 1 2 - - 1 - - 1 - - 1
5 1 -6 0 - 1 2 - 1 2 - - 1 - - 1
6 1 -7 0 - 1 2 - 1 2 - - 1 - - 1
7 1 -8 0 1 2 3 - 1 2 - 1 2 - - 1
8 1 -9 0 1 2 3 - 1 2 - 1 2 - - 1
9 1 -1 0 0 1 3 4 1 2 3 - 1 2 - 1 2
1 0 1 -1 1 0 2 3 4 1 2 3 - 1 2 - 1 2
1 1 1 -1 2 0 2 4 5 1 2 3 1 2 3 - 1 2
1 2 1 -1 3 0 2 4 5 2 3 4 1 2 3 - 1 2
1 3 1 -1 4 0 2 4 6 2 3 4 1 2 3 1 2 3
1 4 1 -1 5 0 2 5 6 2 4 5 2 3 4 1 2 3
1 5 1 -1 6 0 3 5 7 2 4 6 2 3 4 1 2 3
1 6 1 -1 7 0 3 5 7 3 5 6 2 4 5 2 3 4
1 7 1 -1 8 0 3 5 7 3 5 6 2 4 6 2 3 4
1 8 1 -1 9 0 4 6 8 3 5 7 3 5 6 2 4 5
1 9 1 -2 0 0 4 6 8 3 5 7 3 5 6 2 4 6
2 0 1 -2 1 0 4 6 8 4 5 8 3 5 7 3 5 6
2 1 1 -2 2 0 4 7 10 4 6 8 3 5 7 3 5 6
2 2 1 -2 3 0 5 7 10 4 6 9 4 5 8 3 5 7
2 3 1 -2 4 0 5 7 10 4 7 9 4 6 8 3 5 7
2 4 1 -2 5 0 5 8 12 5 7 9 4 6 9 4 5 8
2 5 1 -2 6 0 5 8 12 5 7 10 4 7 9 4 6 8
2 6 1 -2 7 0 6 8 12 5 7 10 5 7 9 4 6 9
2 7 1 -2 8 0 6 8 12 5 8 10 5 7 10 4 7 9
2 8 1 -2 9 0 6 9 14 6 8 10 5 7 10 5 7 9
2 9 1 -3 0 0 6 9 14 6 8 11 5 8 10 5 7 10
3 0 1 -3 5 0 7 10 16 6 9 12 6 8 10 5 7 10
3 5 1 -4 0 0 8 12 16 6 9 12 6 8 11 5 8 10
4 0 1 -4 5 0 9 14 18 7 11 14 6 9 12 6 8 10
5 0 0 -6 0 0 10 16 20 8 12 16 6 9 12 6 8 11
6 0 1 -7 0 0 12 18 24 10 15 20 7 11 14 6 9 12
7 0 1 -8 0 0 24 36 48 12 18 24 8 12 16 6 9 12
8 0 1 -9 0 0 36 48 72 24 36 48 10 15 20 7 11 14
901+ 48 72 96 36 48 72 12 18 24 8 12 16

76
Beer: Beer is made from distilled wheat and numbers. This table also reflects a ratio of drinks
is lowest in alcohol content. Soon after the initial per hour. For instance, a character may drink one
discovery of mead as alcohol, beer was discovered. beer per hour for twelve hours, totaling twelve beers.
Since beer could be made faster (mead takes a year Due to the slow pace, however, the character effec-
to distill), it quickly became very popular. tively only has one beer in their system at all times,
Ale: Ale is made from distilled barley and is and is very unlikely to even get a buzz.
the daily staple of most peasants, and the preferred Regardless, a character must get buzzed be-
drink of dwarves. fore intoxicated, and intoxicated before vomiting.
Wine: The most expensive alcohol, wine is A check must be made on the table below with per-
produced from distilled grapes and is preferred by centile dice every time a character drinks as much
elves and the upper classes of humans and halflings. per hour as indicated by the table above, though the
Mead: The first form of alcohol discovered modifier from the sub-ability Health for Intoxica-
and drank, mead is made from distilled honey and tion is applied to the TH obtained below. Note that
water. Mead is potent alcohol and tastes sweet. the highest the TH may be adjusted is 90 and the
Unfortunately, it is slow to produce, since it must lowest is 10. If the check is passed, then the charac-
distill for a year. Therefore, it is expensive. ter avoids the effects of alcohol, but with every drink
increased per hour, they must make another check
on the table below. Eventually, the drinking charac-
Buzzing: If a character is buzzing from ter will become buzzed, intoxicated, and vomit if
drinking alcohol, they feel less inhibited, warmer, they drink enough. Just the same, if the character
and are more sociable. Buzzing characters suffer a exceeds 4 times the number of drinks that may make
reduction to 95% of Agility, 90% Reaction Speed, them vomit for their weight as indicated above, they
95% Enunciation, 90% Intuition, and 90% Com- must roll on the table below, modified for shock
mon Sense. from the sub-ability Health, or die from alcohol
Intoxication: If a character is intoxicated poisoning. If they pass, they only pass out for 2d12
from drinking alcohol, they feel uninhibited, dizzy, hours and remain alive.
and are prone to depression. Others within d10
feet smell alcohol from the intoxicated character. Rac e Male Fe m ale
Ana k im 50 70
Intoxicated characters suffer a reduction to 80% Dwarf 30 40
Hand-Eye Coordination, 80% Agility, 75% Reaction Elf 70 90
Speed, 75% Enunciation, 75% Intuition, and 80% Half-Orc 40 60
Common Sense. Ha lfling 60 80
Vomiting: If a character is vomiting from H u m a n 5 0 70
drinking alcohol, they are noticeably impaired and
smelly. Vomiting characters suffer a reduction to 70% So, if a character named Noryb Llah weighs
of Hand-Eye Coordination, 70% Agility, 60% Re- 155 lbs. and drinks 3 beers in an hour, Noryb Llah
action Speed, 60% Enunciation, 50% Intuition, and must consult the table for a TH (threshold). If
75% Common Sense. Noryb Llah rolls higher than the TH, then he did
not get a buzz. However, upon drinking the 4th beer
in an hour, Noryb Llah must check again. If he
Quantities are considered relevant to each passes his check and avoids the effects of alcohol
type of alcohol, such as a tankard of either beer or again, then upon drinking the 5th beer within an hour,
ale and a glass of either wine or mead. The num- he must pass another check, or he will suddenly feel
bers in this table reflect the popularity and resultant buzzed. If he drinks another drink within an hour,
tolerance of alcohol; cloudy ale and rye bread is the he must pass a check or be intoxicated.
staple of most peasants, so someone who does not
drink and have tolerance to alcohol must half these

77
Intoxication by Marijuana
Marijuana is a plant that grows up to six feet in height and may be smoked or eaten for its halluci-
nogenic and pleasuring effects. The psychoactive ingredient is concentrated in the flowering tops. While
the plant grows throughout temperate regions, the more potent varieties grow in dry, hot uplands. Mari-
juana has no physical dependence or withdrawal symptoms, though psychological dependence may de-
velop with long-term use.
After a minute or two, use results in initial stimulation and euphoria, which depending on the
amount used, may last as long as two hours. Afterward, tranquility and sedation occur. For many users,
the euphoria increases a desire to eat. By large numbers, women tend to become more sexually aroused,
while men may desire sex less. During euphoria, body fluids dry up, which may create cottonmouth or
make sex more difficult for a woman. The stage of euphoria may be characterized by mood changes and
altered perceptions of time, space, and one’s bodily dimensions. Cognitive processes become disrupted
by fragmentary ideas and memories. In addition, sensory awareness and pleasure are often increased
during euphoria.
Negative effects, however, may include confusion, acute panic reactions, anxiety attacks, fear, a
sense of helplessness, and loss of self-control. Chronic users may develop an amotivational syndrome,
characterized by passivity and decreased motivation.
Like alcohol intoxication, marijuana intoxication impairs judgment, comprehension, memory, speech,
problem-solving ability, and reaction time (see below). Unlike alcohol, however, there is no correlation
between intoxication and weight.
Regarding the table for euphoria below, each inhalation increases the degree of euphoria. Even if
inhalation does not occur, euphoria may occur due to breathing in second-hand smoke. Assuming this
occurs in an enclosure of some sort such as a room, ten inhalations by others translates to the equivalent
of one inhalation by the person absorbing it second-hand. Refer to the table below to determine the
Euphoria Factor (EF):

Tim e Elapse d Sinc e Last Euphor ia


Inhalations
Fir st Tim e 1 Hour 6 Hour s 12 Hour s 1 D ay 1 We e k 1 Month 1 Ye ar
Pe r Hour
1 - ¼ 1 2 5 6 7 8
2 ¼ ½ 2 4 10 12 14 16
4 ½ 1 4 6 15 18 21 24
8 1 2 6 8 20 24 28 32
16 2 4 8 10 23 26 30 34
32 4 6 10 12 25 29 32 36
64 6 8 12 14 28 31 34 38
128 8 10 14 16 30 33 35 40

Regarding the table above, the EF needs to be modified according to the quality of the marijuana.
The quality ranges from putrid crap that will only give you a headache (Q = 0.1) to normal (Q = 1.0) , to
incredible quality (Q = 2.0). Incredible quality is also incredibly rare. Below are the effects of marijuana
intoxication:

78
• Physical Fitness (due to smoking) is Psychedelic Mushrooms
temporarily reduced by ¼ the EF This mushroom, when eaten, produces psy-
• Strength is temporarily reduced by ¼ the chedelic effects. Two parts may be eaten, the caps
EF and the stems. Caps, by far, are the more potent
• Health is reduced by ¼ of an Ability point portion. Ingesting caps and stems of this mush-
for two weeks room evokes dreamlike changes in mood and
• Rhetorical Charisma is temporarily reduced thought and alters the perception of time and space.
by ½ the EF It can also create a feeling of lack of self-control
• Reaction Speed is temporarily reduced by and extreme terror. Physical effects include drowsi-
the EF ness, dizziness, dilated pupils, numbness and tingling,
• Enunciation is temporarily reduced by the weakness, tremors, and nausea. Further, it may in-
EF duce transient abnormal thinking, such as a sense
• Language is temporarily reduced by the ½ of omnipotence or a state of acute paranoia, and
the EF can result in dangerous behavior. Long-term ad-
• Math is temporarily reduced by the EF verse reactions may develop such as persistent Psy-
• Analytic Intelligence is temporarily reduced chosis (see Chap. 5: Mind), prolonged Depression,
by the EF or faulty judgment. While it is not physically addict-
• Drive is temporarily reduced by twice the ing, the potent effects may be psychologically ad-
EF dicting.
• Intuition is temporarily increased by the EF Rather than recreational drug use, this mush-
• Common Sense is temporarily reduced by room is typically ingested for two reasons: many
½ the EF religious cults use this drug in attempts to become
• Reflection is temporarily reduced by twice closer to their deity, and barbarians often eat this
the EF mushroom before battle to produce berserker rage.
Colloquially, a ‘bad trip’ means a bad experi-
ence while under the effects of this drug. Worse,
some people attempt too many caps and stems and
never return from their ‘trip’. To determine whether
or not bad effects occur, each time mushrooms are
used, the number of caps and stems which were
ingested must be considered. Consider one Trip
Point (TP) to equal one stem, while one cap equals
three TP. Now, sum the TP’s and make a Health
check. If the result rolled is equal to or less than the
number of TP’s, then a bad trip occurs. However,
if the number rolled is less than the TP’s by at least
Artwork Here
25, then the character never returns to sobriety, feel-
ing the effects of psychedelic mushrooms the re-
mainder of their life.
If a bad trip occurs, roll on the table below
to determine the bad effects. Continue to roll until
directed to stop or a duplicate event occurs:

79
Disease
Roll Bad Tr ip Effe c ts Diseases are the introduction of any harm-
0 1 -1 1 La ck of self-control, now roll a ga in ful change that interferes with the appearance, struc-
1 2 -2 2 E xtreme terror, now roll a ga in
2 3 -3 3 Drowsiness, now roll a ga in
ture, or function of the body or any of its parts.
3 4 -4 4 Dizziness, now roll a ga in
4 5 -5 5 Wea k ness, now roll a ga in Anthrax
5 6 -6 6 Tremors, now roll a ga in This is a contagious disease of warm-
6 7 -7 7 Na usea , now roll a ga in blooded animals and peoples. One of the oldest
7 8 -8 8 Acute Pa ra noia , now roll a ga in
Prov ided a t lea st one ba d effect occurs, stop
known diseases, it has reached epidemic proportions
8 9 -1 0 0 in the past. Animals acquire the disease from drink-
rolling
ing water that is draining from contaminated soil, in
Whether the trip is good or bad, trips last which the infectious bacteria may live for years; from
for an hour per TP and the following effects occur: eating infected carcasses and feedstuffs; and from
the bites of bloodsucking insects. The disease, some-
• Physical Fitness is temporarily increased by times manifested by staggering, bloody discharge,
half the number of TP convulsions, and suffocation, may be fatal almost
• Strength is temporarily increased by half the immediately in acute cases and within three to five
number of TP days in subacute cases. In people, the disease ap-
• Bodily Attractiveness is permanently pears in both external and internal forms, with a
reduced by ¼ of an Ability point death rate of about 20 percent. The external or
• Health is permanently reduced by half of cutaneous form is contracted through cuts or abra-
an Ability point sions in the skin by those who handle infected hides
• Rhetorical Charisma is temporarily reduced and carcasses and may be self-limiting, but often
by half the number of TP disseminates into the bloodstream, with fever and
• Reaction Speed is temporarily reduced by prostration. The external form is characterized by
half the number of TP malignant pustules on exposed skin areas. The in-
• Language is temporarily reduced by ¼ the ternal type is acquired by inhaling anthrax spores, as
number of TP from animal hair and wool, which invade the lungs
• Math is temporarily reduced by the and sometimes the intestinal tract to cause hemor-
number of TP rhage.
• Analytical Intelligence is temporarily
reduced by half of the TP Bubonic Plague
• Spatial Intelligence is temporarily reduced This is an acute, infectious, contagious dis-
by half of the TP ease of rodents and humans. It is characterized by
• Drive is temporarily increased by half the the appearance of enlarged and inflamed lymph
number of TP nodes in the groin (01-33%), on the armpit (34-66%),
• Intuition is temporarily increased by the or the neck (67-100%). It is transmitted by the bite
number of TP of any of numerous insects, most notably the rat
• Common Sense is temporarily decreased by flea. The odds of the bubonic plague being fatal
half the number of TP vary. The percentage chance of likelihood of fatal-
• Life Points are temporarily increased by a ity is (20 + [1d6 x 10])%.
percent equal to TP

Temporary adjustments do not take effect


until 30 minutes after ingestion, and endure until
the last hour of tripping before sobering.

80
Cancer Common Cold
This is a malignant new growth anywhere in This is an acute infectious disease of the
the body of a person or animal. Cancers tend to upper respiratory tract. This infection affects the
spread locally and to distant parts of the body. In nose and throat, causing symptoms such as nasal
advanced stages, tumors develop. To determine the congestion and discharge, sore throat, and cough-
random location of cancer, roll a d10 (1 =left leg, 2 ing. Normally, it runs a mild course, without fever,
= right leg, 3 = left arm, 4 = right arm, 5-6 = torso, and subsides spontaneously in about seven days. The
7-10 = head). The exact location may be determined common cold is thought by common folk to result
by selecting the appropriate table in Crucial Dam- from exposure to cold weather. On average, indi-
age (see Chap. 10: Combat) and rolling percentile dice. viduals contract about two and a half colds per year.
The MM determines the effect of cancer on this
specific part of the body. Diabetes Insipidus
This is a disease that causes excessive urina-
Chicken Pox tion and intense thirst.
This is a contagious viral disease that affects
mainly children. 95% of people will acquire chicken Encephalitis
pox prior to adulthood. Typically, chicken pox be- An infectious disease characterized by in-
gins with a low fever, headache, rash, and a general flammation of the brain. The typical symptoms are
feeling of sickness, or malaise. The rash, which usu- headache, fever, and extreme lethargy, which lead
ally covers the face, scalp, and trunk of the body, eventually to coma; double vision, delirium, deaf-
starts as red bumps but quickly develops into small ness, and facial palsy often occur in the acute stage
blisters. The rash and the blisters are extremely itchy. of the disease. Aftereffects of encephalitis may in-
As the disease progresses, the blisters break open clude deafness, epilepsy, and dementia. The disease
and form scabs, which fall off after about one to is transmitted to people from animals via mosqui-
two weeks. The incubation period – the time be- toes and ticks.
tween initial infection and the first appearance of
symptoms – is approximately two weeks. The virus Epilepsy
spreads through the air via infected droplets emit- This is a recurrent disorder of the nervous
ted from the nose or mouth while coughing or sneez- system characterized by seizures of excessive brain
ing. Touching the fluid from a chicken pox blister activity, which cause mental and physical dysfunc-
can also spread the disease. Chicken pox is conta- tion such as convulsions, a loss of control of bodily
gious for approximately seven days during a person’s functions, and unconsciousness. During an epilep-
period of infection. Contagiousness begins about tic seizure, the victim is aware of what is happening
two days before symptoms appear and continues around them, but unable to control their actions or
until all blisters have formed scabs. This disease is stop the seizure. A seizure lasts for d100 minutes.
much more debilitating, and 50% of the time fatal,
to adults. Contracting chicken pox provides immu-
nity, or lifelong resistance, against the disease. How-
ever, after the symptoms disappear, the virus remains
in the body’s nerve cells and occasionally reactivates
later in life, causing a disease known as shingles, an
infection of the nerve fibers. Shingles usually oc- Artwork Here
curs in people over 50, due to an age-related weak-
ening of the immune system, and causes pain, burn-
ing, itching, inflammation, and blisters.

81
Influenza Measles
This is an acute, infectious, and contagious This is an acute, highly contagious fever-pro-
disease of the respiratory tract, especially the tra- ducing disease. It is characterized by small red dots
chea. Colloquially, it is called the flu. The symp- appearing on the surface of the skin, irritation of
toms of a simple attack include dry cough, sore the eyes (especially on exposure to light), coughing,
throat, nasal obstruction and discharge, and burn- and a runny nose. About 12 days after first expo-
ing of the eyes; more complex cases are character- sure, the fever, sneezing, and runny nose appear.
ized by chill, sudden onset of fever, headache, ach- Coughing and swelling of the neck glands often fol-
ing of muscles and joints, and occasional gastrointes- low. Four days later, red spots appear on the face or
tinal symptoms. In uncomplicated cases (90% of neck and then on the trunk and limbs. In 2 or 3
them), symptoms fade and temperature drops to days the rash subsides and the fever falls; some peel-
normal in d4 days. ing of the involved skin areas may take place. In-
fection of the middle ear may also occur. This is
Leprosy one of the most common childhood diseases. It is
This is a chronic, infectious disease that pri- rarely fatal (5%), but should the virus spread to the
marily affects the skin, mucous membranes, and brain, it can cause (1-50%) death or (51-100%) brain
nerves. Many consider leprosy to be a punishment damage (suffer –d100 Intelligence and Wisdom).
of the gods for sin; hence, the leper is in a state of The disease usually confers immunity after one at-
defilement. About 5% of the population is suscep- tack. If a pregnant woman becomes infected, her
tible to leprosy. The earliest symptom is often a fetus will become infected as well.
loss of sensation in a patch of skin. Large areas of
the skin may become infiltrated. The mucous mem- Mumps (Epidemic Partotitis)
branes of the nose, mouth, and throat may be in- An acute infectious viral disease, the mumps
vaded by large numbers of the organism. Because is characterized by the swelling of the salivary glands.
of damage to the nerves, muscles may become para- Though it may attack persons of any age, it most
lyzed. The loss of sensation that accompanies the frequently affects children between the human ages
destruction of nerves may result in unnoticed inju- of 5 and 9. This disease rarely involves the sex glands.
ries. These may result in secondary infections, the It is highly contagious and is spread by droplets
replacement of healthy tissue with scar tissue, and sprayed from the respiratory tract of infected per-
the destruction or absorption of bone. The classic sons. The incubation period varies from 15 to 21
disfigurements of leprosy, such as loss of extremi- days. Few fatalities result from mumps (5%), and
ties from bone damage or the so-called leonine fa- one attack usually confers complete immunity, be-
cies, a lionlike appearance with thick nodulous skin, cause only one antigenic type of virus causes this
are signs of advanced disease. Leprosy is perhaps disease. In children, the first symptoms are usually
the least infectious of all the contagious diseases. a mild fever, a feeling of illness and chilliness, loss
Often, lepers are isolated in leper houses, forbidden of appetite, and dryness of the throat. This is fol-
to marry, and forced to wear a distinctive cloak or lowed by soreness and swelling around the ears, and
shake a rattle to announce their presence. a higher fever. These symptoms are usually gone by
12 days. In adult males, inflammation of the testes
occurs in up to 20 percent of the cases, but result-
ant sterility is rare (5% of those inflamed). In chil-
dren, infection of the auditory nerve can cause deaf-
ness, but this is also a rare result (5%).

82
Muscular Dystrophy Smallpox
This is a crippling disease characterized by This is an acute, highly contagious viral dis-
gradual wasting of skeletal muscle. Muscle mass di- ease that is often fatal (90%). This virus is transmit-
minishes and weakness increases until they are un- ted through droplets discharged from the mouth
able to walk, even with the aid of a walking cane. and nose from an infected person that are inhaled
No one recovers naturally from this hereditary dis- by another person. Onset of the first phase of
ease. smallpox infection occurs after a 12-day incubation
period following infection. This phase is marked by
Rabies high fever, prostration, back and muscle pain, and
This is an acute, contagious infection that sometimes vomiting. A characteristic rash develops
enters the body through the bite of an animal. All two to five days later on the face, palms, and soles
warm-blooded animals are susceptible. The incu- of the feet. During the next six to ten days, the rash
bation varies takes 20 + d100 days, though d4 + 2 develops into pus-filled pimples. In extreme cases,
weeks is most common. Rabies is virtually always the pimples run together, usually indicating a lethal
fatal (99%). At the end of the incubation period infection of the virus. The return of fever and other
the site of the now healed wound becomes irritated symptoms initiates the second stage of the disease,
and painful, and the local tissues may become numb. during which the pimples may or may not become
Depression (see Chap. 5: Mind) and anxiety are com- infected. As recovery begins, the pimples become
mon. This initial stage lasts for about two days. In crusted, often leaving scars, and the fever and symp-
the next stage, the period of excitation, the infected toms subside. Death is caused by infection of the
creature becomes irritable and hypersensitive; the lungs, heart, or brain. Blindness (01-05%) and male
general attitude is one of terror, intensified by the infertility (06-10%) are possible side effects of sur-
onset of difficult breathing and swallowing and a vivors of smallpox. A person with smallpox is in-
feeling of strangulation, caused by spasmodic con- fectious from the third day through the erupting
tractions of the diaphragm and larynx. The infected phase. Survivors usually enjoy lifetime immunity to
creature is extremely thirsty but experiences spasms smallpox.
of the larynx when water is presented or even men-
tioned. Vomiting and fever are common during this Tourette’s Syndrome
stage. A thick secretion of mucus collects in the This is a disorder characterized by involun-
mouth and throat, and the individual expectorates tary muscular movements and obscene vocal expres-
frequently or attempts to cough. This stage lasts sions. At the MM’s whim, an individual may be com-
three to five days and usually terminates in death pelled to voice obscenities.
from a convulsive seizure or from cardiac or respi-
ratory failure. When infected animals are in the ex-
citation stage, they usually run amok, biting and snap-
ping at any living thing in their path.

Artwork Here

83
Tuberculosis Random Disease
This is a bacterial infection that primarily If it is necessary to determine a disease ran-
attacks the lungs, but may also affect d4 other areas, domly, roll percentile dice and consult the following
including the kidneys (1), bones (2), lymph nodes table:
(3), and brain (4). Symptoms include coughing, chest
pain, shortness of breath, loss of appetite, weight
loss, fever, chills, and fatigue. Children are the most Roll Random D ise ase
susceptible. This disease is fatal for 50% of those 0 1 - 0 7 A nt hra x
who contract it. It is transmitted from person to 0 8 -1 7 Bubonic Pla gue
1 8 -2 2 Ca ncer
person (and person to animal) by inhaling air drop- 2 3 -2 4 Chick en Pox
lets, though only 10% of those who inhale it be- 2 5 -5 4 Common Cold
come infected. If infected, the disease is only con- 5 5 -5 7 Dia betes Insipidus
tagious when symptoms are present, which may take 58 E ncepha litis
5 9 -6 0 E pilepsy
a while to develop. Coughing of blood or phlegm
6 1 -8 0 Influenza
may occur. 81 Leprosy
8 2 -8 3 Mea sles
Typhoid Fever 8 4 -8 5 Mumps
This is an acute infectious disease that is 86 Muscula r Dystrophy
8 7 -9 1 Ra bies
transmitted by milk, water, or solid food that is con-
9 2 -9 3 Sma llpox
taminated with the feces of typhoid victims or car- 94 Tourettes's Syndrome
riers. The incubation period lasts one to three weeks. 9 5 -9 7 Tuberculosis
The bacteria gather in the small intestine, where they 9 8 -9 9 Typhoid Fev er
enter the bloodstream. This induces the first symp- 100 Undula nt Fev er
toms, chills followed by high fever and prostration.
Victims may also experience headache, cough, vom-
iting, and diarrhea. The disease spontaneously sub-
sides after several weeks in most instances, but in
about 20 percent of untreated cases the disease
progresses to pneumonia (01-33%), intestinal hem-
orrhage (34-66%), and even death (67-100%).

Undulant Fever
This disease is transmitted to people by lower
animals such as cattle, swine, and goats. People ac-
quire the disease through contact with infected ani-
mals or drinking their raw milk. The disease causes Artwork Here
abortions in pregnant women, and in men it causes
the genitalia to swell (d20)%.

84
Chapter 4: Disposition

Dispositions refer to metaphysical beliefs of a character. Metaphysical beliefs are concerned with
speculation beyond the physical world, such as gods and conceptions of good and evil. Essentially,
metaphysical beliefs produce a blend of two related but distinct dimensions: ethics1 and morals2. The
difference between ethics and morals is as follows:

Ethics: Regardless of how a character feels about their actions, ethics are concerned with actions.
For instance, lawful behavior is ethical, while criminal behavior is unethical.
Morals: Regardless of a character’s actions, morality is concerned with how the character feels
about the issue in question or their actions. So, feeling good about doing an evil act is immoral, and feeling
bad about doing a good act is immoral, but feeling good about doing a good act is moral.

The following example is oversimplified, but this hypothetical situation produces four polar out-
comes.
Example: Assume that a married man is walking down the street. An attractive woman stops
him, talks for a few minutes, and blatantly asks him to go home with her.

1. If he were to admit that he is married, bids her good day, and is later genuinely pleased that he
dismissed her, then his actions were ethical and his feelings are moral. His disposition for this
situation is EM (Ethical Moral).
2. If he were to admit that he is married, bids her good day, and is later pained that he did not go
home with her, then his actions were ethical and his feelings are immoral. His disposition for
this situation is EI (Ethical Immoral).
3. If he were to go home with her, pretend he is not married, and later wishes he had been
faithful to his wife and not gone home with this strange and attractive woman, then his actions
were unethical and his feelings are moral. His disposition for this situation is UM (Unethical
Moral).
4. If he were to go home with her, pretend he is not married, and later he is very pleased that he
went home with her, then his actions were unethical and his feelings are immoral. His dispo-
sition for this situation is UI (Unethical Immoral).

1. The ethical system in this chapter consists of material adapted from Democritus of Abdera, Plato, and Aristotle.
2. The moral system in this chapter consists of material adapted Aristotle’s “Nicomachean Ethics.”

85
Obviously, many more ethical-moral positions are possible. The previous example considers only
one situation and is not a generalization for a character over their lifetime. Dispositions in the F.A.T.A.L.
role-playing game are generalizations for a character’s actions and thoughts as affected by their metaphysi-
cal beliefs over their lifetime. It is very rare, if not impossible, for anyone’s disposition to never stray from
their dominant disposition. To a certain extent, disposition is situationally dependent. Nonetheless, every
character has a disposition. Overall, a character’s ethical and moral views create bounds for their actions
and affect how a character feels about their actions.

Ethic al N e u tr a l Une thic al


Cr usa ders Ha lflings E lv es
Mor al Militia men Ra ngers
Dwa r v es Huma ns Ba rba ria ns
Ma ges Dr uids Mercena ries
N e utr al Sa ges Pick Pock ets
Spies
Soldiers
Assa ssins Ha lf-O rcs Ana k im
Bounty Hunters Seductresses Ba ndits
Im m or al Gla dia tors
Sorcerers
Thugs

Piety Points
Before disposition can be determined, each player must determine the Piety Points (PP) of their
character. Characters vary in devotion to their deity, religion, or philosophy. PP are an abstract represen-
tation of the devotion of a character. PP are important to priests (see Chap. 7: Occupations). Priests need
to keep track of their PP more than any other occupation, since priestly privileges may appear and disap-
pear as a result of the PP of a priest.
For each character, roll percentile dice to determine PP. PP can never increase above 100 or fall
below 1. Before recording the PP on a character sheet, consider the following modifiers:

Pie ty Point Modifie r s


Modifie r Cha nc e A djustm e nt
Age 75% Div ide Current Age by Ma ximum Age a nd multiply by 4 (elv es a re una ffected)
Atonement Process see Grimoirium Genitoris
Bodily Attra ctiv eness 25% Multiply the Sk ill Modifier by -1 a nd a pply the result a s the a djustment
Culture: 50%
Ana k im NA
Dwa rf +1
E lf +2
Ha lf-O rc +3
Ha lfling +1
Huma n NA
Driv e 75% Sk ill Modifier
Fa cia l Cha risma 25% Multiply the Sk ill Modifier by -1 a nd a pply the result a s the a djustment
Hea lth 75% Multiply the Sk ill Modifier by -1 a nd a pply the result a s the a djustment
Nea r-dea th experience 75% + /- 1 d8 *
w/white light 90% + /- 1 d2 0 *
Nega tiv e ev ent 10% + /- 1 d4 * *
Tenets see Grimoirium Genitoris

86
* A near-death experience occurs when a char- Determining Disposition
acter is reduced to 10% or less of their po- Each character must have a disposition.
tential Life Points against their will. If an Upon character creation, percentile dice must be
adjustment is to be made, there is a 40% rolled twice: once for ethicality and once for moral-
chance that it decreases PP, otherwise it raises ity. The results are recorded on a character sheet.
PP. However, 75% of those who have a Consult the table below to interpret the results and
near-death experience do not see a white determine a character’s disposition:
light while unconscious. Those who see
white light have a higher chance of gaining Roll Ethic ality Mor ality
PP. White light in a near-death experience <0 6 Unethica l Immora l
never decreases PP. 0 6 -1 5 Unethica l w/Neutra l Immora l w/Neutra l
** A negative event is best determined by the
1 6 -3 0 Neutra l w/Unethica l Neutra l w/Immora l
MM. Examples of negative events in the
3 1 -7 0 Neutra l Neutra l
life of an average character may be person-
ally experiencing the death of a loved one, 7 1 -8 5 Neutra l w/E thica l Neutra l w/Mora l
being forced into slavery for years, when a 8 6 -9 5 E thica l w/Neutra l Mora l w/Neutra l
spouse commits adultery against the char- >9 5 E thica l Mora l
acter, etc.
For example, a roll of 20 for ethicality and
Pie ty 11 for morality produces a disposition referred to
PP Exam ple as NI w/UI tendencies (Neutral Immoral with strong
1 -5 Believ es tha t gods do not exist Unethical Immoral tendencies). A character’s ac-
6 -1 5 Believ es in their god, but does not ca re tions and thoughts must reflect the disposition de-
1 6 -3 0 Ha s worshipped before termined above the majority of the time. Disposi-
3 1 -7 0 Worships inter mittently, but ma y a ttend regula rly
tion is an important element of a character, since it
7 1 -8 5 Worships regula rly
8 6 -9 5 Worships fluently may prevent a character from certain occupations
9 6 -1 0 0 Worships fa na tica lly, willing to die for god (see Chap. 7: Occupations).

Alternative Method: Rolling Disposition


If a player expresses significant discontent,
and should the MM agree, the MM may allow the
player to reroll either the ethical or moral dimen-
sion of the disposition of their character. Each reroll
results in the acquisition of one randomly deter-
mined allergy (see Chap. 3: Body), whether the player
is satisfied with the result or not.
Otherwise, a Disposition Test exists. If the
Artwork Here MM concurs, the player may opt to use the results
of the Disposition Test as the disposition of their
character.

87
Disposition, General NN (Neutral Neutral): Without contest,
Below are the nine general dispositions. If this is the most common disposition. People with
a player deems that their character will have diffi- this disposition tend to have one of three separate
culty and that these are too vague, specific disposi- reasons. First, some simply have inconsistent ethi-
tions follow. First, understand the general disposi- cal behavior and moral feelings, such that sometimes
tions below: they are one extreme while in other situations they
are the opposite. Therefore, NN is the best classifi-
EM (Ethical Moral): Those with strong cation for this type of person. Second, some are
ethical and moral views may be typified as a holy well aware of the metaphysical extremes and tenets,
crusader intent on imposing their version of moral- disagree with all of them, and they consciously seek
ity on others in attempts to maintain actions consis- a balance, considering balance the healthiest and the
tent with their beliefs. This disposition is very diffi- best. Those with this philosophical position call
cult to maintain. Ethics and morals often conflict themselves ethical and moral subjectivists. Finally,
with each other depending on the situation. By habit some argue that ethics and morality are man-made
of resolving such conflicts, one or the other tends constructs, that neither exists in nature, and that we
to become favored, which imbalances this disposi- simply use the terms as is convenient, though they
tion for most characters. Many more desire to be, lack any logical support. Therefore, these people
or prefer to consider themselves, EM, when in real- are best classified as NN and consider themselves
ity attaining it can be an elusive, tedious, and a life- to be ethical and moral nihilists.
long goal. NI (Neutral Immoral): Individuals with a
EN (Ethical Neutral): Individuals con- dominant NI disposition care little about their ac-
cerned with consistent actions, regardless of how tions and simply want to gratify themselves and feel
they feel are EN by nature. EN people tend to put pleased, though this pleasure is often derived at the
aside their feelings, often shunning emotions as prob- expense of others. Since they do not care about
lematic. The best example of EN is a judge, since the implications of their actions, they often harm
they are concerned with the law, its technicalities, others and may take pleasure in it. Do not be con-
and how it may be best adhered to, not the moral fused, NI individuals do not prefer unethical behav-
feelings of the people. Some claim this to be a po- ior, they simply do not care if it is necessary in or-
sition of objectivity. der to achieve their pleasing feelings. These people
EI (Ethical Immoral): Barristers are clearly do not support or oppose ethical codes or issues,
the best examples of EI; they are not concerned they simply do not care as long as they feel satisfied.
with objectivity and the law, so much as how it may UM (Unethical Moral): These people dis-
be twisted to their advantage, or pushing it to the like ethical and orderly behavior, viewing it as a largely
breaking point. The client, and finally their reputa- inhibiting factor to morality as they understand it.
tion and winning record, is more important than Those with UM dispositions are frequently at odds
they or it should be. Devils that get characters to with law in most societies, but claim that their heart
sign away their souls are EI by nature. Very few is in the right place. Someone robbing the rich to
people are predominantly EI. feed the poor is a good example of UM.
NM (Neutral Moral): Those who are un- UN (Unethical Neutral): Perhaps the most
concerned with actions or the law, but seek feeling unpredictable of all dispositions, these individuals
pleased about moral issues tend to adopt a position actively dislike ethical and orderly behavior, and pat-
focusing on the greatest good or utilitarianism. terns of all sorts. As a matter of fact, since they are
Those who pursue the greatest good for the great- indifferent to the drive to be pleased with moral or
est number, and therefore favor the majority of immoral feelings, their thoughts and actions seem
people regarding goodness as they interpret it, are chaotic and random to those around them.
NM.

88
UI (Unethical Immoral): People who are unethical and immoral actively dislike organization and
orderly behavior and feel pleasure upon committing behavior opposed by society or the majority. These
individuals are often considered by others to be dangerous, even to their own kind, and hunger only for
power.

Ethic al E w/N N w/E N e utr al N w/U U w/N Une thic al

Mor al EM E M w/NM NM w/E M NM NM w/UM UM w/NM UM

M w/N E M w /E N E M w/NN NM w/E N NM w/NN NM w/UN UM w/NN UM w/UN

N w/M E N w /E M E N w/NM NN w/E M NN w/NM NN w/UM UN w/NM UN w/UM

N e utr al EN E N w/NN NN w/E N NN NN w/UN UN w/NN UN

N w/I E N w /E I E N w/NI NN w/E I NN w/NI NN w/UI UN w/NI UN w/UI

I w/N E I w /E N E I w/NN NI w/E N NI w/NN NI w/UN UI w/NN UI w/UN

Im m or al EI E I w/NI NI w/E I NI NI w/UI UI w/NI UI

Disposition, Specific
No player is required to choose a specific disposition, especially if a general disposition better suits
their character. However, sometimes detail provides a richer role-playing experience. Potentially, the
more information available, the better the quality of decisions. The way to read the following notation is
that a dominant general disposition is claimed, but most metaphysical divergences from this gravitate
toward one different general disposition. For example, EM w/EN should be understood as Ethical Moral
with strong tendencies toward Ethical Neutral. When cross-tabulated, forty specific dispositions emerge.
They are listed below:

EM w/EN: Predominantly, these people have impeccable ethical behavior and strong moral
views. However, when forced to choose between ethics and morality, they usually choose ethics. The
consistency of their behavior is often very important. While they prefer both ethics and morals, these
people may realize that morality may interfere with objectivity more than ethics. A holy crusader that
occasionally disagrees internally with their ethical code, yet continues to abide by it, is an example of EM
w/EN.
EM w/NM: These individuals value both ethics and morals, though occasionally a preference for
the greater good supercedes ethical codes. A holy crusader that occasionally breaks their ethical code to
do what they feel they know internally to be right and moral is an example of EM w/NM.
EM w/NN: These people believe that ethics and morals are the ideal, but from time to time both
must be ignored to do things properly or to continue functioning in such a way. These people are often
called hypocrites. For example, a holy crusader may occasionally visit a bordello.

89
EN w/EM: Holding objectivity and con- EI w/NI: These individuals often take ad-
sistency above all other things, these people often vantage of ethics and morals, of laws and others in
have preferences for morality, when it does not con- order to satisfy themselves. A lawyer that defends a
flict. A stern judge with a good heart may be an client equally, regardless of whether the client is in-
example of EN w/EM. nocent or guilty, and then afterwards, violates the
EN w/NM: While these people believe that trust of their client by financially taking advantage
objectivity and consistency reign supreme on a daily of them as well is an example of EI w/NI.
basis, occasions do arise when the greater good is NM w/EM: Different from simply sup-
more important. A judge that vehemently opposes porting the greatest good for the greatest number,
legislation for concentration camps or warfare, nearly individuals with this disposition often support eth-
to the point of losing their professional position, is ics, provided the ethics don’t conflict with morals.
an example of EN w/NM. These people want to be true to themselves and
EN w/NN: Thoroughly indifferent to mo- have consistent behavior, but if a contradiction
rality and usually emotions, these people chase ob- emerges from this, their own sense of right and
jectivity and consistency, except on occasion when wrong is more important than any ethical code.
the system or the ethical code functions better overall NM w/EN: Seeming self-contradictory and
if an occasional inconsistency occurs. A judge that often called hypocrites, these people hold strong
habitually flips a coin on tough decisions may be an views, usually in favor of morality, regardless of eth-
example of EN w/NN. ics, though depending on the topic or circumstance,
EN w/NI: Overall, objectivity and consis- sometimes in favor of ethics regardless of morality.
tency are important to these individuals, though Most people don’t understand these seemingly sud-
occasionally the appearance of this importance is den shifts and wish these people would just choose
handy, because the self may be served while seem- one or the other and stick to it.
ing to be thoroughly ethical. A militiaman that is NM w/NN: Though these people usually
generally respected, but habitually pockets the money favor the concept of a universal good and seek to
or a portion recovered from thieves, is an example be internally moral, occasionally and for whatever
of EN w/NI. reason, they stray from morality.
EN w/EI: Holding objectivity and consis- NM w/UN: Though these people usually
tency above all other things, these people often have favor the concept of a universal good and seek to
preferences for immorality, when it does not con- be internally moral, occasionally and for whatever
flict. A respected judge that will “throw the book” reason, they find solace in random and unethical
at those disliked is an example of EN w/EI. actions with no regard for morality.
EI w/EN: These individuals typically twist NM w/UM: Always in pursuit of morality
ethics and laws to their advantage, but occasionally and the greatest good, these individuals will stray
they are compelled to be thoroughly objective. A toward unethical behavior to achieve it on occasion
lawyer that has been known to turn away clients, if necessary.
refusing to defend them because they think the law NN w/EM: Predominantly, these people
should give them what they deserve, is an example live in an ethical and moral balance. On occasion
of EI w/EN. and for whatever reason, these people seek morality
EI w/NN: These people twist ethics to and attempt to follow and support strict ethical
their advantage on a daily basis, but in rare circum- codes.
stances are willing even to betray ethics for some- NN w/EN: Predominantly, these people
thing they inwardly feel is more important. Law- live in an ethical and moral balance. On occasion
yers that lose their jobs because on rare occasion and for whatever reason, these people recognize the
they are willing to break the law for something they value of objectivity and consistency in their actions.
internally deem needs to be done are examples of
EI w/NN.

90
NN w/EI: Predominantly, these people live UM w/NN: While these people generally
in an ethical and moral balance. On occasion and oppose ethics and pursue morals, occasionally they
for whatever reason, these people oppose morality, seek balance in all things; put another way, occa-
but enjoy doing so by using ethics to their advan- sionally these people behave moderately ethically and
tage and being consistent and objective about their are less moral.
immorality. UM w/UN: While these people generally
NN w/NM: Predominantly, these people oppose ethics and pursue morals, their enjoyment
live in an ethical and moral balance. On occasion of shunning ethics can be overwhelming, often caus-
and for whatever reason, these people seek morality ing them to perform random actions.
and the greater good. UN w/UM: While these people generally
NN w/NI: Predominantly, these people live perform random and unethical actions without re-
in an ethical and moral balance. On occasion and gard for morality, occasionally they are motivated to
for whatever reason, these people oppose morality be moral.
and indulge themselves, seeking to satisfy their de- UN w/NM: While these people generally
sires and needs. perform random and unethical actions without re-
NN w/UM: Predominantly, these people gard for morality, occasionally they are motivated to
live in an ethical and moral balance. On occasion be moral and moderately ethical.
and for whatever reason, these people seek morality UN w/NN: While these people generally
and enjoy breaking ethical rules and norms. perform random and unethical actions without re-
NN w/UN: Predominantly, these people gard for morality, occasionally they are motivated to
live in an ethical and moral balance. On occasion be moderately ethical and moral.
and for whatever reason, these people seek random- UN w/NI: While these people generally
ness without regard for morals. perform random and unethical actions without re-
NN w/UI: Predominantly, these people live gard for morality, occasionally they are motivated to
in an ethical and moral balance. On occasion and be immoral, satisfying themselves in evil ways though
for whatever reason, these people oppose both eth- somewhat ethically.
ics and morals, committing random and evil deeds. UN w/UI: While these people generally
NI w/EI: These people find that pleasing perform random and unethical actions without re-
oneself is accomplished in opposition to morality. gard for morality, occasionally they are motivated to
Either for evil kicks or in order to hide their evil also oppose morality, committing random and evil
from others, these people act more ethically than acts.
most. UI w/NI: Opposing ethics and morals is
NI w/EN: These people find that pleasing what these people do proudly, though occasionally
oneself is accomplished in opposition to morality. they will act moderately ethical in order to satisfy
On occasion, instead of pleasing themselves, these themselves.
people value objectivity and consistency of action. UI w/NN: Opposing ethics and morals is
NI w/NN: These people find that pleas- what these people do proudly, though occasionally
ing oneself is accomplished in opposition to moral- they will act moderately ethical and moral, seeking
ity. On occasion, they seek balance in things and balance.
are more moral than usual. UI w/UN: Opposing ethics and morals is
NI w/UN: These people find that pleasing what these people do proudly, though occasionally
oneself is accomplished in opposition to morality. they will act moderately moral. No matter what,
NI w/UI: These people find that pleasing they always oppose ethics.
oneself is accomplished in opposition to morality.
UM w/NM: Opposing ethics and pursu-
ing morality are often incompatible. When a choice
must be made, these people choose to be moral.

91
Changing Disposition
Generally, dispositions are established in youth and do not change over the course of a character’s
life. However, exceptions such as traumatic events, philosophical studies, or magic may alter a character’s
disposition.
In the case of an altered or abandoned disposition, the character’s adventuring career is disrupted
as they must adjust to their new perspective of the world. Adjustments of this sort require (3 + d4)
months. During this period, the character only acquires 50% of the number of Advancement Points that
they would normally. If a character reverts to an old disposition, no period of adjustment is required since
they are already familiar with the outlook.

Dispositions by Proportion
Many mistakenly believe that each disposition occurs with the same frequency in the population;
clearly, from the pie charts below, this is not the case. These proportions represent both the human
population and all humanoid populations considered at once. Considered separately, dwarves may tend to
be more EN, elves more UM, etc.

Table 5-3: Disposition by Proportion


5%

3%
1% Ethical Moral
1% 12%
Ethical Neutral
1%
2%
15% Ethical Immoral
Neutral Moral
Neutral Neutral
Neutral Immoral
Unethical Moral
Unethical Neutral
60%
Unethical Immoral

92
Table 5-4: Ethicality Distribution

90
80
70
60
Percent

50
Series1
40
30
20
10
0
Ethical Ethically Neutral Unethical

Table 5-5: Morality Distribution

80
70
60
50
Percent

40 Series1
30
20
10
0
Moral Morally Neutral Immoral

93
A System of Ethics/Morals Intra-personal refers directly to the self and
no others. Characters make self-evaluations by com-
Ethics and morals will be debated forever,
paring themselves with objective standards. When
especially between different cultures and species.
no such standard exists, people seek comparisons
Nonetheless, one philosopher has articulated a sys-
with similar others; so, this intra-personal construct
tem of ethics and morals that is so common among
cannot be absolutely exclusive from other selves.
humanoid races, it is usually recognized as the de-
fault system. The system, outlined below, is derived
Conformity: The character high in conformity
from logic and may be used for gaming purposes to
tends to consider groups more important
resolve ethical and moral disputes.
than individuals, or at least succumb to their
norms. As such, the character is likely to
avoid dressing or talking differently, deviat-
Ethical Rationale ing from customs, etc.
1. Ethics refer to behavior, the degree of Individuality: Individuality means here that the
behavioral consistency, and beliefs about be- character values individuals over groups, or
havior, as well as its relation to the self and at least what distinguishes themselves from
a character’s social and physical environment. others. Characters who are high in individu-
2. Ethics and ethical codes provide charac- ality tend to dress differently, enjoy custom-
ters with reasons to approve or disapprove izing expressions, and see themselves as dif-
of each other. ferent than others.
3. Ethics belong to one of five categories: Patterned: Categorically, patterned suggests that
Intra-personal, Family, Community, State, a character prefers to seek patterns in things
and Universe. These categories often differ as a means to understanding. Patterned char-
sharply between individuals. For instance, acters also tend to carefully weigh decisions
someone may be sharply ethical regarding instead of utilizing randomness.
their family, but unethical regarding their Randomness: Randomness suggests a lack of a
community. definite aim, direction, rule, or method with
4. Ethics are orthogonal to morals. Many no specific goal or purpose. Characters high
people mistakenly assume that those who in randomness prefer to make decisions by
are ethical are also likely to be moral, or vice the flip of a coin or pure chance.
versa, but it is equally likely that someone is
ethical and immoral, or unethical and moral.

Ethic ality
D im e nsion Ethic al Une thic al
Intra -persona l Confor mity Indiv idua lity
Pa tterned Ra ndomness
Fa mily Loya lty Betra ya l
Distinction Ambiguity
Community Interdependenc Independence Artwork Here
La wfulness Crimina lity
Sta te Burea ucra cy Ana rchy
Pa triotism Trea cherousness
Univ erse Necessity Cha nce
Mea ningfulness Mea ninglessness

94
Family refers here to the self of the char- Community refers to the self of the char-
acter and how it relates to family situations by atti- acter and how it relates to the greater community
tudes and beliefs. by attitudes and beliefs.

Loyalty: If high in family loyalty, a character is de- Interdependence: Interdependence is when


voted to their family. characters enjoy the mutual dependence be-
Betrayal: Characters who exhibit betrayal are likely tween themselves and their community, usu-
to cheat on their spouse and bad-mouth their ally valuing social contact and participating
family when not in their presence. Gener- in public events.
ally, these characters are either disgruntled Independence: Here, exhibiting independence in
with their families or taking them for a character’s community means that the char-
granted, not valuing them. acter prefers to avoid the community, mini-
Distinction: Characters high in distinction prefer mizing interaction when possible, and thus
to recognize a distinction between family and being independent of it. Characters who
non-family, usually feeling repulsed at the im- are high in independence are likely to avoid
plications of familial ambiguity (see below). socializing, value the privacy of their home
Ambiguity: To be societally unaware of a charac- and/or distance themselves from others by
ter’s own family and to not draw distinctions living rurally, etc.
thereof, is to possess ambiguity in the sense Lawfulness: Regarding a character’s community,
it is used here. Of course, breeding with a lawful character is one who obeys laws,
the immediate family is still disapproved though this obedience may be the result of
within this framework, but interplay between respect or fear of punishment.
cousins is approved. Moreover, it is held Criminality: Characters who have criminality do
that that familial ambiguity and uncertainty not respect the local laws, feeling as though
will minimize bias, placing more emphasis they are an imposition or a hindrance. These
on the society and its problems. characters are likely to disregard established
laws.

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95
State refers to the self of the character and Universe refers to the self of the character
how it relates to the greater community by attitudes and how it relates to everything in the understood
and beliefs. Examples of opposites of states along universe by attitudes and beliefs.
this continuum would be bureaucracy (highly struc-
tured society) representing ethicality and anarchy Necessity: The opposite of chance, necessity
representing unethicality. means here that all events are the results of
causes, that chance plays no part in bringing
Bureaucracy: Along a continuum of the amount about events. A character who is high in
of government, bureaucracy is the most necessity believes that when events seem the
imposing, thorough, and cumbersome. result of chance, they are merely the result
Characters favoring bureaucracy prefer to be of causes unknown to us, that chance does
governed by a structure of abundance, not exist. This does not presuppose that all
which, while it may adapt and move slowly, events are planned or pre-destined, forced
results in a highly structured society with to occur to fulfill a decreed purpose. In-
classes, rank, hierarchy, and organization. stead, necessity asserts simply that all events,
Anarchy: The opposite of bureaucracy, anarchy including mental events, are predetermined,
is a preference for a lack of government, an the result of infinitely long causal chains.
abolishment of social distinctions. Chance: The opposite of necessity, a universal
Patriotism: Characters who are high in patrio- view of chance indicates that events are not
tism prefer their state to others. merely the result of causal chains, predeter-
Treacherousness: The character high in treacher- mined beyond our power. Instead, chance
ousness prefers other states to their own, emphasizes the power of choice, the free-
disliking the government that presides over dom to take the universe in a new direction
them. However, more than just disliking, with every chosen action. Sometimes, things
treacherous characters are willing (and some- just happen.
times able) to act in accordance with their Meaningfulness: A character who views the uni-
preferences. Sometimes these acts are se- verse with meaningfulness asserts that there
vere enough to be considered treasonous. is an objective reality. Resultant from this
objective reality, these characters tend to dis-
cover purpose in their lives or purpose to
the universe.
Meaninglessness: A meaningless view of the
universe results from the perceived subjec-
tivity of reality, the refusal to accept a singu-
lar objective reality. Characters with this view
tend to question reality and dismiss notions
of the universe progressing purposively.

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96
Moral Rationale 4. To achieve happiness, we must understand
1. All activities of characters aim at some good that happiness in this sense is unique to sen-
(the end of military science is victory, of tient beings, derived from abstract contem-
medicine is health, of science is knowledge, plative reasoning and Wisdom. Further, as
etc.). happiness is an end state, no one is born
2. While studying ethics and morality, we must with it, and arguably children are not
be content with broad, general outlines. “happy,” though they possess this in poten-
Outlines hold true, while specificity poses tiality, because to be “happy,” we must be
problems. For example, truthfulness is clearly satisfied with choices we’ve made based on
moral. However, in a specific instance, experiences, though children lack sufficient
should truthfulness be practiced if it is experiences. Therefore, no character is born
known that such practicing will incite a war moral, and we all may become moral or im-
responsible for many undue deaths? No, moral depending on our choices. It is the
but aside from this specific instance, yes, it consistency of our choices that forms our
should generally be practiced. habits, our habits then forming our disposi-
3. Everyone agrees the good for characters is tion.
happiness, though no one agrees on its 5. Therefore, we must learn of morality and
meaning. To some it is the pursuit of plea- immorality, and strive in our choices to ex-
sure and the avoidance of pain, others ercise morals. Typically, if we practice a
wealth, etc. These common thoughts, how- moral and we experience pleasure in its prac-
ever, are not consistent; they vary with the tice, then we are being moral, while experi-
topic and its conditions. Further, all sug- encing pain indicates our internal preference
gestions prove to be means not ends in for immorality.
themselves, for a true end in itself offers 6. Morals are all mathematically mean states
more finality. For example, wealth is not an on their continua, while the extremes are all
end in itself, but a means to other things. immoral. One immorality is the deficiency
Happiness, then, is an end not a means, and of the morality, the other exceeding it. For
is only truly experienced at the natural end example, absolute fear (cowardliness) is an
of a character’s uninterrupted life. There- immorality deficient from courage, while
fore, we must live not for today, not for to- confidence (the polar opposite of fear) is
morrow, but for tomorrow so that we are courage in excess. The extremes are op-
content with or do not regret today. This is posed to both each other and the mean. Fur-
conclusively the final and self-sufficient good ther, one absolute extreme will be farther
to which all of our character’s actions aim, from the mean than the other, this is the
whether we are aware or not. greater immorality. In the above example,
absolute fear is the greater immorality, while
absolute confidence is the lesser immorality.

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97
7. Finally, to be moral three guidelines are
offered:
1. Always be wary of pleasure.
2. All things being equal and when you are
unsure, avoid the greater immoral-
ity.
3. Assess where you are on the continuum
(let’s say I believe I am closer to absolute
fear) and instead of simply aiming at the
proper mark (which is difficult enough), as
a carpenter straightens a warped board by
bending it beyond where he wants it for a
short duration, you should aim beyond the
mark for a while (so, then if I am closer to
fear then I should try to make decisions
slightly exceeding in confidence to temper
myself).

Mor ality
D e fic ie nc y Me an Exc e ss
Fea r Coura ge Confidence
(cowa rdliness) (ra shness)
Insensibility Tempera nce Self-Indulgence
Artwork Here

Mea nness Libera lity Prodiga lity


Ta stelessness
Nig ga rdliness Ma gnificence
a nd Vulga rity
Undue Humility Proper Pride E mpty Va nity

Inira scibility Good-Temper Ira scibility


Mock
Tr uthfulness Boa stfulness
Modesty
Boorishness Rea dy-Wittedness Buffoonery
Qua rrelsomeness O bsequiousness
Friendliness
a nd Surliness or Fla ttery
Sha melessness Modesty Ba shfulness
Righteous
Spite E nv y
Indigna tion
Una mbitiousness Unna med Ba la nce Ambitiousness

98
Dimensions of Morality (mean): 3. Passion also is sometimes reckoned as
Courage: A mean between fear and confi- courage; those who act from passion, like
dence, the courageous character stands their ground wild beasts rushing at those who have
before awe-inspiring terrible things; though they wounded them, are thought to be brave,
fear, they face things as they ought and as is appro- because courageous characters also are pas-
priate. The character who faces and fears the right sionate. Now courageous characters act for
things and from the right motive, in the right way honor’s sake, but passion aids them; while
and at the right time, and who feels confidence un- wild beasts act under the influence of pain;
der the corresponding conditions is courageous. A for they attack because they have been
courageous character is keen in the moment of ac- wounded or because they are afraid. Char-
tion and quiet beforehand (while rash characters acters, then, as well as beasts, suffer pain
wish for dangers beforehand but draw back while when they are angry, and are pleased when
they are in them.) It is also thought to be the mark they exact their revenge; those who fight for
of a courageous character to be undisturbed in sud- these reasons, however, are pugnacious but
den alarms than to be so in those that are foreseen; not courageous; for they do not act for
for it must have proceeded more from a state of honor’s sake, but from strength of feeling;
disposition, because less from preparation; acts that they have, however, something akin to cour-
are foreseen may be chosen by calculation and rule, age.
but sudden actions must be in accordance with a 4. Nor are sanguine characters courageous. For
character’s disposition. It is for facing what is pain- they are confident in danger because they
ful, then, that characters are called courageous. Fur- have conquered often and against many foes,
ther, if they take pleasure in facing what is painful they think they are the strongest and can
then they are expressing and practicing this moral. suffer nothing. (Drunken people also be-
Following are five types commonly mistaken to be have in this way; they become sanguine.)
courageous, though they are not: When their adventures do not succeed, how-
1. The courage of the citizen-soldier is ever, they run away.
most 5. Characters who are ignorant of danger
like true courage for it is due to morality, also appear courageous, and they are not far
but not if they are compelled by their rul- removed from those of a sanguine tempera-
ers or are encouraged by officers behind ment, but are inferior inasmuch as they have
them or fight in trenches (because trenches no self-reliance while these have. Hence also
physically discourage retreat.) the sanguine hold their ground for a time;
2. Experience with regard to particular facts but those who have been deceived about the
is also thought to be courage. In war, of facts flee if they know or suspect that these
which those who have had the most com- are different from what they supposed.
prehensive experience, they seem coura-
geous, because the others do not know the
nature of the facts.

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Temperance: A mean between insensibil- Liberality: The mean with regard to wealth;
ity and self-indulgence or a mean regarding plea- but with regard to the giving and taking of wealth,
sures of taste and touch, or food, drink, and sexual and especially in respect of giving. Now by ‘wealth’
intercourse, which is the kind of pleasures in which we mean all the things whose value is measured by
the other animals share. The temperate character is money. Riches, therefore, will be used best by the
not pained at the absence of what is pleasant and at character who has this moral concerned with wealth;
their abstinence from it. They neither enjoy the and this is the liberal character. It is more the mark
things that the self-indulgent character enjoys most of a liberal character to give to the right people than
– but rather dislike them – nor in general the things to take from the right sources and not to take from
that they should not, nor do they feel pain or crav- the wrong. And the liberal are almost the most loved
ing when they are absent, or do so only to a moder- of all moral characters, since they are useful; and
ate degree, and not more than they should. The this depends on their giving. The liberal character,
exercise of appetite increases its innate force, and if like other moral characters, will give for the sake of
appetites are strong and violent they even expel the the noble, and rightly; for they will give to the right
power of calculation. Hence they should be mod- people, the right amounts, and at the right time, with
erate and few. all the other qualifications that accompany right giv-
ing; and that too while experiencing pleasure or with-
out experiencing pain. But no more will the liberal
character take from the wrong sources; for such tak-
ing is not characteristic of the character who sets
no store by wealth. Nor will they be a ready asker;
for it is not characteristic of a character who con-
fers benefits to accept them lightly. Nor will they
neglect their own property, since they wish by means
of this to help others. And they will refrain from
giving to anybody and everybody, that they may have
something to give to the right people at the right
time. It is highly characteristic of the liberal charac-
ter to go to excess in giving, so that they leave too
little for themselves; for it is the nature of the lib-
eral character not to look to themselves. There is
Artwork Here nothing to prevent the character who gives less from
being the more liberal character, if they have less to
give. Further, those are thought to be more liberal
who have not made their wealth but inherited it.
The liberal character does not value wealth for its
own sake but as a means to giving. Further, the
liberal character is easy to deal with in money mat-
ters; for they can be got the better of, since they set
no store by money, and are more annoyed if they
have not spent something that they ought than
pained if they have spent something that they ought
not.

100
Magnificence: Like liberality, this also seems Proper Pride: Pride seems even from its
to be a moral concerned with wealth; but it does name to be concerned with great things. Now the
not, like liberality, extend to all the actions that are character is thought to be proud who thinks them-
concerned with wealth, but only to those that in- selves worthy of great things, being worthy of them;
volve expenditure; and in these it surpasses liberal- for they who do so beyond their deserts are fools.
ity in scale. For, as the name itself suggests, it is a The proud character, then, is an extreme in respect
fitting expenditure involving largeness of scale. The of the greatness of their claims, but a mean in re-
character who in small or middling things spends spect to the rightness of them; for they claim what
according to the merits of the case is not called mag- is in accordance with their merits. Now the proud
nificent (e.g. not the character who can say ‘many a character, since they deserve most, must be good in
gift I gave the wanderer’), but only the character the highest degree; for the better character always
who does so in great things. For the magnificent deserves more, and the best character most. There-
character is liberal, but the liberal character is not fore the truly proud character must be moral. If we
necessarily magnificent. The magnificent character consider point by point, we shall see the utter ab-
is like an artist; for they can see what is fitting and surdity of a proud character who is immoral. Pride,
spend large sums tastefully. And they will consider then, seems to be a sort of crown of the morals;
how the result can be made most beautiful and most for it makes them greater, and it is not found with-
becoming rather than for how much it can be pro- out them. At honors that are great and conferred
duced and how it can be produced most cheaply. by moral characters, the proud character will be mod-
Magnificence is an attribute of expenditures of the erately pleased, thinking that they are coming by their
kind which we call honorable, e.g. votive offerings, own or even less than their own. Honor from ca-
buildings, and sacrifices, and all those that are proper sual characters and on trifling grounds they will ut-
objects of public-spirited ambition, as when char- terly despise, since it is not this that they deserve,
acters think they ought to entertain the city in a bril- and dishonor too, since in their case it cannot be
liant way. Hence a poor character cannot be mag- just. Not even toward honor (the greatest of the
nificent, since they have not the means with which external goods) does the proud character bear them-
to spend large sums fittingly; and those who try are selves as if it were a very great thing. And for them
fools, since they spend beyond what can be expected to whom even honor is a little thing the others must
of them and what is proper, but it is the right ex- be so too. Hence proud characters are thought to
penditure that is moral. Of private occasions of be disdainful. The goods of fortune also are thought
expenditure the most suitable are those that take to contribute toward pride. For characters who are
place once and for all, e.g. a wedding or anything of wellborn are thought worthy of honor; and so are
the kind, or anything that interests the whole city or those who enjoy power or wealth; for they are in a
the people of position in it, and also the receiving superior position and everything that has a superi-
of foreign guests and the sending of them on their ority in something good is held in greater honor.
way, and gifts and counter-gifts; for the magnificent Disdainful and insolent, however, even those who
character spends not on themselves but on public have such goods become. Thinking themselves su-
objects. A magnificent character will also furnish perior to others, they despise others and themselves
their house suitably to their wealth (for even a house do what they please. For the proud character de-
is a sort of public ornament). spises justly (since they think truly), but the many,
the masses, do so at random. The proud character
does not run into trifling dangers, nor are they fond
of danger, because they honor few things; but they
will face great dangers, and when they are in danger
they are unsparing of their life, knowing that there
are conditions on which life is not worth having.
And they are the sort of character to confer ben-

101
efits, but they are ashamed of receiving them; for and useful ones; for this is more proper to a charac-
the one is the mark of a superior, the other of an ter that suffices to itself. Further, a slow step is
inferior. And they are apt to confer greater benefits thought proper to the proud man, a deep voice, and
in return; for thus the original benefactor besides a level utterance; for the man who takes few things
being paid will incur a debt to him, and will be the seriously is not likely to be hurried, nor the man
gainer by the transaction. They seem also to re- who thinks nothing great to be excited, while a shrill
member any service they have done, but not those voice and a rapid gait are the results of hurry and
they have received (for one who receives a service is excitement.
inferior to one who has done it, but the proud char-
acter wishes to be superior), and to hear of the
former with pleasure, of the latter with displeasure.
It is the mark of a proud character also to ask for
nothing or scarcely anything, but to give help readily,
and to be dignified toward characters who enjoy high
position and good fortune, but unassuming toward
those of the middle class; for it is a difficult and
lofty thing to be superior to the former, but easy to
be so to the latter, and a lofty bearing over the former
is no mark of ill-breeding, but among humble char-
acters it is as vulgar as a display of strength against
the weak. The proud character will hold back ex-
cept where great honor or a great work is at stake,
and to be a person of few deeds, but of great and
notable ones. They must also be open in their hate
and in their love (for to conceal one’s feelings, i.e. to
care less for truth than for what people will think, is
a coward’s part), and must speak and act openly; for
they are free of speech because they are contemp- Artwork Here
tuous, and they are given to telling the truth, except
when they speak in irony to the vulgar. They must
be unable to make their life revolve around another,
unless it is a friend. For this reason all flatterers are
servile and characters lacking in self-respect are flat-
terers. Nor are they given to admiration; for noth-
ing to them is great. Nor are they mindful of wrongs;
for it is not the part of a proud character to have a
long memory, especially for wrongs, but rather to
overlook them. Nor are they a gossip; for they will
speak neither about themselves nor about another,
since they care not to be praised nor for others to
be blamed; nor again are they given to praise; and
for the same reason they are not an evil-speaker,
even about their enemies, except from haughtiness.
With regard to necessary or small matters they are
least of all characers given to lamentation or the
asking of favors. They are one who will possess
beautiful and profitless things rather than profitable

102
Good Temper: The mean with respect to Ready-wittedness: The kind of characters
anger, this is the character who is angry at the right one is speaking or listening to will also make a dif-
things and with the right people, and, further, as ference in life. Those who joke in a tasteful way are
they ought, when they ought, and as long as they called ready-witted, which implies a sort of readi-
ought; they are praised. For the good-tempered ness to turn this way and that. To this middle state
character tends to be unperturbed and not to be led also belongs tact; it is the mark of a tactful character
by passion, but to be angry in the manner, at the to say and listen to such things as befit a moral and
things, and for the length of time that the rule dic- well-bred character; for there are some things that
tates; but they are thought to err rather in the direc- it befits a character to say and to hear by way of jest,
tion of deficiency; for the good-tempered characer and the well-bred character’s jesting differs from that
is not revengeful, but rather tends to make allow- of a vulgar character, and the joking of an educated
ances. It is not easy to judge what is appropriate to character from that of an uneducated. The kind of
each instance; sometimes we praise those who ex- jokes they will listen to will be the same; for the kind
hibit the deficiency, and call them good-tempered, they can put up with are also the kind they seem to
and sometimes we call angry characters manly. make. There are, then, jokes they will not make; for
Truthfulness: Of those who pursue truth the jest is a sort of abuse, and there are things that
and falsehood alike in words and deeds and in the lawgivers forbid us to abuse. The refined and well-
claims they put forward, the character who observes bred character, therefore, will be as we have de-
the mean is one who calls a thing by its own name, scribed, being as it were a law to themselves.
being truthful both in life and in word, owning to Friendliness: This moral, this middle state
what they have, and neither more nor less. For each between (obsequiousness and flattery) and (quarrel-
character speaks and acts and lives in accordance someness, surliness, and contentiousness), has been
with their disposition, if they are not acting for some known as laudable – a character who will put up
ulterior object. And falsehood is in itself mean and with, and will resent, the right things and in the right
culpable. The character who in the matters in which way; but no name has been assigned to it, though it
nothing is at stake is true both in word and in life most resembles friendship. For the character who
because their disposition is such. For the character corresponds to this middle state is very much what,
who loves truth, and is truthful where nothing is at with affection added, we call a good friend. But the
stake, will still be more truthful where something is state in question differs from friendship in that it
at stake; they will avoid falsehood as something base, implies no passion or affection for one’s associates.
seeing that they avoided it even for its own sake; For they will behave so alike toward those they know
and such a character is worthy of praise. They in- and those they do not know, toward intimates and
cline rather to understate the truth; for this seems those who are not so, except that in each of these
better in taste because exaggerations are wearisome. cases they will behave as is befitting. For, wherever
it is not honorable, or is harmful, for them to con-
tribute pleasure, they will refuse, and will choose
rather to give pain. For the sake of a great future
pleasure, too, they will inflict small pains.

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103
Modesty: Shame is defined as a kind of fear Righteous Indignation: The mean be-
of dishonor and produces an effect similar to that tween spite and envy, righteous indignation is an
produced by fear of danger; for characters who feel emotion characteristic of a moral character. It is
disgraced blush, and those who fear death turn pale. being distressed at the evidence of unworthy suc-
Both, therefore, seem to be in a sense bodily condi- cess. And generally, those who think themselves
tions, which is thought to be characteristic of feel- deserving of things that do not believe others de-
ing rather than of disposition. The feeling is not serve are prone to indignation. Thus, the servile,
becoming to every age, but only to youth. For we the worthless, and the unambitious are not given to
think young characters should be prone to the feel- indignation, for there is nothing of which they re-
ing of shame because they live by feeling and there- gard themselves as worthy.
fore commit many errors, but are restrained by Unnamed Balance of Ambitiousness:
shame; and we praise young characters who are This moral is related to pride by way of honor as
prone to this feeling, but an older character no one liberality is to magnificence, i.e. the balanced char-
would praise for being prone to the sense of dis- acter here is not on a grand scale, but with middling
grace, since we think they should not do anything and unimportant things.
that need cause this sense.

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Dimensions of Immorality (deficiency): (GE = Niggardliness (magnificence) (GE): The
greater evil) niggardly character, regarding great expenditures, is
Fear (courage) (GE): One who exceeds in less concerned with beauty, but more concerned with
fearlessness would be a sort of madman or insen- how much it can be produced for and how it can be
sible character if they feared nothing. The charac- produced most cheaply. The niggardly character falls
ter who exceeds in fear is a coward. They also lack short in everything in magnificence, and after spend-
in confidence; the coward, then, is a despairing sort ing the greatest sums of money will spoil the beauty
of character; for they fear everything. To die to of the result for a trifle, and whatever they are do-
escape from poverty or love or anything painful is ing they will hesitate and consider how they may
not the mark of a courageous character, but rather spend least, and lament even that, and think they
of a coward. are doing everything on a bigger scale than they
Insensibility (temperance): Characters ought.
who fall short with regard to pleasures and delight Undue Humility (proper pride or honor)
in them less than they should are hardly found; for (GE): The character who thinks themselves worthy
such insensibility is not human. If there is anyone of less than they are really worthy are unduly humble.
who finds nothing pleasant and nothing more at- The unduly humble character falls short both in
tractive than anything else, they must be something comparison with their own merits and in compari-
quite different from a human. son with the proud character’s claims. For the un-
Meanness (liberality) (GE): Those who duly humble character, being worthy of good things,
care more than they ought for wealth have mean- robs themselves of what they deserve, and seems to
ness. One who is not liberal and gives and experi- have something bad about them from the fact that
ences pain from that act of giving; for they would they do not think themselves worthy of good things,
prefer the wealth to the noble act. Meanness falls and seems also not to know themselves. Yet such
short in giving and exceeds in taking, except in small characters are not thought to be fools, but rather
things. But meanness is both incurable (for old age unduly retiring. Such a reputation, however, seems
and every disability is thought to make mean char- actually to make them worse; for each class of people
acters) and more innate in characters than prodigal- aims at what corresponds to its worth, and these
ity; for most characters are fonder of getting money people stand back even from noble actions and un-
than of giving. It also extends widely and is multi- dertakings, deeming themselves unworthy, and from
form, since there seem to be many kinds of mean- external goods no less. Undue humility is more op-
ness. It is not found complete in all characters but posed to pride than is vanity; for it is both com-
is sometimes divided; some people go to excess in moner and worse.
taking, others fall short in giving. Those who are Inirascibility (anger): Those who are not
called by such names as ‘miserly’, ‘close’, ‘stingy’, all angry at the things they should be angry at are
fall short in giving, but do not covet the possessions thought to be fools, for such a character is thought
of others nor wish to get them. Others again ex- not to feel things nor to be pained by them, and,
ceed in respect of taking by taking anything and from since they do not get angry, they are thought un-
any source (those who ply sordid trades, pimps and likely to defend themselves; and to endure being in-
all such characters, and those who lend small sums sulted and put up with insult to one’s friends is slav-
and at high rates). For all of these take more than ish.
they ought and from wrong sources. What is com-
mon to them is evidently sordid love of gain. (Des-
pots when they sack cities and spoil temples, we do
not call them mean but rather wicked, impious, and
unjust.) But the gamester and the bandit belong to
the class of the mean.

105
Mock Modesty (truthfulness in social in- Quarrelsomeness and Surliness (pleas-
tercourse): Of those who pursue truth or false- antness exhibited in life in general in social in-
hood alike in words and deeds and in the claims tercourse): In social life and the interchange of
they put forward, the mock modest character dis- words and deeds, a character who opposes every-
claims what they have or belittle it. Those who un- thing and cares not a whit about giving pain is called
derstate things seem more attractive (compared to churlish and contentious.
boasters); for they are thought to speak not for gain Shamelessness (shame) (GE): Stemming
but to avoid parade; and here too it is qualities which from not admiring or despising others, shameless-
bring reputation that they disclaim. Characters who ness is a lack of feeling a sort of pain and agitation
disclaim trifling and obvious qualities are called hum- concerning the class of immoralities, whether past,
bugs and are more contemptible and sometimes this present, or future. For example, it may be charac-
seems to be boastfulness. terized as providing services of the body or engag-
Boorishness (pleasantness in the giving ing in shameful actions, of which physically violat-
of amusement in social intercourse): Characters ing others is one.
who can neither make a joke themselves nor put up Spite (righteous indignation): The spite-
with those who do are thought to be boorish and ful character is an impediment to another’s wishes,
unpolished. The boor is useless for such social in- not to get anything themselves but so that the other
tercourse; for they contribute nothing and find fault does not. Since, then, there is no gain for them-
with everything. Relaxation and amusement are selves, they belittle the other.
thought to be a necessary element in life. Unambitiousness (unnamed balance):
We blame the unambitious character as not willing
to be honored even for noble reasons.

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106
Dimensions of Evil (excess): Prodigality (liberality): We call those char-
Confidence (courage): The character who acters prodigals who are incontinent and spend
exceeds in confidence about what is terrible is rash. money on self-indulgence. Hence they are thought
The rash character, however, is also thought to be the poorest of characters; for they combine more
boastful and only a pretender to courage; at all events immoralities than one. A ‘prodigal’ means a charac-
as the courageous character is with regard to what is ter who has a single immoral quality, that of wasting
terrible, so the rash character wishes to appear; and their substance; since a prodigal is one who is ru-
so they imitate them in situations where they can. ined by their own fault, and the wasting of substance
Rash characters are precipitate, and wish for dan- is thought to be a sort of ruining of oneself, life
gers beforehand but draw back when they are in being held to depend on possession of substance.
them (while brave characters are keen in the mo- Now prodigality exceeds in giving and not taking,
ment of action, but quiet beforehand.) Sanguine and falls short in taking. A prodigal is thought not
characters, for example, are confident in danger only to have a bad disposition; it is not the mark of a
because they have conquered often and against many wicked or ignoble man to go to excess in giving and
foes, thinking they are strongest and can suffer noth- not taking, but only of a foolish one. But most
ing. Yet they closely resemble courageous charac- prodigal characters also take from the wrong sources,
ters, because both are confident. (Drunken charac- and are in this respect mean. They become apt to
ters also behave in this way; they become sanguine.) take because they wish to spend and cannot do this
Self-Indulgence (temperance) (GE): To easily; for their possessions soon run short.
exceed in pleasures of taste and touch, to delight in Tastelessness and Vulgarity (magnifi-
such things, then, and to love them above all others, cence): To not go to excess in the amount spent on
is brutish, as these are the pleasures of the other right objects, but by showy expenditure in the wrong
animals. In the natural appetites few go wrong, and circumstances and the wrong manner is tasteless-
usually in one direction, that of excess; for to eat or ness. The character who goes to excess and is vul-
drink whatever offers itself until one is surfeited is gar exceeds in spending beyond what is right. For
to exceed the natural amount, since natural appetite on small objects of expenditure they spend much
is the replenishment of one’s deficiency. The self- and display a tasteless showiness; e.g. they give a club
indulgent character is pained more than they ought dinner on the scale of a wedding banquet. And all
at not getting pleasant things (even their pain being such things they will do not for honor’s sake but to
caused by pleasure). The self-indulgent character, show off their wealth, and because they think they
then, craves for all pleasant things or those that are are admired for these things, and where they ought
most pleasant, and is led by their appetite to choose to spend much they spend little and where little,
these at the cost of everything else; hence they are much.
pained both when they fail to get them and when Empty Vanity (proper pride or honor):
they are merely craving for them (for appetite in- One who thinks themselves worthy of great things,
volves pain). The name self-indulgence is applied being unworthy of them, is vain; though not every
to childish faults; children in fact live at the beck one who thinks themselves worthy of more than
and call of appetite, and it is in them that the desire they really are worthy is vain. The vain character
for what is pleasant is strongest. goes to excess in comparison with their own merits,
but does not exceed the proud character’s claims.
Vain characters are fools and ignorant of themselves;
for, not being worthy of them, they attempt honor-
able undertakings, and then are discovered; and they
adorn themselves with clothing and outward show
and such things, and wish their strokes of good for-
tune to be made public, and speak about them as if
they would be honored for them.

107
Irascibility (anger) (GE): This excess can Boastfulness (truthfulness in social in-
be manifested in numerous points, for one can be tercourse) (GE): Of those who pursue truth or
angry with the wrong characters, at the wrong things, falsehood alike in words and deeds and in the claims
more than is right, too quickly, or too long, yet all they put forward, the boastful character, then, is
are not found in the same character. Now hot-tem- thought to be apt to claim the things that bring glory,
pered character get angry quickly and with the wrong when they have not got them, or to claim more of
characters and at the wrong things and more than is them than they have. One who claims more than
right, but their anger ceases quickly – which is the one has with no ulterior object is a contemptible
best point about them. This happens to them be- sort of fellow (otherwise they would not have de-
cause they do not restrain their anger but retaliate lighted in falsehood), but seems futile rather than
openly owing to their quickness of temper, and then bad; but if one does it for an object, one who does
their anger ceases. By reason of excess, choleric it for the sake of reputation or honor is (for a
characters are quick-tempered and ready to be an- boaster) not very much blamed, but one who does
gry with everything and on every occasion; whence it for money, or the things that lead to money, is an
their name. Sulky characters are hard to appease, uglier character (it is not the capacity that makes the
and retain their anger long; for they repress their boaster, but the purpose); as one character is a liar
passion. But it ceases when they retaliate; for re- because they enjoy the lie itself, and another because
venge relieves them of their anger, producing in they desire reputation or gain. Now those who boast
them pleasure instead of pain. If this does not hap- for the sake of reputation claim such qualities that
pen they retain their burden; for owing to its not win praise or congratulation, but those whose goal
being obvious no one even reasons with them, and is gain claim qualities that are of value to one’s
to digest one’s anger in oneself takes time. Such neighbours and one’s lack of which is not easily de-
characters are most troublesome to themselves and tected, e.g. the powers of a seer, a sage, or a physi-
to their dearest friends. We call bad-tempered those cian. For this reason, it is such things as these that
who are angry at the wrong things, more than is most characters claim and boast about; for in them
right, and longer, and cannot be appeased until they the above-mentioned qualities are found. It is the
inflict vengeance or punishment. The excess is more boaster that seems to be opposed to the truthful
opposed to good-temper than the deficiency, for character; for the boaster is worse.
not only is it commoner (since revenge is the more Buffoonery (pleasantness in the giving
human), but bad-tempered characters are worse to of amusement in social intercourse) (GE): Those
live with. who carry humor to excess are thought to be vulgar
buffoons, striving after humor at all costs, and aim-
ing rather at raising a laugh than at saying what is
becoming and at avoiding pain to the object of their
fun. The ridiculous side of things is not far to seek,
however, and most characters delight more than they
should in amusement and in jesting, and so even
buffoons are called ready-witted because they are
found attractive; but that they differ from the ready-
Artwork Here witted character, and to no small extent, is clear. The
buffoon is a slave of their sense of humor, and spares
neither themselves nor others if they can raise a
laugh, and say things none of which a character of
refinement would say and to some of which they
would not even listen.

108
Obsequiousness and Flattery (pleasant- Envy (righteous indignation): The excess
ness exhibited in life in general in social inter- of righteous indignation, the small-souled are envi-
course): Those who are obsequious, as defined here, ous; for all things seem great to them. Envy is de-
are those who in social life and the interchange of fined as a certain kind of distress at apparent suc-
words and deeds are those who give pleasure, prais- cess on the part of one’s peers in attaining the good
ing everything without opposition, but think it their things that have been mentioned, not that a charac-
duty ‘to give no pain to the characters they meet.’ ter may get anything for themselves but because of
Of those who contribute pleasure, the character who those who have it. Characters envy whoever has
aims at being pleasant with no ulterior motive is ob- acquired whatever naturally belongs to themselves
sequious, but the character who does so in order or what they once had. This is why the older envy
that they may get some advantage in the direction the younger. Those who have spent much money
of money or the things that money buys is a flat- envy those who have spent little for the same ob-
terer. ject. And those who got something with difficulty
Bashfulness (shame): Shame is the imagi- or did not get it at all envy those who got it quickly.
nation about a loss of reputation from those they Ambitiousness (unnamed balance): We
admire or do not despise. Characters feel more blame the ambitious character both as aiming at
shame at things done before these character’s eyes honor more than is right and from wrong sources,
and in the open; hence, too, the proverb “Shame is who loves honor more than most character.
in the eyes,” meaning both that shame may be ob-
served in the eyes of the guilty as well as the eyes of
those who have been disappointed. Characters who
have been physically violated or raped are regarded
as shamed and exhibit bashfulness. Further, not
standing up under labors that older characters bear
is an example. Also, those who have fallen into mis-
fortune do not want to be seen by those who are
their rivals.

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109
Chapter 5: Mind
Concerning the physical mind, this chapter is comprised of temperament and mental illness.
Since ancient times, sentient creatures have classified themselves and others according to perceptions of
mental health.

Temperament
Temperament is a combination of internal processes that are determined at birth and affect the
moods and lives of characters. Four bodily secretions cause temperament:

• Blood causes the sanguine temperament, which is characterized as warm and pleasant.
• Yellow Bile causes the choleric temperament, which is characterized as hot-tempered.
• Black Bile causes the melancholic temperament, which is characterized as sad and depressed.
• Phlegm causes the phlegmatic temperament, which is characterized as apathetic.

A well-balanced ratio of the four secretions in the human body is believed to be related to sanity
and health. The secretions and their predominant temperaments are related to the elements, seasons, the
four winds, and much more. Below is a table that corresponds the four bodily secretions with the appro-
priate temperament and other associations:

Table 5-1

Te m pe r am e nt: Sanguine Chole r ic Me lanc holic Phle gm atic


Secretion Blood Yellow Bile Bl a c k Bi l e Phlegm
E lement Ai r Fire E a rth Wa ter
Sta te Liquid Ga seous Dense Solid
Qua lity Hot-Moist Hot-Dry Cold-Dry Cold-Moist
Age Childhood Youth Ma turity O ld Age
Sea son Spring Summer Autumn Winter
Wind South E a st North West
Pa rt of Body Hea d, Neck , Shoulder Upper Body Lower Body Thigh, Knee, Foot

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No character may be defined with only one Sanguine
temperament. Generally, characters have a domi- This temperament is associated with extro-
nant and a secondary temperament, while the other verts, talkative characters, and optimists. These char-
two remain recessive. Every character has a unique acters have appealing personalities and are the life
combination of the four temperaments. Theorists of any party. They have good senses of humor and
believe that perfection is a state in which no tem- are usually gifted at Storytelling (see Chap. 8: Skills).
perament predominates, but instead when all are pro- Sanguine characters are enthusiastic, expressive, and
portionate within a character. emotional. Wide-eyed, innocent, and curious, these
characters live in the present and are always sincere
Determining Temperament at heart. Sanguine characters manage to find the
To determine the temperament of a char- humor in disasters, are always cheery, and are well-
acter, roll percentile dice for each of the four tem- liked by others. Creative and colorful, these charac-
peraments and note the results on your character ters look great on the surface and have energy and
sheet. The higher the roll, the more of that par- enthusiasm in all that they do. Thriving on compli-
ticular temperament is innate in the character. Ide- ments, sanguine characters make friends easily and
ally, a healthy and mentally balanced person has rolls love others. These characters seek to prevent dull
of 50 or 51 in each of the temperaments. Observe moments by providing excitement, and they never
the dominant and secondary temperaments, ignore hold grudges. Sanguine characters are compulsive
the other two, and read the generalizations below talkers with loud voices. Remembering names is dif-
about the temperament of the character. ficult for these characters, and they are prone to
complaining. It is possible these characters appear
Alternate Method too happy to others and, seeming fake, scare them
A test exists to determine temperament. If away. Driven by their inner child, sanguine charac-
the MM concurs, a player may use the results from ters are naïve and get angry easily. Sanguine charac-
the Temperament Test for their character. ters are disorganized and would rather talk than act.
Further, they often forget obligations, have fading
confidence, and are undisciplined. Many decisions
are based upon feelings. Hating to be alone and
needing attention, these characters seek center stage
by dominating conversations and energetically in-
terrupting others. These characters often make ex-
cuses and have a tendency to repeat stories. It is
assumed that the sanguine temperament is caused
by blood.

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111
Choleric Melancholic
This temperament is associated with extro- This temperament is associated with the in-
verts, doers, and optimists. A born leader, choleric trovert, thinker, and pessimist. Melancholic charac-
characters are active and have a compulsive need ters tend to be deep, thoughtful, and analytical. They
for change. Driven to correct wrongs, they are not are serious, purposeful, and prone to genius. Of-
easily discouraged and may be unemotional. These ten, they are talented and creative, with an artistic or
characters exude confidence and are strong-willed musical inclination. Melancholic characters may be
and decisive. This temperament causes characters philosophical, poetic, and appreciate beauty. Sensi-
to be well organized and task-oriented. Insisting on tive to others, they may be self-sacrificing, consci-
the productivity of others, these characters seek entious, or idealistic. This temperament causes char-
practical solutions to problems and move quickly to acters to set high standards and want everything done
action. Thriving on opposition, these characters right. Their homes are in good order, and other-
have little need for friends or groups and excel dur- wise they are persistent, thorough, orderly, organized,
ing emergencies. Unfortunately, choleric characters and always neat and tidy. This powerful drive is of-
may be bossy, impatient, quick-tempered, unable to ten characterized negatively by others, but melan-
relax, and refuse to give up even when clearly losing. cholic characters often solve problems and surprise
These characters are too intense, come on too others with creativity. Melancholic characters need
strong, and are inflexible and uncomplimentary. to finish what they start. Socially, this temperament
Choleric characters dislike tears and emotions, and causes characters to make friends cautiously and stay
are generally unsympathetic. These characters give in the background to avoid attention. These char-
answers too quickly, dominate more than is good, acters are faithful, devoted, and listen well to com-
and are often too busy for their families. Also, cho- plaints. Unfortunately, they can be moody and de-
leric characters are impatient with poor performance pressed, often remembering or emphasizing the
and have little tolerance for mistakes. These char- negative. Further, they are self-centered, often in
acters are often rude, tactless, and manipulate oth- another world, and may have a low opinion of them-
ers. Though these characters may often be right, selves. Melancholic characters are not people-ori-
which they always insist upon, this also makes them ented, and prefer to deal with things rather than
unpopular with others. It is assumed that the cho- people. Also, these characters prefer analysis to
leric temperament is caused by yellow bile. work. Having a deep need for approval, these char-
acters are hard to please and often set standards too
high. Often withdrawn and remote, melancholic
characters are critical of others and withhold affec-
tion. In characters, this temperament can cause them
to be antagonistic and vengeful because they are sus-
picious of others and dislike those in opposition.
This temperament causes characters to be unfor-
giving and skeptical of compliments. It is assumed
that the melancholic temperament is caused by black
Artwork Here bile.

112
Phlegmatic characters are easy to get along with, pleasant, and
This temperament is associated with the in- inoffensive. However, since they are unenthusias-
trovert, the watcher, and the pessimist. Having a tic, they may be feared or others may worry about
low-key personality, phlegmatic characters are re- them, especially since they are indecisive and avoid
laxed, calm, cool, and easy going. Their lives are responsibility. This temperament causes characters
well-balanced and consistent. They are quiet but to be too shy, compromising, and self-righteous.
witty, sympathetic, and kind. A good parent, phleg- These characters are lax on discipline, lack motiva-
matic characters are able to take the bad with the tion, and are not goal-oriented. They can be lazy,
good, keep their emotions hidden, and are never in careless, and discouraging to others. These charac-
a hurry. Phlegmatic characters are competent, steady, ters would rather watch than become involved.
agreeable, and are good under pressure, though they While they watch, however, they are judgmental,
often seek the easiest way to get things done. These sarcastic, and resistant to change. It is assumed that
the phlegmatic temperament is caused by phlegm.

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113
Table 5-2

Te m pe r am e nt Str e ngths
Sanguine Chole r ic Me lanc holic Phle gm atic
Appea ling persona lity Born lea der Thoughtful Low-k ey
Ta lk a tiv e Dyna mic a nd a ctiv e Ana lytica l E a sy-going
Good sense of humor Compulsiv e need to cha nge Serious a nd purposeful Rela xed
E nthusia stic Must correct wrongs Genius prone Cool, ca lm a nd collected
Cheerful Strong-willed Ta lented a nd crea tiv e Pa tient
Curious Decisiv e Artistic or musica l Quiet, but witty
Sincere Unemotiona l Philosophica l/Poetic Sympa thetic
Turns disa ster into humor Not ea sily discoura ged Apprecia tes bea uty Keeps emotions hidden
Volunteers for jobs Independent Sensitiv e to others All purpose person
Crea tiv e a nd colorful Self-sufficient Self-sa crificing Ma k es good pa rent
Inspires others ea sily Confident Conscientious Is not in a hurry
Ma k es friends ea sily Ca n r un a nything Idea listic Ca n ta k e good with ba d
Lov es people Goa l oriented Perfectionist Doesn't get upset
Thriv es on compliments Sees the whole picture Schedule oriented Competent a nd stea dy
E nv ied by others O rga nizes well Deta il conscious Pea ceful a nd a greea ble
Doesn't hold gr udges Seek s pra ctica l solutions Persistent Administra tiv e a bility
Apologizes quick ly Mov es quick ly to a ction O rderly a nd O rga nized Media tes problems
Sponta neous Delega tes work Nea t a nd tidy Av oids conflicts
Insists on production E conomica l Good under pressure
Stimula tes a ctiv ity Sees the problems Finds the ea sy wa y
Thriv es on opposition Finds crea tiv e solutions Good listener
Ha s little need for friends Ma k es friends ca utiously Ha s ma ny friends
Will work for group a ctiv ity Av oids ca using a ttention Inoffensiv e
Will lea d a nd orga nize Fa ithful a nd dev oted Dry sense of humor
Is usua lly right Compa ssiona te Ha s compa ssion & concern
E xcels in emergencies Seek s idea l ma te

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Table 5-3

Te m pe r am e nt We ak ne sse s
Sanguine Chole r ic Me lanc holic Phle gm atic
Compulsiv e ta lk er Bossy Moody/Depressed Unenthusia stic
E xa g gera tes Impa tient E njoys being hurt Fea rful
E la bora tes Quick tempered Fa lse humility Worried
Dwells on triv ia Ca n't rela x O ff in a nother world Indecisiv e
Ca n't remember na mes Too impetuous Remembers nega tiv es Av oids responsibilities
Sca res others off E njoys controv ersy Low self-ima ge Quiet will of iron
Too ha ppy for some Argumenta tiv e Selectiv e hea ring Selfish
Ha s restless energ y Won't giv e up if losing Self-centered Too shy
E gotistica l Comes on too strong Too introspectiv e Too compromising
Compla ins Inflexible Guilt feelings Self Righteous
Na ïv e Is not complimenta ry Persecution complex Not goa l oriented
Ha s loud v oice a nd la ugh Dislik es tea rs/emotions Tends to hypochondria La ck s Self Motiv a tion
Controlled by circumsta nces Little tolera nce for mista k es Not people oriented Ha rd to get mov ing
Angers ea sily Unsympa thetic Bothered by imperfection Resents being pushed
Seems phony to some Doesn't a na lyze deta ils Chooses difficult work La zy a nd ca reless
Nev er grows up Bored by triv ia Hesita nt to sta rt projects Discoura ges others
Forgets obliga tions Ma y be r ude Pla ns too much Would ra ther wa tch
Doesn't follow through Ma y ma k e ra sh decisions Prefers a na lysis to work Da mpens enthusia sm
Looses confidence Ma nipula tes others Ha rd to plea se Sta ys uninv olv ed
Undisciplined Dema nding of others Sta nda rds too high Indifferent to pla ns
Priorities out of order Work a holic Deep need for a pprov a l Judges others
Decides by feelings Dema nd loya lty Liv es through others Sa rca stic a nd tea sing
E a sily distra cted Tends to use people Insecure socia lly Resists cha nge
Ha tes to be a lone Domina tes others Withdra wn/remote
Needs to be center sta ge Ca n do ev erything better Critica l of others
Wa nts to be popula r Knows ev erything Holds ba ck a ffection
Look s for credit Too independent Dislik es those in opposition
Domina tes conv ersa tions Decides for others Suspicious of people
Interr upts Possessiv e Anta gonistic
Doesn't listen Ca n't sa y 'I'm Sorry' Vengeful
Fick le a nd forgetful Ma y be right, but unpopula r Unforgiv ing
Ma k es excuses Full of Contra dictions
Repea ts stories Sk eptica l of compliments

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How to Interpret Sanguine-Choleric
Clearly, this type of character is an extro-
Multiple Temperaments vert who is predominantly positive and in a good or
happy mood, though they are also known at times
to be exacting and unemotional, driven, intense, and
Interpretation of the various degrees of the manipulative. The easiest thing to notice about san-
four temperaments in each character is often a form guine-choleric characters is that usually they are
of art. Scholars are working frantically to unify com- driven by emotion, yet sometimes are completely
peting theories. Currently, most temperament theo- unemotional. It is this conflict between emotion
rists disregard the two recessive temperaments of a and lack of emotion that is striking.
character, no matter how close they may be to the
dominant and secondary temperaments. Sanguine-Melancholic
For instance, a character named Vellicatus Since sanguine and melancholic tempera-
may have rolls of 52 for Sanguine, 73 for Choleric, ments are opposites, this person feels an inordinate
83 for Melancholic, and 44 for Phlegmatic. Clearly, amount of tension in life, usually happy and excited,
the dominant temperament of Vellicatus is Melan- but occasionally has bouts with depression and pes-
cholic and his secondary temperament is Choleric. simism, withdrawing into themselves. These char-
Despite the numeric proximity of his Sanguine tem- acters are moody, but since they are predominantly
perament, both his Sanguine and Phlegmatic tem- sanguine, their moodiness is more public than pri-
peraments are considered recessive or as hardly con- vate, and is observed by others more than any other
tributing to his overall temperament. combination of temperaments.
Much debate remains, however, concerning
the strength of each temperament and its relation
Sanguine-Phlegmatic
to the other temperaments. Many scholars note that
On the outside, this character is happy, emo-
the difference between the dominant and second-
tional, expressive, and a joy to others. However,
ary temperaments of a character is an important
these characters are very selective of which emo-
consideration. Most claim that the degree that each
tions they show, and behind closed doors they are
temperament deviates from the norm is the most
characterized as unenthusiastic. It is this contrast
significant factor. For this reason, the player must
that causes others to consider their happiness to be
consult with the MM about their character’s tem-
fake.
perament so that a sensical understanding can be
reached.
Twelve combinations of temperaments re- Choleric-Sanguine
sult when considering the dominant and secondary Oftentimes, this combination of tempera-
temperaments of a character. Below are the twelve ments results in a leader or figure of authority who
combinations of temperament, listed with the domi- is liked and respected. While they are predominantly
nant temperament first, followed by the secondary driven to get the job done well and without mis-
temperament: takes, they seem to be very objective and unemo-
tional. Occasionally, emotions shine through and
their momentary happiness assures those around
them of their competency as a leader who will be
effective, but personable.

116
Choleric-Melancholic rarely satisfying even themselves, which can make
These characters are likely to become lead- them intolerable to live with. Some of these char-
ers who relentlessly drive others. They view people acters become manic-depressive or sadistic. Melan-
as tools to get the job done, and more than any cholic-choleric characters become angry often. Re-
other type of character, demand that the tasks of garding their families, they emote disapproval and
their followers be performed flawlessly. Some people are driven to castigate them for failures and correct
respect this type of individual or leader because they their mistakes, though this condemnation and criti-
and their followers are productive, though they may cism usually accomplishes the opposite effect.
personally dislike them as this character’s low opin-
ion of others becomes evident. With most people, Melancholic-Phlegmatic
reactions are more extreme, usually a combination These characters are perhaps the most with-
of admiration and hate. Choleric-melancholic char- drawn of all, often preferring or wishing for a soli-
acters are extremely competitive, forceful, and of- tary existence. However, when alone as desired, they
ten successful. are unenthusiastic about almost everything.

Choleric-Phlegmatic Phlegmatic-Sanguine
This combination of temperaments pro- This blend of temperaments results in a non-
duces characters who are likely to succeed and be- abrasive character who is the easiest to get along
come leaders or authority figures who care about with. They are unenthusiastic, calm, relaxed, yet
the finished product, but prefer instead to delegate when inspired they become emotional, expressive,
the responsibility of the task to others of impor- and happy. However, they are highly disorganized.
tance around them. Since this leader rarely makes
themselves visible or known, some people consider Phlegmatic-Choleric
this type of character to be a disinterested leader. These characters are unenthusiastic and
They are driving, but unenthusiastic, and often har- avoid responsibility, yet are prone to be irritable,
bor resentment and bitterness. commanding, and leader-like. This type of charac-
ter does not explode with anger, but just refuses to
Melancholic-Sanguine cooperate. When characters with this temperament
This type of character withdraws from ev- become angry, they often restrain their anger, be-
eryone and is exacting, but often is very happy, ex- coming utterly silent, yet clearly upset.
pressive, or emotional when alone or about their
work. While alone, the creative side of these char- Phlegmatic-Melancholic
acters often emerges, such as with art or music. This combination of temperaments causes
These characters are capable, but rarely venturesome, characters to speak rarely and often makes them
so they usually work well for others. gentle. It is common for others to take advantage
of phlegmatic-melancholic characters. These char-
Melancholic-Choleric acters are rarely angry or hostile, and are often gra-
In most situations, this person is an intro- cious.
vert, though some situations elicit strong responses,
which are usually either negative, critical, driving, or
manipulative. Ironically, it is during these responses
or outbursts when the melancholic-choleric charac-
ter is happiest. These characters usually prepare
twice as well as their opponents, so they rarely lose
in contests. This combination of temperaments pro-
duces characters who are extremely difficult to please,

117
Mental Illness Anorexia Nervosa
Mental illnesses are disorders characterized This mental illness affects one percent of
by disturbances of a character’s thoughts, emotions, young women. Nearly one in five die of starvation.
or behavior. Various mental illnesses exist. Most This condition is the intense fear of gaining weight
are unrecognized in the terminology that follows or becoming obese.
and are simply considered madness, the result of If afflicted with anorexia nervosa, roll per-
sorcery or witchcraft, evil spirits, demons, or devils. centile dice. Results from 01-20 indicate the charac-
The mentally ill usually become objects of religious ter is doomed to die of starvation in 1d100 weeks.
inquisition and barbaric treatment. It is for this rea- Afflicted individuals experience an increase of 2d20
son that witch-hunts are popular. Conversely, some to Melancholic Temperament.
believe that instead of having its roots in evil or
magic, mental illness is the physical result of imbal- Antisocial Personality Disorder
ances in blood, just like temperament: black bile, Characters with this disorder act in a way
yellow bile, phlegm, a poor diet, and grief. This that disregard the feelings and rights of other char-
information is amassed so that MM’s may apply it acters. Antisocial personalities often break the law,
as necessary. Since characters may acquire or en- and they may use or exploit other people for their
counter these illnesses, they are compiled and listed own gain. They may lie repeatedly, act impulsively,
below, followed by a table to facilitate the random and get into physical fights. They may mistreat their
selection of a mental illness: spouses, neglect or abuse their children, and exploit
their employees. They may even kill other charac-
ters. Characters with this disorder are also some-
Abasiophilia times called sociopaths or psychopaths. Antisocial
Over a period of (5 + 1d100) months, the personalities usually fail to understand that their be-
character experiences recurrent and intense sexu- havior is dysfunctional because their ability to feel
ally arousing fantasies, sexual urges, or behaviors in- guilty, remorseful, and anxious is impaired. Guilt,
volving sexual attraction to lame or crippled part- remorse, shame, and anxiety are unpleasant feelings,
ners. This causes significant distress or impairment but they are also necessary for social functioning
in social, occupational, or other important areas of and even physical survival. Antisocial personality
functioning. disorder affects 3 percent of males and 1 percent
Whenever a character afflicted with of females.
abasiophilia sees a lame or cripple, they must pass a Afflicted characters experience an increase
Drive check at TH 80 or engage in socially unac- of 3d20 to Choleric and 2d20 to Melancholic Tem-
ceptable sexual behavior. perament.

Acrotomophilia Autoabasiophilia
Over a period of (5 + 1d100) months, the Over a period of (5 + 1d100) months, the
character experiences recurrent and intense sexu- character experiences recurrent and intense sexu-
ally arousing fantasies, sexual urges, or behaviors in- ally arousing fantasies, sexual urges, or behaviors in-
volving sexual attraction to the amputated stump volving sexual attraction to oneself being lame or
of a partner; the stump itself is arousing. This causes crippled. This causes significant distress or impair-
significant distress or impairment in social, occupa- ment in social, occupational, or other important ar-
tional, or other important areas of functioning. eas of functioning.
Whenever a character afflicted with Whenever a character is afflicted with
acrotomophilia sees an amputated stump on a per- autoabasiophilia, they must pass a Drive check at
son, they must pass a Drive check at TH 80 or en- TH 30 or attempt to amputate a limb and experi-
gage in socially unacceptable sexual behavior. ence sexual excitement.

118
Avoidant Personality Disorder Borderline Personality Disorder
Avoidant personality disorder is character- Characters with borderline personality dis-
ized by social withdrawal due to intense, anxious shy- order experience intense emotional instability, par-
ness. Characters with avoidant personalities are re- ticularly in relationships with others. They may make
luctant to interact with others unless they feel cer- frantic efforts to avoid real or imagined abandon-
tain of being liked. They fear being criticized and ment by others. They may experience minor prob-
rejected. Often they view themselves as socially in- lems as major crises. They may also express their
ept and inferior to others. anger, frustration, and dismay through suicidal ges-
Afflicted characters lose 2d20 points in San- tures, self-mutilation, and other self-destructive acts.
guine Temperament. They tend to have an unstable self-image or sense
of self. As children, most characters with this dis-
Bipolar Disorder (Manic-Depressive) order were emotionally unstable, impulsive, and of-
Characterss who suffer from bipolar disor- ten bitter or angry, although their chaotic impul-
der switch back and forth between depression and siveness and intense emotions may have made them
mania. Each morning, a die is rolled to determine popular at school. At first they may impress char-
whether depression or mania will be the dominant acters as stimulating and exciting, but their relation-
mood for the day. During stressful circumstances, ships tend to be unstable and explosive. About 2
this must be determined every hour. percent of all characters have borderline personal-
Afflicted characters experience an increase ity disorder. About 75 percent of people with this
of 2d20 to Choleric and Melancholic Temperaments. disorder are female.
Characters afflicted with borderline person-
ality disorder experience an increase of 2d20 in Mel-
ancholic Temperament. Further, afflicted charac-
ters must roll under their Sanguine score on a daily
basis or engage in (1-30%) an act of self-mutilation
or (31-100%) a self-destructive act. The socially un-
acceptable episode will occur while experiencing
frustration. The character will not know it is going
to happen until they are unable to stop themselves.

Callomania
Over a period of (5 + 1d100) months, the
character experiences an irrationally inflated self-
Artwork Here impression regarding the sub-ability of Bodily At-
tractiveness and the ability of Charisma. This causes
significant distress or impairment in social, occupa-
tional, or other important areas of functioning.
Whenever a character is afflicted with
callomania, they must behave accordingly.

119
Choreomania Dependent Personality Disorder
Over a period of (5 + 1d100) months, the This disorder involves severe and disabling
character experiences a recurrent and intense ob- emotional dependency on others. Characters with
session to dance (see Chap. 8: Skills). This causes this disorder have difficulty making decisions with-
significant distress or impairment in social, occupa- out a great deal of advice and reassurance from oth-
tional, or other important areas of functioning. ers. They urgently seek out another relationship
Whenever a character is afflicted with when a close relationship ends. Alone, they feel un-
choreomania and it is possible to dance at the mo- comfortable.
ment, a Drive check at TH 50 must be passed or the Characters afflicted with this disorder must
character begins to dance and will dance until ex- pass a Drive Check at TH 80 for them to be alone.
hausted or sufficiently interrupted. While dancing, If failed, they will seek companionship, no matter
the character will not pay attention to their surround- how annoying their behavior.
ings.
Depersonalization Disorder
Coprophilia These characters experience an unwelcome
Over a period of (5 + 1d100) months, the sense of detachment from their own bodies. They
character experiences recurrent and intense sexu- may feel as though they are floating above the
ally arousing fantasies, sexual urges, or behaviors in- ground, outside observers of their own mental or
volving sexual attraction with excrement, either giv- physical processes. Other symptoms may include a
ing or receiving. This causes significant distress or feeling that they or other characters are mechanical
impairment in social, occupational, or other impor- or unreal, a feeling of being in a dream, a feeling
tant areas of functioning. that their hands or feet are larger or smaller than
Whenever a character is afflicted with co- usual, and a deadening of emotional responses.
prophilia and they are involved in a sexual activity These symptoms are chronic and severe enough to
or they are near excrement, they must pass a Drive impede normal functioning in a social, school, or
check at TH 80 or engage in socially unacceptable work environment. Depersonalization disorder is a
sexual behavior regarding excrement. relatively rare syndrome thought to result from se-
vere psychological stress.
Dementia Characters afflicted with this disorder must
This mental illness is characterized by im- pass a Common Sense Check at TH 40 every day, or
paired memory and difficulties in such functions as at a random time during the day {at the 1d12 hour
speaking, abstract thinking, and the ability to iden- of either a.m. [1-3] or p.m. [4-6], at the minute of
tify familiar objects. [(1d6-1) and 1d10 (which creates a range of 01-59)]},
Characters afflicted with dementia suffer a - an episode will occur that involves (01-20%) the feel-
40 penalty to the sub-abilities of Rhetorical Cha- ing of floating, being an observer outside one’s body
risma, Analytic Intelligence, Reflection, and when- (21-40%), being sure that other characters are me-
ever they must identify familiar objects, they must chanical (41-60%), being sure that other characters
pass a Reflection Check at TH 80 or swear they have are not real (61-80%), feeling like they are in a dream
never seen it before. (81-85%), sure that their hands are larger than usual
(86%), sure that their feet are larger than usual (87%),
sure that their hands are smaller than usual (88%),
sure that their feet are smaller than usual (89%), or
(90-100%) they feel a deadening of emotional re-
sponses. The episode will last for 1d100 minutes.
Finally, those afflicted experience a loss of 2d20
points from their Sanguine, Choleric, and Melan-
cholic Temperaments.

120
Depression Dissociative Identity Disorder
Different than the feelings of sadness and (Multiple Personality Disorder)
loneliness that everyone feels from time to time, A character with this disorder has (1d4 + 1)
depression is a deep, unshakable sadness and disin- distinct (1-50%) identities or (51-100%) personality
terest in nearly all activities. Common feelings are states (temperament and disposition) that recurrently
despair, hopelessness, worthlessness, as well as take control of the character’s consciousness and
thoughts of committing suicide. Some characters behavior.
are only affected by depression during autumn and If the character has distinct identities, the
winter. A common mental illness, roughly ten per- character often gives the alternate identities their own
cent of the population suffers from depression, personal names; these identities may have charac-
though females are between two and three times as teristics that differ sharply from the primary iden-
susceptible. Depression usually develops during tity of the character. If the character has multiple
young adulthood over a period of months or years, personality states, then each personality state con-
though it may erupt suddenly in a few weeks or days. sists of a randomly determined temperament and
Sudden developments are often called nervous disposition.
breakdowns. Depressed characters feel sad every A character with this disorder experiences
day and may cry often. Characters, work, and ac- some degree of amnesia, in that one identity or per-
tivities that used to bring them pleasure no longer sonality usually will not recall what occurred when
do. A bout of depression typically lasts eight months. another identity or personality controlled the char-
Any character who has experienced one bout of acter. With this disorder, a character experiences
depression is highly likely to experience one in the sudden shifts in consciousness, identity, and memory.
future. Appetite and sleep may be affected, some- For instance, the character may find themselves in a
times increased but usually decreased. Stressful strange environment, not knowing how they got
events can trigger depression in those who are pre- there.
disposed to it. Those afflicted with this disorder must roll
Those afflicted experience an increase of under the score of their primary temperament with
2d20 points in Melancholic Temperament and a percentile dice in order to remain in it. Otherwise,
decrease of 2d20 points in Sanguine Temperament. an identity (determined by the MM) or another per-
sonality state (determined randomly) emerges for
Dissociative Fugue 1d100 minutes.
These characters forget their personal iden-
tity and unexpectedly wander away from home. In Egomania
many cases, characters with this disorder travel to a Over a period of (5 + 1d100) months, the
distant location and adopt a new identity, complete character experiences an inflated opinion concern-
with a new name, personal history, and place of resi- ing their abilities, as well as exhibiting extreme self-
dence. They may wander hundreds of miles, leav- interest. This causes significant distress or impair-
ing their families mystified about their disappear- ment in social, occupational, or other important ar-
ance. Sometimes they appear in foreign churches eas of functioning.
unable to explain who they are. Characters with Whenever a character is afflicted with ego-
this disorder usually appear normal and do not at- mania, they must behave as though they believe that
tract public attention. Dissociative fugue typically each of their sub-ability scores is 2d20 points higher
occurs after serious psychological stress of some than what it is. An egomaniac is disinterested in
kind, such as the death of a family member, the loss others.
of a job, or a failed relationship. This disorder is
quite rare, and in many cases, fugue victims will sud-
denly “wake up,” failing to remember any of the
events that occurred while in the fugue state.

121
Eleutheromania Esthesiomania
Over a period of (5 + 1d100) months, the Over a period of (5 + 1d100) months, the
character experiences recurrent and intense impulses character experiences recurrent and intense sensory
to seek freedom. This causes significant distress or hallucinations and perceived moral superiority. This
impairment in social, occupational, or other impor- causes significant distress or impairment in social,
tant areas of functioning. occupational, or other important areas of function-
Whenever a character is afflicted with ing.
eleutheromania and involved in a situation in which Whenever a character is afflicted with
they perceive their freedom to be restrained, they esthesiomania and involved in a discussion or de-
must pass a Drive check at TH 30 or they will be bate about morality, this character must pass a Drive
overcome by an urge to seek freedom. The method check at TH 30 or they will be overcome by an urge
adopted to seek freedom varies with the situation. to debate morality with others and demonstrate their
Usually, speech is enacted, though violence may be own superior morality. Even if others demonstrate
deemed appropriate as well. that the position of the esthesiomaniac is contra-
dictory or that their own morality is higher than that
Erotomania of the esthesiomaniac, the esthesiomaniac will not
Over a period of (5 + 1d100) months, the be affected. Esthesiomaniacs often suffer delusions
character is compelled to tell exaggerated lies about that their deity has contacted them or sent them a
their sexual behavior. This causes significant dis- message in their dreams.
tress or impairment in social, occupational, or other
important areas of functioning. Exhibitionism
Whenever a character is afflicted with ero- Over a period of (5 + 1d100) months, the
tomania, they must pass a Drive check at TH 30 to character experiences recurrent and intense sexu-
avoid telling exaggerated lies about their sexual be- ally arousing fantasies, sexual urges, or behaviors in-
havior whenever someone begins talking to them. volving the exposure of their genitals to an unsus-
pecting stranger. This causes significant distress or
Erotophonophilia impairment in social, occupational, or other impor-
Over a period of (5 + 1d100) months, the tant areas of functioning. Exhibitionists primarily
character experiences recurrent and intense sexu- desire to frighten their subject, though other mo-
ally arousing fantasies, sexual urges, or behaviors in- tives may be to startle them, see admiration, and
volving lustful murder. This causes significant dis- demonstrate superiority through displaying.
tress or impairment in social, occupational, or other Whenever a character is afflicted with exhi-
important areas of functioning. bitionism, they must pass a Drive check at TH 30
Whenever a character is afflicted with every day or they will go into public and expose
erotophonophilia, they must pass a Drive check at their genitals to strangers.
TH 30 or attempt to lustfully murder the first per-
son they see, fixating upon their death. If the check
is failed, an attempt will be made on the character’s
life. If others are around, the erotophonophiliac
must make another check each minute in order to
not murder them on the spot and wait until they
may kill them with privacy. Those afflicted experi-
ence an increase of 2d20 points in Choleric Tem-
perament.

122
Formicophilia Histrionic Personality Disorder
Over a period of (5 + 1d100) months, the Characters with this disorder constantly
character experiences recurrent and intense sexu- strive to be the center of attention. They may act
ally arousing fantasies, sexual urges, or behaviors in- overly flirtatious or dress in ways that draw atten-
volving sexual attraction when smaller animals, in- tion. They may also talk in a dramatic or theatrical
sects, etc. crawl upon parts of the body. This causes style and display exaggerated emotional reactions.
significant distress or impairment in social, occupa-
tional, or other important areas of functioning. Hypersomnia
Whenever a character is afflicted with This disorder is characterized by excessive
formicophilia and involved in a sexual situation, they sleepiness that lasts for at least (3 + 1d12) weeks as
must pass a Drive check at TH 30 or they will be evidenced by either prolonged sleep episodes or
overcome by an urge to place animals or insects on daytime sleep episodes that occur almost daily. This
their bodies and experience sexual excitement. causes significant distress or impairment in social,
occupational, or other important areas of function-
Frotteurism ing. This disorder cannot be accounted for by an
Over a period of (5 + 1d100) months, the inadequate amount of sleep.
character experiences recurrent and intense sexu- Whenever a character is afflicted with hy-
ally arousing fantasies, sexual urges, or behaviors in- persomnia, they must pass a daily Drive check at
volving touching and rubbing against a non-con- TH 80 or need to sleep (1d12 + 7) hours.
senting character. This causes significant distress or
impairment in social, occupational, or other impor- Hypoxyphilia
tant areas of functioning. Over a period of (5 + 1d100) months, the
Whenever a character is afflicted with character experiences recurrent and intense sexu-
frotteurism and they encounter a member of the ally arousing fantasies, sexual urges, or behaviors in-
opposite sex with a Bodily Attractiveness of 120 or volving sexual asphyxia. This causes significant dis-
higher, they must pass a Drive check at TH 30 or tress or impairment in social, occupational, or other
rub them against their will. important areas of functioning.
Whenever a character is afflicted with
Generalized Anxiety Disorder hypoxyphilia, they must pass a Drive check at TH
This disorder causes characters to feel anx- 80 during all sexual activity or attempt to choke their
ious most of the time and worry about routine events partner (01-30%) into unconsciousness and experi-
and circumstances in their lives. Although they rec- ence sexual pleasure while they choking them.
ognize their anxiety to be disproportionate with ac-
tual events, they are unable to control their worry-
ing. Their worries often interfere with their ability
to concentrate on or perform tasks. Physical symp-
toms include disturbed sleep, irritability, muscle
aches, and tension.
Whenever a character is afflicted with this
disorder during any event that may be construed as Artwork Here
a cause of anxiety, they must pass a Drive check at
TH 30 or all Skill Checks requiring performance of
any kind will suffer - 10.

123
Intermittent Explosive Disorder Mania
This disorder is characterized by several dis- Mania may be characterized by an elevated
crete episodes of failure to resist aggressive impulses or irritable mood, exaggerated self-importance, rac-
that result in serious acts of assault or destruction ing thoughts, and hyperactivity. Characters with ma-
of property. The degree of aggressiveness expressed nia typically feel intoxicated with themselves and with
during the episodes is grossly out of proportion to life. They may display an indiscriminate enthusiasm
any precipitating stressors. for manipulating characters, spending money, and
Whenever a character is afflicted with this pursuing sexual adventure. Manic characters may
disorder and experiences anything which may be per- also display impatience or hostility toward other
ceived as a stressor, they must roll higher than their characters. If frustrated, they may physically abuse
Choleric Temperament score or respond to it vio- their friends, children, or spouse. Characters with
lently for 2d4 rounds. Further, those afflicted expe- mania often have inflated self-esteem and self-con-
rience an increase of 2d20 points in Chronic Tem- fidence, and assume they have more wit, courage,
perament. imagination, and artistry than everyone else. Severe
mania may include delusions of grandeur, such as
Kleptomania the belief that one is chosen by their deity for a
This is a recurrent failure to resist the im- special mission. Mania typically involves a decreased
pulse to steal objects not needed for personal use or need for sleep, so manic characters often wake up
their monetary value. There is an increasing sense early in a highly energized state. Mania makes char-
of tension preceding the unplanned theft, followed acters extremely talkative. Their loud, rapid-fire
by a relief at the time of the theft. The theft is not speech sometimes continues unabated without re-
done with others and not done out of anger or ven- gard for others. Mania also involves a flight of ideas,
geance. Because kleptomaniacs obtain gratification racing thoughts that cause speech to go off in many
from the act of stealing rather than from posses- different directions. Characters in a manic state be-
sion of the stolen articles, they often steal objects come easily distracted by irrelevant sights, sounds
of little value that they could easily purchase. or ideas, which further disrupts thinking and speech.
Whenever a character is afflicted with klep- Characters with mania may also devise gran-
tomania and they are around objects of little value diose plans or engage in reckless self-indulgence. For
in someone else’s possession, they must pass a Drive example, they may invest indiscriminately in risky
check at TH 80 or attempt to steal a worthless ob- projects, get involved in many different social ac-
ject. tivities, flirt to the point of indecency, and intrude
in other character’s private lives to the point of be-
ing obnoxious. Manic characters display many signs
of impaired judgment and self-destructive behav-
ior.

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124
Megalomania Necrophilia
Over a period of (5 + d100) months, the This is an abnormal fascination with death
character experiences a recurrent and intensely in- and the dead, especially an erotic attraction to
flated self-impression in one respect. Commonly corpses.
called a character who suffers a delusion of gran- Whenever a character is afflicted with necro-
deur, a megalomaniac believes they are superior to philia and they are close to a corpse, they must pass
everyone they meet in one respect. This causes sig- a Drive check at TH 80 or be unable to resist their
nificant distress or impairment in social, occupa- urges to copulate with the corpse.
tional, or other important areas of functioning.
Whenever a character is afflicted with mega- Noctomania
lomania, they will believe they are superior to oth- Over a period of (5 + d100) months, the
ers in whatever is most important or enjoyable to character experiences a recurrent and intense im-
them. For some, this may be a sub-ability, for oth- pulse to avoid the day and experience the night. This
ers it will be how well they perform a given skill, and causes significant distress or impairment in social,
for others it will be their aptitude in an occupation. occupational, or other important areas of function-
The MM must determine the specific respect. ing.
Whenever a character is afflicted with
Narcissistic Personality Disorder noctomania, behaviors will occur such as attempt-
Characters with this disorder have a grandi- ing to avoid the day and all daylight, such as sleeping
ose sense of self-importance. They seek excessive during the day and engaging in activity at night.
admiration from others and fantasize about unlim-
ited success or power. They believe they are spe- Nymphomania
cial, unique, or generally superior to others. How- Over a period of (5 + d100) months, the
ever, they often have very fragile self-esteem. female experiences an uncontrollable desire for
sexual intercourse. This causes significant distress
Narratophilia or impairment in social, occupational, or other im-
Over a period of (5 + 1d100) months, the portant areas of functioning. This disorder only
character experiences recurrent and intense sexu- affects females, and is also known as lagnoperissia.
ally arousing fantasies, sexual urges, or behaviors in- It is not uncommon (40%) for nymphomaniacs to
volving the use of dirty or obscene words to a part- also be afflicted with phallophilia, which ranges from
ner. This causes significant distress or impairment a preference (01-60%) to an obsession (61-100%)
in social, occupational, or other important areas of regarding exceptionally large penises.
functioning. Whenever a female is afflicted with nympho-
Whenever a character is afflicted with mania and around a male with a Charisma exceed-
narratophilia and alone with their partner, they must ing 110, she must pass a Drive check at TH 80 or
pass a Drive check at TH 80 or begin talking filth to attempt to solicit sex, usually inquiring about the
their partner and become sexually excited, or re- size of their manhood.
quest their partner to speak obscenities.

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125
Obsessive-Compulsive Disorder Oniomania
Different than the disorder following this Over a period of (5 + 1d100) months, the
one, these characters persistently experience intru- character experiences a recurrent and intense desire
sive thoughts or images, or feel compelled to per- to purchase goods or equipment. Oniomania re-
form certain behaviors. Obsessions may include un- sults in compulsive shopping behavior and is char-
wanted thoughts about inadvertently poisoning or acterized by a lack of control. This causes signifi-
injuring others. Common compulsions include re- cant distress or impairment in social, occupational,
petitive hand washing or mental actions like repeated or other important areas of functioning. Between
counting. These obsessions or compulsions con- 2 and 10 percent of the population are oniomaniacs.
sume a large amount of their time and interfere with The impulse to purchase things is irresistable, and
their daily routine. Most characters with this disor- failure to spend leads to anguish. Soon after the
der recognize the irrationality of it, but are unable purchase, guilt and regret follow. Anything can trig-
to change. The disorder usually develops in adoles- ger the impulse, such as a fight with a loved one.
cence or early adulthood, and effects roughly 1% Often, oniomaniacs do not consider whether or not
of the population. they can afford the object, whether or not they need
it. Oniomania occurs more frequently in females
Obsessive-Compulsive Personality Disor- than males. The MM must roll 1d4 to determine
der how many conditions can trigger the impulse. The
Different than the Obsessive-Compulsive MM must determine what conditions will activate
Disorder listed previously, this disorder is charac- the impulse. When the oniomaniacal character ful-
terized by a preoccupation with details, orderliness, fills one of these conditions, they must pass a Drive
perfection, and control. Characters with this disor- check at TH 80 or be compelled to purchase the
der often devote excessive amounts of time to work next thing seen. The oniomaniacal character receives
and productivity and fail to take time for leisure ac- a - 5 to the Haggling skill while feeling the impulse.
tivities and friendships. They tend to be rigid, for-
mal, stubborn, and serious. Those afflicted experi- Onomatomania
ence an increase of d20 points in Choleric and Mel- Over a period of (5 + 1d100) months, the
ancholic Temperaments. character experiences a recurrent and intense desire
to repeat certain words or sounds. This causes sig-
nificant distress or impairment in social, occupa-
tional, or other important areas of functioning. The
impulse to repeat certain words or sounds is
irresistable, and failure to repeat them leads to an-
guish. The MM must roll percentile dice to deter-
mine whether the onomatomaniac has an obsession
with a (01-50) word or (51-100) sound. If it is a
word, then the MM must devise a random means
Artwork Here of selecting a word from an available dictionary. If
it is a sound, then the MM must devise a random
means of selecting a sound. The MM must invent a
trigger upon which the onomatomaniac must pass
a Drive check at TH 80 or repeat the word or sound
until the Drive check is passed. Drive may be
checked once per round.

126
Panic Disorder Pathological Gambling
These characters experience repeated, un- This is a behavior disorder in which a char-
expected panic attacks and persistent anxiety con- acter becomes progressively unable to resist the
cerning the reoccurrence of panic attacks. Panic impulse to gamble. This disorder affects 3 percent
attacks are periods of intense fear, apprehension, of the adult population, and 80% of those afflicted
or discomfort, and they usually occur without warn- are male. They are usually competitive, hardworking,
ing. Symptoms include a racing heart, trembling, and bright individuals and show little interest in pas-
shortness of breath, choking, etc. Panic attacks may sive games of chance.
last from a few seconds to a few hours, but most
peak in ten minutes and end within a half hour. The Pedophilia
condition affects twice as many females as males, Over a period of (5 + 1d100) months, the
and only affects about 2% of the population. Of- character experiences recurrent and intense sexu-
ten, these characters experience panic attacks daily ally arousing fantasies, sexual urges, or behaviors in-
or weekly. Often, a phobia triggers the attack. Many volving sexual activity with a prepubescent child or
become reluctant to leave home. Those afflicted children, generally age 13 or under for humans. This
experience a decrease of 2d20 points in Phlegmatic causes significant distress or impairment in social,
Temperament. occupational, or other important areas of function-
ing. To qualify as a pedophile, a character must be
Paranoia at least 16 years old and at least five years older than
This is a type of psychosis in which a char- the child or children.
acter suffers from logically consistent delusions of
(1-50%) persecution or (51-100%) grandeur. Usu- Phobia
ally, it is characterized as an extreme distrust of oth- Phobias are excessive and enduring fears of
ers. For instance, the paranoid character may be- clearly defined objects or situations that interfere
lieve that everyone, even close friends or family, are with a person’s normal functioning. Although they
intending to kill him or her. Those afflicted experi- know their fear is irrational, they still try to avoid
ence a loss of 2d20 points of Sanguine Tempera- the source of their fear. A comprehensive list of
ment. phobias is available as Appendix 4: Phobias in the end
of this book. A phobia may be randomly deter-
Paranoid Personality Disorder mined from this list.
These characters feel constant distrust and Regardless of the specific phobia, physi-
suspicion toward other characters. They believe that ological symptoms include a rapid and pounding
others are against them and constantly look for evi- heartbeat, stomach disorders, nausea, diarrhea, fre-
dence to support their suspicions. They are hostile quent urination, choking feelings, flushing of the
toward others and react angrily to perceived insults. face, perspiration, tremulousness, and faintness.
Those afflicted experience a loss of 2d20 points of Roughly 10% of characters have a phobia.
Sanguine Temperament, and an increase of 2d20
points of Choleric Temperament.

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127
Post-Traumatic Stress Disorder Raptophilia
This disorder typically occurs after charac- Over a period of (5 + 1d100) months, the
ters experience or witness traumatic or catastrophic character experiences recurrent and intense sexu-
events such as physical or sexual assaults, rape, tor- ally arousing fantasies, sexual urges, or behaviors in-
ture, natural disasters, accidents, and wars. Charac- volving the act of raping. This causes significant
ters with this disorder relive the traumatic event distress or impairment in social, occupational, or
through recurrent dreams or intrusive memories other important areas of functioning. This is also
called flashbacks. They avoid places or things asso- called biastophilia.
ciated with the trauma and may feel emotionally Whenever a character with raptophilia is near
detached or estranged from others. Other symp- a character who is attractive to them (usually, with a
toms include difficulty sleeping, irritability, and Charisma of at least 110), they must pass a Drive
trouble concentrating. The disorder can last for years check at TH 50 or attempt to isolate and rape the
and severely disrupt the life of a character. Those attractive character. For rules on rape, see the sec-
affected experience a loss of 1d20 points in San- tion on overbearing in the Wrestling skill (see Chap.
guine Temperament. 8: Skills) and the Intimidation skill.

Psychosis Satyromania
Psychotic characters lose contact with real- Over a period of (5 + d100) months, the
ity and have difficulty in everyday life. Unlike char- male experiences an uncontrollable desire for sexual
acters with less severe mental illnesses, psychotic intercourse. This causes significant distress or im-
characters do not recognize that their mental func- pairment in social, occupational, or other impor-
tioning is disturbed. Three kinds of psychotic symp- tant areas of functioning. This disorder only af-
toms occur: hallucinations, delusions, and bizarre be- fects males. Satyromaniacs are also known as sex
havior. Hallucinations refer to hearing, seeing, smell- maniacs.
ing, feeling, or tasting something when nothing in Whenever a male is afflicted with
the environment actually caused the sensation. De- satyromania and around females with a Charisma
lusions are false beliefs that are obviously untrue to exceeding 110, he must pass a Drive check at TH 80
other people in the culture of that character. Fi- or attempt to solicit sex, usually making lecherous
nally, bizarre behavior is behavior which is incom- comments about her body.
prehensible to others who know the character. Psy-
chedelic mushrooms can cause psychosis, and brain Schizoid Personality Disorder
tumors may lead to psychotic symptoms. Some This disorder involves social isolation and a
psychotic characters (10%) are unable to develop lack of desire for close personal relationships. Char-
new memories. acters with this disorder prefer to be alone and seem
withdrawn and emotionally detached. They seem
Pyromania indifferent to praise or criticism from other people.
This is a mental illness in which fires are re- Those afflicted experience an increase of 2d20 points
peatedly and deliberately set, without anger and not in Phlegmatic Temperament and a decrease of 2d20
for monetary gain or other benefit, because the char- points each in Sanguine, Choleric, and Melancholic
acter cannot resist the impulse to set fires. The char- Temperament.
acter experiences tension before setting the fire and
pleasure, relief, or erotic gratification after setting
the fire. Legally, pyromaniacs are considered ar-
sonists.

128
Schizophrenia Sexual Masochism
Meaning ‘split mind’, but not to be confused Over a period of (5 + 1d100) months, the
with split personality or multiple personality, schizo- character experiences recurrent and intense sexu-
phrenia is characterized by a variety of symptoms, ally arousing fantasies, sexual urges, or behaviors in-
including: volving the act of being humiliated, beaten, bound,
or otherwise made to suffer. This causes significant
1. loss of contact with reality distress or impairment in social, occupational, or
2. bizarre behavior other important areas of functioning.
3. disorganized thinking and speech Whenever a sexual masochist participates,
4. decreased emotional expressiveness or is likely to participate, in a sexual situation, they
5. social withdrawal must pass a Drive check at TH 70 to control them-
selves and not request to be beaten, bound, humili-
Usually only some of these symptoms (1d6) ated, or otherwise made to suffer.
occur in any one schizophrenic character. To ob-
servers, schizophrenia seems like madness or insan- Sexual Sadism
ity. Schizophrenics have a hard time distinguishing Over a period of 5( + 1d100) months, the
between the real and unreal, logical and illogical, and character experiences recurrent and intense sexu-
appropriate and inappropriate, and accordingly suf- ally arousing fantasies, sexual urges, or behaviors in-
fer penalties of - 40 in the sub-abilities of Analytic volving acts in which the psychological or physical
Intelligence as well as Common Sense. Further, suffering (including humiliation) of the victim is
some (10%) pose a danger to themselves and may sexually exciting to the character. This causes sig-
be suicidal. Once inflicted, schizophrenia usually nificant distress or impairment in social, occupa-
remains for life, though it usually grows less severe tional, or other important areas of functioning.
as they age. Psychotic symptoms are popular in Sadists are usually males who receive sexual gratifi-
schizophrenic characters. cation from inflicting injuries on others. In sadists,
retarded ejaculation and impotence are common.
Scoptophilia Older, archaic sexual feelings arise in sadists that
Over a period of (5 + 1d100) months, the would normally be subdued. In the brain, erections
character experiences recurrent and intense sexu- and aggressions are very closely related.
ally arousing fantasies, sexual urges, or behaviors in- Whenever a sexual sadist participates, or is
volving sexual pleasure from watching others have likely to participate, in a sexual or violent situation,
sex. This causes significant distress or impairment they must pass a Drive check at TH 70 to control
in social, occupational, or other important areas of themselves and not cause pain to evoke their sexual
functioning. satisfaction. Those afflicted experience an increase
Whenever a scoptophiliac observes, or has of 2d20 points in Choleric Temperament, and a
the chance to observe, others having sex, they must decrease of 2d20 points in Sanguine Temperament.
pass a Drive check at TH 80 to sexually control them-
selves, such as refrain from touching themselves.

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129
Sleepwalking Disorder Urophilia
This disorder is characterized by repeated Over a period of (5 + 1d100) months, the
episodes of rising from the bed during sleep and character experiences recurrent and intense sexu-
walking about, usually occurring during the first third ally arousing fantasies, sexual urges, or behaviors in-
of the major sleep episode. While sleepwalking, the volving the sexual attraction to urine and acts of
person has a blank, staring face, is relatively unre- urinating. This causes significant distress or impair-
sponsive to the efforts of others to communicate, ment in social, occupational, or other important ar-
and can be awakened only with great difficulty. Upon eas of functioning.
awakening, the person has amnesia regarding the epi- Whenever a urophiliac has a full bladder and
sode. Each night, those with this disorder have a has the potential to be in a sexual situation, they
10% chance of sleepwalking for 1d100 minutes. must pass a Drive check at TH 70 to control them-
Their actions during sleepwalking episodes are de- selves. Otherwise, they do everything in their power
termined by the MM, who may make directional to be able to urinate on someone, and they are ex-
decisions randomly with the aid of dice. tremely satisfied if they can urinate in someone’s
mouth. A urophiliac will enjoy using the skill for
Somnophilia Urinating (see Chap. 8: Skills).
Over a period of (5 + 1d100) months, the
character experiences recurrent and intense sexu- Vaginismus
ally arousing fantasies, sexual urges, or behaviors in- A recurrent or persistent involuntary spasm
volving having sex with a partner who is asleep. This of the musculature of the outer third of the vagina
causes significant distress or impairment in social, interferes with sexual intercourse. This disturbance
occupational, or other important areas of function- causes marked distress and interpersonal difficulty.
ing. Those afflicted experience a loss of 1d20 points of
Whenever a somnophiliac is near a sleeping Sanguine Temperament. Obviously, vaginismus only
character whom they find attractive (usually, with a affects females.
Charisma of at least 110), they must pass a Drive
check at TH 70 to control themselves. Otherwise, Vomerophilia
they will sneakily and quietly attempt sex with the Over a period of (5 + 1d100) months, the
sleeping character. character experiences recurrent and intense sexu-
ally arousing fantasies, sexual urges, or behaviors in-
Trichotillomania volving the sexual attraction to the act of vomiting.
These people suffer from an impulse con- This causes significant distress or impairment in
trol disorder that causes them to pull out their own social, occupational, or other important areas of
hair, resulting in notable hair loss. They experience functioning.
pleasure, gratification, and relief upon pulling out Whenever a vomerophiliac senses vomit,
their hair. they must pass a Drive check at TH 70 to control
themselves. Otherwise, they begin to sexually touch
themselves while fantasizing about the vomit.

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130
Voyeurism Zoophilia
Over a period of (5 + 1d100) months, the Over a period of (5 + 1d100) months, the
character experiences recurrent and intense sexu- character experiences recurrent and intense sexu-
ally arousing fantasies, sexual urges, or behaviors in- ally arousing fantasies, sexual urges, or behaviors in-
volving the act of observing an unsuspecting char- volving sexual acts with animals. This disorder is
acter who is naked, in the process of disrobing, or also referred to as bestiality. Zoophilia causes sig-
engaging in sexual activity. This causes significant nificant distress or impairment in social, occupa-
distress or impairment in social, occupational, or tional, or other important areas of functioning.
other important areas of functioning. Sometimes (01-30%) a character is affected by zoo-
Whenever a voyeur observes, or has the philia regarding only a particular animal, though it
chance to observe, someone naked, disrobing, or could encompass several fetishes (31-60% regard-
engaging in sexual activity, they must pass a Drive ing 1d6 animals). Popular animals for zoophiliacs
check at TH 80 to sexually control themselves, such are (1) horses, (2) ponies, (3) donkeys, (4) mules, (5)
as refrain from touching themselves. goats, (6) dogs, and (7) pigs. If appropriate, roll 1d8
to determine the animal listed above.

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131
Random Mental Illness
Below is a table that allows the MM to randomly determine a mental illness. To randomly select a
mental illness, roll 1d1000 and consult the table below:

Table 5 -4 : Random Me ntal Illne sse s


Roll Re sult Roll Re sult
001 Aba siophilia 4 0 1 -4 0 5 Na rra tophilia
002 Acrotomophilia 4 0 6 -4 1 0 Necrophilia
0 0 3 -0 1 1 Anorexia Ner v osa 4 1 1 -4 2 0 Noctoma nia
0 1 2 -0 5 0 Antisocia l Persona lity Disorder 4 2 1 -4 5 0 Nymphoma nia (fema le only)
051 Autoa ba siophilia 4 5 1 -4 6 0 O bsessiv e-Compulsiv e Disorder
0 5 2 -9 1 Av oida nt Persona lity Disorder 4 6 1 -4 7 0 O bsessiv e-Compulsiv e Persona lity
9 2 -1 0 0 Bipola r Disorder 4 7 1 -4 7 5 O nioma nia
1 0 1 -1 2 0 Borderline Persona lity Disorder 4 7 6 -4 8 0 O noma toma nia
1 2 1 -1 2 2 Ca lloma nia 4 8 1 -5 0 0 Pa nic Disorder
123 Choreoma nia 5 0 1 -5 5 0 Pa ra noia
1 2 4 -1 2 8 Coprophilia 5 5 1 -5 7 0 Pa ra noid Persona lity Disorder
1 2 9 -1 3 3 Dementia 5 7 1 -5 9 0 Pa thologica l Ga mbling
1 3 4 -1 4 0 Dependent Persona lity Disorder 5 9 1 -6 0 0 Pedophilia
1 4 1 -1 4 5 Depersona liza tion Disorder 6 0 1 -7 0 0 Phobia
1 4 6 -2 5 0 Depression 7 0 1 -7 1 0 Post-Tra uma tic Stress Disorder
2 5 1 -2 5 5 Dissocia tiv e Fugue 7 1 1 -7 3 0 Psychosis
2 5 6 -2 6 0 Dissocia tiv e Identity Disorder 7 3 1 -7 6 0 Pyroma nia
2 6 1 -2 6 5 E leuthoma nia 7 6 1 -8 0 0 Ra ptophilia
2 6 6 -2 7 0 E goma nia 8 0 1 -8 4 9 Sa tyroma nia
2 7 1 -2 7 5 E rotoma nia 8 5 0 -8 6 4 Schizoid Persona lity Disorder
2 7 6 -2 8 0 E rotophonophilia 8 6 5 -8 9 4 Schizophrenia
2 8 1 -2 8 5 E sthesioma nia 8 9 5 -8 9 9 Scoptophilia
2 8 6 -3 0 0 E xhibitionism 9 0 0 -9 2 4 Sexua l Ma sochism
3 0 1 -3 0 5 For micophilia 9 2 5 -9 4 9 Sexua l Sa dism
3 0 6 -3 1 0 Frotteurism 9 5 0 -9 7 1 Sleepwa lk ing Disorder
3 1 1 -3 3 0 Genera lized Anxiety Disorder 9 7 2 -9 7 3 Somnophilia
3 3 1 -3 3 5 Histrionic Persona lity Disorder 9 7 4 -9 7 5 Trichotilloma nia
3 3 6 -3 4 0 Hypersomnia 9 7 6 -9 7 7 Urophilia
3 4 1 -3 4 5 Hypoxyphilia 978 Va ginismus (fema le only)
3 4 6 -3 5 0 Inter mittent E xplosiv e Disorder 979 Vomerophilia
3 5 1 -3 7 0 Kleptoma nia 9 8 0 -9 8 9 Voyeurism
3 7 1 -3 9 0 Ma nia 9 9 0 -9 9 8 Z oophilia
3 9 1 -3 9 5 Mega loma nia 999 Reroll once
3 9 6 -4 0 0 Na rcissistic Persona lity Disorder 1000 Reroll twice

Artwork Here

132
Artwork Here

133
Chapter 6: Sociality

Sociality, here, means the social factors of the character, such as socio-economic status (SES) or
social class, how many brothers and sisters exist, whether the parents were legally married at the character’s
birth, wealth, education, and many other such social factors. Beyond information relevant to character
creation, information pertaining to society in general explains customs, chivalry, courtly love, communi-
ties, governments, systems of justice, and more.

Society
Unless the MM declares otherwise, all characters have been raised in a society of their race, except
for anakim and half-orcs, who are raised in a human society. Information on each society is presented
later in this chapter.

Birthday
To determine a character’s birthday in a format of (month/day/year), simply apply the following
formula {1d12 / [(1d12 + 1d20) - 1] / [5100 - age]}.

Birth Status
To many, whether or not a character’s parents were legally married is an important factor worthy
of note. If born the result of rape, such as with the vast majority of anakim, the child is obviously a
bastard. Half-orcs receive a penalty of - 75. Roll 1d100 and consult the following table:
Roll Status Modifie r for Soc ial Class (se e be low)
0 1 -2 0 Illigitima te (ba sta rd) -2
2 1 -1 0 0 Legitima te -

134
Social Class
Roll 1d100 and consult the following table Elf
that is appropriate to the race of the character. A Roll Soc ial Class Star ting Funds Educ ation
character’s initial financial savings is determined by <1 1 Serf 1 d1 0 c. p. Litera te
their social class. 1 1 -2 0 Serf 1 d1 0 0 c. p. Litera te
Slave - A slave has no social class or legal 2 1 -3 0 Serf 1 d1 0 s. p. Litera te
3 1 -4 0 Serf 1 d2 0 s. p. Litera te
rights. For more information on slaves, see Chapter 4 1 -5 0 Serf 1 d1 0 0 s. p. Litera te
7: Occupations. To purchase slaves, see Chapter 9: Equip- 5 1 -6 0 Serf 1 d1 0 g. p. Litera te
ment. 6 1 -7 0 Serf 1 d2 0 g. p. Litera te
Peasant - A peasant is an anakim, half-orc, 7 1 -8 0 Serf 1 d1 0 0 g. p. Litera te
or human character who is not free. Different than 8 1 -9 4 Serf 2 d1 0 0 g. p. Litera te
9 5 -9 7 Nobility 3 d1 0 0 g. p. Litera te
a slave, a peasant has some rights. Peasants do not 9 8 -9 9 Nobility 4 d1 0 0 g. p. Litera te
live in towns or cities, only hamlets and villages. 100 Roya lty 5 d1 0 0 g. p. Litera te
Peasants may be considered lower class.
Serf - A serf is a free character. In human
societies, very few serfs live in hamlets or villages,
most live in towns or cities. Serfs may be consid- Halfling
ered middle class. Roll Soc ial Class Star ting Funds Educ ation
<1 1 Serf Clothes on ba ck Litera te
Noble - A noble is a free character from a
1 1 -2 0 Serf 1 d1 0 c. p. Litera te
wealthy family. Nobles may be considered upper 2 1 -3 0 Serf 1 d4 s. p. Litera te
class. 3 1 -4 0 Serf 1 d8 s. p. Litera te
Royalty - A royal character is a free charac- 4 1 -5 0 Serf 1 d1 0 s. p. Litera te
ter from a wealthy family. Moreover, a royal charac- 5 1 -6 0 Serf 1 d4 g. p. Litera te
6 1 -7 0 Serf 1 d6 g. p. Litera te
ter has authority over members of society. This
7 1 -8 0 Serf 1 d8 g. p. Litera te
authority is either inherited or granted. Royalty is 8 1 -9 4 Serf 1 d1 0 g. p. Litera te
upper class. 9 5 -9 7 Serf 1 d2 0 g. p. Litera te
9 8 -9 9 Nobility 1 d1 0 0 g. p. Litera te
100 Roya lty 2 d1 0 0 g. p. Litera te
D war f
Roll Soc ial Class Star ting Funds Educ ation
<1 1 Serf 1 d1 0 c. p. Litera te
1 1 -2 0 Serf 1 d1 0 0 c. p. Litera te Hum a n*
2 1 -3 0 Serf 1 d1 0 s. p. Litera te Roll Soc ial Class Star ting Funds Educ ation
3 1 -4 0 Serf 1 d2 0 s. p. Litera te
<1 1 Sla v e Clothes on ba ck Illitera te
4 1 -5 0 Serf 1 d1 0 0 s. p. Litera te
1 1 -2 0 Sla v e 1 d4 c. p. Illitera te
5 1 -6 0 Serf 1 d1 0 g. p. Litera te
2 1 -3 0 Sla v e 1 d4 s. p. Illitera te
6 1 -7 0 Serf 1 d2 0 g. p. Litera te
3 1 -4 0 Pea sa nt Clothes on ba ck Illitera te
7 1 -8 0 Serf 1 d1 0 0 g. p. Litera te
4 1 -5 0 Pea sa nt 1 d1 0 c. p. Illitera te
8 1 -9 4 Serf 2 d1 0 0 g. p. Litera te
5 1 -6 0 Pea sa nt 1 d1 0 s. p. Illitera te
9 5 -9 7 Serf 3 d1 0 0 g. p. Litera te
6 1 -7 0 Pea sa nt 1 d2 0 s. p. Illitera te
9 8 -9 9 Serf 4 d1 0 0 g. p. Litera te
7 1 -8 0 Pea sa nt 1 d1 0 0 s. p. Litera te
100 Roya lty 5 d1 0 0 g. p. Litera te
8 1 -9 4 Serf 1 d2 0 s. p. Illitera te
9 5 -9 7 Serf 1 d2 0 g. p. Litera te
9 8 -9 9 Nobility 1 d1 0 0 g. p. Litera te
100 Roya lty 2 d1 0 0 g. p. Litera te

*Anakim and half-orcs receive a - 10 to Social


Class.

135
Birthplace Elve n Roy alty
Roll 1d100 and consul the following table Roll Bir thplac e
that is appropriate to the race and social class of the 0 1 -7 0 City
character: 7 1 -1 0 0 Ca pitol City

A nak im Slave Half-Or c Slave


Roll Bir thplac e Roll Bir thplac e
0 1 -2 0 Ha mlet 0 1 -2 0 Ha mlet
2 1 -4 0 Villa ge 2 1 -4 0 Villa ge
4 1 -6 0 Town 4 1 -6 0 Town
6 1 -9 0 City 6 1 -9 0 City
9 1 -1 0 0 Ca pitol City 9 1 -1 0 0 Ca pitol City

A nak im Pe asant Half-Or c Pe asant


Roll Bir thplac e Roll Bir thplac e
0 1 -3 3 Ha mlet 0 1 -3 3 Ha mlet
3 4 -6 6 Villa ge 3 4 -6 6 Villa ge
6 7 -1 0 0 Town 6 7 -1 0 0 Town

A nak im Pe asant Half-Or c Se r f


Roll Bir thplac e Roll Bir thplac e
01 Ha mlet 01 Ha mlet
02 Villa ge 02 Villa ge
03 Town 03 Town
0 4 -8 0 City 0 4 -8 0 City
8 1 -1 0 0 Ca pitol City 8 1 -1 0 0 Ca pitol City

D war ve n Se r f Halfling Se r f
Roll Bir thplac e Roll Bir thplac e
0 1 -7 0 City
0 1 -5 0 Ha mlet
7 1 -1 0 0 Ca pitol City
5 1 -7 5 Villa ge
7 6 -8 5 Town
D war ve n Roy alty 8 6 -9 5 City
9 6 -1 0 0 Ca pitol City
Roll Bir thplac e
0 1 -7 0 City
7 1 -1 0 0 Ca pitol City Halfling N oble
Roll Bir thplac e
Elve n Se r f 0 1 -7 0 City
Roll Bir thplac e 7 1 -1 0 0 Ca pitol City
0 1 -7 0 City
7 1 -1 0 0 Ca pitol City
Halfling Roy alty
Elve n N oble Roll Bir thplac e
Roll Bir thplac e 0 1 -2 0 Ha mlet
0 1 -7 0 City 2 1 -4 0 Villa ge
7 1 -1 0 0 Ca pitol City 4 1 -6 0 Town
6 1 -8 0 City
8 1 -1 0 0 Ca pitol City

136
Birth Rank
Hum an Slave Observe the table above and roll an appro-
Roll Bir thplac e priate die to determine the birth rank of the char-
0 1 -2 0 Ha mlet
2 1 -4 0 Villa ge
acter. If there is an odd number, such as 3 broth-
4 1 -6 0 Town ers, use the closest die that is large enough, and reroll
6 1 -9 0 City any numbers that are too large, such as a 4 on a d4
9 1 -1 0 0 Ca pitol City regarding 3 brothers.

Hum a n Pe a s a nt Marital Status


Roll Bir thplac e Most characters marry young. Due to the
0 1 -3 3 Ha mlet unified influence of both religion and government,
3 4 -6 6 Villa ge characters rarely get divorced. The following odds
6 7 -1 0 0 Town
apply to both newly created characters as well as
other characters in general. Roll 1d100 and consult
Hum an Se r f below to determine a character’s marital status:
Roll Bir thplac e
01 Ha mlet Roll Mar ital Status
02 Villa ge 01 Div orced
03 Town 0 2 -0 3 Sepa ra ted
0 4 -8 0 City 0 4 -4 3 Unha ppily Ma rried
8 1 -1 0 0 Ca pitol City 4 4 -8 3 Single
8 4 -1 0 0 Ha ppily Ma rried

Hum an N oble Marriage ceremonies differ depending on


Roll Bir thplac e the deity and their religion, as well as the race or
0 1 -7 0 City species. Most weddings are public events and the
7 1 -1 0 0 Ca pitol City ceremonies are detailed. By making a wedding a
public event, social pressure may help to ensure the
Hum an Roy alty duration of the marriage. Traditionally, a wedding
Roll Bir thplac e is the union of a groom (male) and a bride (female).
0 1 -2 0 Ha mlet Males are valued far more than females. For
2 1 -4 0 Villa ge
4 1 -6 0 Town
this reason, a dowry exists. A dowry is a fund that
6 1 -8 0 City the family of the bride pays the groom to take the
8 1 -1 0 0 Ca pitol City daughter.
A custom of some human villages is to an-
nually auction all marriageable females. The money
Siblings attained from the sale of the beautiful females goes
Siblings are to be determined by rolling into a local fund, which later serves as a dowry to
1d100 and consulting the following table. Anakim ensure that the more homely females marry as well.
do not have siblings, and elves receive a penalty of - A wife is the property of her husband.
50: However, a wife is allowed the right to sue her hus-
band, represent herself in court, and own property.
Roll Siblings
0 1 -1 0 O nly child
Nonetheless, the dominant understanding
1 1 -3 0 1 d6 brothers of marriage is that two characters dedicate their lives
3 1 -6 5 1 d6 sisters to each other, remain faithful, and raise a family as a
6 6 -8 6 1 d4 brothers a nd 1 d4 sisters result of their love. Even though the wife is prop-
8 7 -9 5 1 d6 brothers a nd 1 d6 sisters erty, it is still ideal to have a relationship defined by
9 6 -1 0 0 1 d8 brothers a nd 1 d8 sisters
respect, passion, and intimacy.

137
Language Angelic - This is a language that has pro-
A language is a means of communicating by gressed through three alphabets. The current al-
manipulating symbols. For meaningful phabet has 22 letters. The alphabet is: Cheth, Zain,
communicaton to occur, the meaning of the sym- Vau, He, Daleth, Gimel, Beth, Aleph, Samech, Nun,
bols must be understood by both the sender and Mem, Lamed, Caph, Iod, Theth, Tau, Schin, Res,
the reciever of the communication. Each language Kuph, Zade, Pe, and Ain. The characters consist
consists of a series of symbols known as an alpha- of lines and often small circles. Naturally spoken
bet. The alphabet for each language is appropriate Angelic occurs at frequencies higher than human
to the speech capabilities of its race or species. If a ears are capable of hearing. Angelic is character-
language is learned that belongs to a different spe- ized by infinite irregularities, perhaps making it the
cies, then no matter how fluent a character becomes most difficult language, along with Demonic. For
in it, it will always be obvious to those of the origi- this reason, characters are unable to learn Angelic.
nal species. Black Speech - Sometimes called the either
As a language is developed, rules emerge to Black Speech of Orcs or Orkish, this is a simple,
guide those who communicate with it. Various types guttural language. Black Speech is a language of
of rules emerge, such as grammatical, syntactical, few words, and those who speak it often have diffi-
and stylistic conventions. culty expressing themselves. Few rules exist in Black
Following are a list of languages that char- Speech. Black Speech mostly has small words of
acters may both learn to speak and encounter as no more than five letters. Larger words are typically
they adventure. the combination of two smaller words. Black Speech
is very different from Underworld, since Black
Speech has some soft sounds and it is predominantly
guttural. Those fluent in Black Speech are able to
growl and snarl. Black Speech is also different from
Goblin, namely because Black Speech has no click-
ing sounds.
Common Speech - This is the language of
humans and halflings. While local variations exist,
with a little effort, most who speak Common Speech
can understand each other. Common Speech is the
most common language in use. Common Speech
has an alphabet with 26 letters. The rules of Com-
mon Speech are fairly simple so it is easy to learn,
though a number of irregularities make the language
Artwork Here
somewhat difficult to master. Another word for a
common tongue is koine.
Demonic - This language belongs to im-
mortal and immoral beings. The most common let-
ter is an inverted pentagram, which symbolizes the
power to dominate nature. Naturally spoken De-
monic occurs at frequencies lower than human ears
are capable of hearing. Demonic is characterized
by infinite irregularities, perhaps making it the most
difficult language, along with Angelic. For this rea-
son, characters are unable to learn Demonic.

138
Dragon - Since dragons are were the first Goblin - This language developed from its
mortal creatures of the world, their language is also predecessor, Black Speech. Goblin has no soft
the oldest language of the world. When spoken, sounds and is guttural. Many words are longer than
the language of dragons merely sounds like a loud five letters. A characteristic feature of goblin is a
roar to those who are unfamiliar. To those familiar clicking sound produced by the tongue. Even
with Dragon, the roar contains numerous nuances though words are usually larger in Goblin than words
of a very fine degree. Dragon is guttural, but it also in Black Speech, the Goblin language typically has
contains a plethora of rules. Only characters with a sentences of only three words: subject, verb, ob-
Language Intelligence and Enunciation of at least ject.
130 have the ability to learn introductory Dragon. Khozdol - This is the jealously guarded lan-
While a dragon may laugh or be offended when a guage of dwarves. This language is difficult to learn
humanoid attempts to speak its language, if the hu- due to the numerous rules. Each verb and noun
manoid has the ability and the fluency, then the must be adjusted to the context of the sentence in
dragon will understand them even though their voice which it is inserted.
cannot possibly go low enough. Quindu - This is the original elven language
Elven, Grey - The newest of elven tongues, and is no longer a language of daily use but of high
this language is now the predominant form of writ- ceremony, ancient songs and tales, and elven histo-
ten and spoken elven. Grey Elven does have its ries. Quindu does not have a large enough vocabu-
share of rules, but more than anything it may be lary to satisfy modern elves. In fact, it is so encum-
characterized as a capricious language which is beau- bered by traditions that it is unappealing to modern
tiful and seems to flow beautifully. Instead of being elves.
concerned with grammatical and syntactical rules, Underworld is a language that is spoken in
those who speak Grey Elven are more concerned some regions of the lower planes of existence.
with stylistic conventions and clever manipulations Moreover, it is the most common language below.
thereof. Underworld is easy to learn. The words are small,
Elven, High - High-elves are the only race typically no longer than five letters. Larger words
of elves to maintain their own language instead of are uncommon, but when they do occur they are
speaking Grey Elven like the other elven races. High merely the union of two smaller words. The rules
Elven is more pompous than Grey Elven, though it of Underworld are few, and hardly any irregularities
also only observes a moderation of rules. High Elves exist. Underworld is not guttural like Black Speech,
are more concerned with the context and the stylis- but simply harsh. No soft sounds exist in Under-
tic conventions of their language. world. Those below who do not have the ability to
Ephesia Grammata - This is the language learn a complicated language like Demonic, simply
and scripture of ceremonial magic. Oftentimes when learn Underworld.
spells are cast, these phrases must be uttered with
precision. Familiarity with this language does not
assist a mage in casting spells more fluently, but it
does assist them in magical research. When the sym-
bols are viewed, Ephesia Grammata is often con-
fused with Angelic. However, the languages are very
different. The rules of Ephesia Grammata are fairly Artwork Here
extensive, but the irregularities are few so it may be
mastered as long as the student has ability and pa-
tience.

139
Sexuality Debauchery
The preference for a type of sexual partner Debauchery is the willingness of a charac-
is sexuality. Heterosexuals prefer the opposite sex ter to indulge sexual desire. Some characters refuse
and are the social norm. Homosexuals prefer the all sex, while others are willing to do anything. A
same sex. Bisexuals enjoy both sexes equally. Fi- Debauchery Score cannot fall below 1 or rise above
nally, asexuals prefer to avoid sexual encounters al- 100. When role-playing sexual encounters, such as
together. To randomly determine a character’s sexu- when a character enters a brothel, it is useful to know
ality, roll 1d100 and consult the table below: the degree of debauchery of the character and the
whore. Roll percentile dice, consider the gender of
the character, and consult the following table to de-
Se xuality Modifie r s termine debauchery. Each character is generally will-
Rac e Modifie r ing to do whatever the result and all acts below it,
Ana k im +1
Dwa rf +5
but refuses to do what is above the result.
E lf +5
Ha lf-O rc +1 D e bauc he r y Modifie r s
Ha lfling - 20 Roll Modifie r
Huma n NA Ana k im + 30
A bility Modifie r Dwa rf - 15
Ma le Strength ov er 1 3 0 + 1 for ev ery 5 Strength ov er E lf -
Ma le Strength under 7 0 - 1 for ev ery 5 Strength under Ha lf-O rc + 15
Fema le Strength ov er 1 1 5 - 1 for ev ery 5 Strength ov er Ha lfling - 30
Fema le Strength under 5 5 + 1 for ev ery 5 Strength under Huma n -
Body Modifie r
Fema le w/A or AA cups -4
Fema le w/D or DD cups +4
Fe m ale D e bauc he r y
Roll Re sult
Se xuality 0 1 -0 5 Refuse a ll sex
Roll Se xuality 0 6 -1 0 Giv e ha ndjob
1 1 -1 5 Giv e ora l sex
<0 2 Asexua lity
1 6 -2 0 Giv e ora l sex a nd swa llow
0 2 -0 3 Homosexua l 1
2 1 -2 5 Receiv e fingering
0 4 -0 5 Bisexua l
2 6 -5 5 Receiv e v a gina l sex
>0 5 Heterosexua l
5 6 -6 0 Receiv e ma mma ry sex
6 1 -6 5 Receiv e ora l sex
6 6 -7 0 E nterta in multiple pa rtners
7 1 -7 2 Giv e pa in
7 3 -7 5 Be bound
7 6 -9 1 Receiv e a na l sex
9 2 -9 3 Urina te on pa rtner
Artwork Here 94 Receiv e pa in
95 Be urina ted on
96 Defeca te on pa rtner
97 Be defeca ted on
98 Drink urine
99 E a t defeca tion
100 Do a nything

1. Percentages of homosexuality were estimates reported in Microsoft Encarta Encyclopedia, listed under Homosexuality.
2. Proportions of multiple births are referenced from Microsoft Encarta Encyclopedia, listed under Multiple Birth.

140
Male D e bauc he r y Offspring Becoming Characters
Roll Re sult Should it be necessary to determine abilities
01 Refuse a ll sex
and bodily features of offspring, their abilities and
02 Receiv e ha ndjob
03 Receiv e ora l sex bodily features are determined as adults, just as with
04 Giv e v a gina l sex player characters. Thereafter, the offspring charac-
0 5 -2 5 Giv e fingering ter may be modified according to age category as
2 6 -5 0 Giv e ora l sex necessary.
5 1 -6 0 E nterta in multiple pa rtners
However, the parents do impact their off-
6 1 -7 0 Giv e a na l sex
7 1 -8 0 Giv e pa in spring. For each ability, determine the average of
8 1 -8 7 Urina te on pa rtner the relevant ability betweeen the mother and father.
8 8 -9 0 Be bound This is the basis of the ability of the offspring. From
91 Receiv e pa in here, the basis may be modified. Roll 1d100 and
9 2 -9 4 Be urina ted on
consult below:
9 5 -9 6 Defeca te on pa rtner
97 Be defeca ted on
98 Drink urine Roll Re sult
99 E a t defeca tion 01 Decrea se by (8 0 + 1 d2 0 )%
100 Do a nything 0 2 -0 4 Decrea se by (6 0 + 1 d2 0 )%
0 5 -1 0 Decrea se by (4 0 + 1 d2 0 )%
1 1 -2 2 Decrea se by (2 0 + 1 d2 0 )%
Offspring Number 2 3 -4 8
4 9 -5 2
Decrea se by (1 d2 0 )%
No Cha nge
To determine the number of births per preg- 5 3 -7 7 Increa se by (1 d2 0 )%
nancy 2 , collect several ten-sided dice, roll 7 8 -9 0 Increa se by (2 0 + 1 d2 0 )%
1d10,000,000 and consult below: 9 1 -9 6 Increa se by (4 0 + 1 d2 0 )%
9 7 -9 9 Increa se by (6 0 + 1 d2 0 )%
100 Increa se by (8 0 + 1 d2 0 )%
Offspr ing N um be r
Roll Re sult
0000001 Quintuplets
Perform the same routine as above for
0 0 0 0 0 0 2 -0 0 0 0 0 8 8 Qua dr uplets height, weight, most attractive/repulsive features,
0 0 0 0 0 8 9 -0 0 0 7 6 5 8 Triplets skin color, hair color, hair thickness & type, eye color,
0 0 0 7 6 5 9 -0 6 6 6 1 6 1 Twins vision, and appropriate sexual features. Rare fea-
0 6 6 6 1 6 2 -1 0 0 0 0 0 0 0 Single tures may correlate as well.

Offspring Gender
To determine whether or not a newborn
child is male or female, roll 1d100 and consult be-
low:

Roll Re sult
Ana k im + 10
Dwa rf + 10 Artwork Here
E lf -5
Roll Offspr ing Ge nde r
<5 3 Fema le
>5 2 Ma le

141
Chivalry The Code of Chivalry
Chivalry is a system of knighthood. Not The following list constitutes every chivalric
every culture or religion honors chivalry. While only ideal. If a knight breaks any of the following, con-
moral knights are required to live by the code of sequences may range from insignificant to severe,
chivalry (outlined below), the uneducated masses and may vary according to the religion to which the
often romanticize its tenets. knight adheres, circumstances regarding the local
For more information on the occupation of ruler or country, etc. When in doubt, consult the
being a knight, see Chapter 7: Occupations. From the MM.
moment of being knighted, a knight must observe
the following code of chivalry or the local ruler may • Live to serve king and country.
rescind his status as a knight, among other punish- • Live to defend crown and country and all it
ments. holds dear.
• Live one’s life so that it is worthy of respect
and honor.
The Ten Commandments of the Code of • Live for freedom, justice and all that is good.
• Never attack an unarmed foe.
Chivalry • Never use a weapon on an opponent not
equal to the attack.
Below are ten core tenets of the code from • Never attack from behind.
which no knight may falter without incurring a se- • Avoid lying to your fellow man.
vere penalty. Inconsistencies may arise depending • Avoid cheating.
on the religion to which the knight adheres. When • Avoid torture.
an inconsistency arises, consult the MM. • Obey the law of king, country, and chivalry.
• Administer justice.
1. Thou shalt believe all that thine religion • Protect the innocent.
teaches, and shalt observe all its directions. • Exhibit self-control.
2. Thou shalt defend thine religion. • Show respect to authority.
3. Thou shalt respect all weaknesses, and shalt • Respect women.
constitute thyself the defender of them. • Exhibit courage in word and deed.
4. Thou shalt love the country in which thou • Defend the weak and innocent.
wast born. • Destroy evil in all of its monstrous forms.
5. Thou shalt not recoil before thine enemy. • Crush the monsters that steal our land and
6. Thou shalt make war against the infidel rob our people.
without cessation, and without mercy. • Fight with honor.
7. Thou shalt perform scrupulously thy feu- • Avenge the wronged.
dal duties, if they be not contrary to the laws • Never abandon a friend, ally, or noble cause.
of thine god. • Fight for the ideals of king, country, and
8. Thou shalt never lie, and shall remain faith- chivalry.
ful to thy pledged word. • Die with valor.
9. Thou shalt be generous, and give largess to • Always keep one’s word of honor.
everyone. • Always maintain one’s principles.
10. Thou shalt be everywhere and always the • Never betray a confidence or comrade.
champion of the ethical and the moral • Avoid deception.
against unethicality and immorality. • Respect life and freedom.
• Die with honor.
• Exhibit manners.
• Be polite and attentive.

142
• Be respectful of host, women, and honor. Courtly Love
• Loyalty to country, King, honor, freedom,
Courtly love1 is an idealized and often illicit
and the code of chivalry.
form of love in which a knight or courtier devotes
• Loyalty to one’s friends and those who lay
himself to a noblewoman who is usually married
their trust in thee.
and feigns indifference to preserve her reputation.
Just as with chivalry, the uneducated masses often
romanticize courtly love. Not every culture prac-
tices courtly love, but of those that do, the twelve
chief rules in love are known by virtually everyone.

The Twelve Chief Rules in Love


If the following rules in love are not ob-
served by a knight or courtier, they may not be con-
sidered to be experiencing genuine courtly love, ei-
ther by themselves or others.

• Thou shalt avoid avarice like the deadly


pestilence and shalt embrace its op-
posite.
• Thou shalt keep thyself chaste for the sake
of her whom thou lovest.
• Thou shalt not knowingly strive to break up
a correct love affair in which some-
one else is engaged.
• Thou shalt not choose for thy love anyone
Artwork Here whom a natural sense of shame for-
bids thee to marry.
• Be mindful completely to avoid falsehood.
• Thou shalt not have many who know of thy
love affair.
• Being obedient in all things to the commands
of ladies, thou shalt ever strive to ally
thyself to the service of love.
• In giving and receiving love’s solaces let
modesty be ever present.
• Thou shalt speak no evil.
• Thou shalt not be a revealer of love affairs.
• Thou shalt be in all things polite and cour-
teous.
• In practicing the solaces of love thou shalt
not exceed the desires of thy lover.

143
The Art of Courtly Love • He whom the thought of love vexes eats
In cultures which practice courtly love, com- and sleeps very little.
mon folk, as well as knights and courtiers, may prac- • Every act of a lover ends in the thought of
tice the art of courtly love, hoping to demonstrate his beloved.
their genuine love for another, by observing the fol- • A true lover considers nothing good except
lowing: what he thinks will please his be-
loved.
• Marriage is no real excuse for not loving. • Love can deny nothing to love.
• He who is jealous cannot love. • A lover can never have enough of the so-
• No one can be bound by a double love. laces of his beloved.
• It is well known that love is always increas- • A slight presumption causes a lover to sus-
ing or decreasing. pect his beloved.
• That which a lover takes against the will of • A man who is vexed by too much passion
his beloved has no relish. usually does not love.
• Boys do not love until they reach the age of • A true lover is constantly and without inter-
maturity. mission possessed by the thought of
• When one lover dies, a widowhood of two his beloved.
years is required of the survivor. • Nothing forbids one woman being loved by
• No one should be deprived of love without two men or one man by two women.
the very best of reasons.
• No one can love unless he is propelled by
the persuasion of love.
• Love is always a stranger in the home of
avarice.
• It is not proper to love any woman whom
one would be ashamed to seek to
marry.
• A true lover does not desire to embrace in
love with anyone except his beloved.
• When made public love rarely endures.
• The easy attainment of love makes it of
little value: difficulty of attainment
makes it prized.
• Every lover regularly turns pale in the pres- Artwork Here
ence of his beloved.
• When a lover suddenly catches sight of his
beloved his heart palpitates.
• A new love puts an old one to flight.
• Good character alone makes any man wor-
thy of love.
• If love diminishes, it quickly fails and rarely
revives.
• A man in love is always apprehensive.
• Real jealousy always increases the feeling of
love.
• Jealousy increases when one suspects his
beloved.

144
Demographics and Occupational Level Customs
While occupations of adventurers are de- While different societies differ in many ways,
scribed in the next chapter, the occupational level some customs are common across cultures.
of both ordinary people as well as adventurers usu- All cultures burn their dead; the dead are
ally correlates well to the population. Observe the not embalmed or buried. The dead are burned be-
table below to determine by occupational level where cause after time, they smell. Some cultures gather
an individual ranks in a random population: the dead into a pile and burn the corpses, while oth-
ers send the corpses out on burning ships.

Pe r c e ntile in N um be r Pe r
Oc c upational
a Random Million In
Le ve l
Population Population
1 50% 500,000
2 76% 237,857
3 86% 131,072
4 93% 65,536
5 96% 32,768
6 98% 16,384
7 99.18% 8,192
8 99.59% 4,096
9 99.79% 2,048
10 99.89% 1,024
11 99.94% 512
12 99.974% 256
13 99.987% 128
14 99.993% 64
15 99.9968% 32
16 99.9984% 16
17 99.9992% 8
18 99.9996% 4
19 99.9998% 2
20 99.9999% 1
Artwork Here

For instance, out of a million individuals in


a given population, there are roughly eight thousand
people with an occupational level of seven, and they
rank in the top percent. Similarly, half the people
met are of the lowest occupational level.
This table may be used in conjunction with
a table in Chap. 7: Occupations so that the average
number of a given occupation may be determined
within certain cultures.

145
Communities Governments
Ranging in size from hamlets to capitol cit- A government is an authoritative unit which
ies, mancy characteristics of communities vary is organized to control masses of people, and is usu-
widely. Communities are outlined according to size ally classified according to the distribution of power
as follows. within it. Following are the definitions of several
forms of government which may be used by the
Hamlet MM to add realism to a gaming world.
A universal standard, hamlets are comprised
of no more than a hundred people, usually a collec- Anarchy
tion of a few families. Hamlets too small to have a The antithesis to all governments, propo-
guild, temple, or a local lord, though a shrine or two nents of anarchy prefer a lack of government,
may be present. Hamlets never have walls. prefering chaos to order and nature to civilization.

Village Autocracy
Villages range from 100-1,000 inhabitants. A government wherein one person pos-
Most villages are too small to have guilds, may have sesses unlimited power is an autocracy. Oftentimes,
a local lord and a temple or two, and probably have autocracies are often called dictatorships. If the
several shrines. If guilds or lords do exist here, they person with unlimited power centralizes their con-
are likely negligible in quality and service. In rare trol, this form of government may be called totali-
exceptions, villages may have walls. tarianism.

Town Aristocracy
Towns have a population between 1,000 and This is a government wherein the power is
10,000. Towns typically have a handful of guilds, vested in a minority consisting of those thought to
temples, and a local lord of some sort such as a be best qualified to rule.
baron, depending of course on the state. Towns
usually are not walled. Bureaucracy
A bureacracy is a government wherein the
City power lies with numerous departments and their
Cities have at least populations of 10,000. heads. It is a systematic administration character-
Cities have numerous guilds, temples, and at least ized by the specialization of functions. Bureacracies
one local lord such as a duke. Predominantly, cities are often criticized as an overabundance of govern-
are walled and have a castle, citadel, or fortress of ment consisting of too many clearly demarcated laws
some type. and statutes.

Capitol Confederacy
Capitol cities are the seats of governmental Usually a political balancing act, a confed-
power to a state, usually being the size of a large eracy is a government consisting of many smaller
city. Capitol cities are almost always walled, some- units that cooperate, yet prefer to remain indepen-
times having multiple walls, and very well defended. dent or distinct. Sometimes these units are called
It seems that anything can be found for the right states. Unfortunately, the units often do not coop-
price or if searched for diligently in a capitol city. erate and are subject to divisiveness.

146
Communism Meritocracy
A government wherein the state owns all A meritocracy is a government wherein re-
property and distributes wealth equally is a commu- sponsibility is awarded to those who exhibit the most
nist government. effort.

Democracy Monarchy
A government wherein the general popu- A government wherein rulership is inher-
lace rules is a democracy. Each member of the popu- ited, such as with a king and queen, is a monarchy.
lace is able to directly vote for policies. Note that
this is different from a republic. Oftentimes, a gov- Oligarchy
ernment in the form of a republic will declare itself A government wherein the few or a small
to be a democracy because it appeals to the people, faction rule is an oligarchy.
though safeguards insure that each person does not
truly get an equal vote.
Ochlocracy
A goverment wherein the mob rules.
Feudality
A government wherein great landowners or
Pedocracy
hereditary overlords exact revenue from the land
A government wherein the educated and
and also exercise the functions of government in
scholarly rule is a pedocracy.
their domains is a feudality. Typically, the great land-
owner is called the lord, and everyone else is a vas-
sal. Plutocracy
This is a government wherein the wealthy
rule.
Gerontocracy
This is a government wherein elders or old
men rule. Many times, the government of a tribe is Republic
a gerontocracy. A government wherein representatives are
elected to represent their electorate as they make
policy decisions is a republic.
Gynarchy
A government wherein women rule is a
gynarchy. Note that a matriarchy is not necessarily Theocracy
a governmental form, but a social organization such A theocracy is a government wherein rule is
that descent is traced through solely or primarily administered by a deity or religious officials.
through the female line.

Hierarchy
This is a government administered by an au-
thoritarian group to people classified by ability, eco-
nomic, or social standing.
Artwork Here
Magocracy
A government wherein mages rule is a
magocracy.

147
Society Elven
Different races have different societies. Since the worldly population of elves is small,
Hereafter, the society of each race is described. elves congregate into communities that are no
smaller than cities, though few exist. Elves value
freedom and friendship. For these reasons, the ma-
Dwarven
jority of elves are serfs, and no peasants or slaves
Since the worldly population of dwarves is
exist in elven society. Elves are ruled by a king and
small, dwarves congregate into communities that are
queen, and their dukes and duchesses. Since no elven
no smaller than cities, though few exist. Dwarves
community is smaller than a city, there are no elven
value craftsmanship and strictly regulated freedom.
barons, knights, or lords. Elven society is slightly
For these reasons, the majority of dwarves are serfs,
patriarchal, since their king is male and their sover-
and no peasants or slaves exist in dwarven society.
eign ruler. Elves value males and females alike more
Dwarves are ruled by a king and his dukes. Since no
than any other race.
dwarven community is smaller than a city, there are
Elves are vegetarians, so they do not hunt,
no dwarven barons, knights, or lords. Since dwarven
kill, and eat meat in any form, including eggs. Elves
society is extremely patriarchal, no queens or duch-
only eat natural foods, such as fruits and vegetables.
esses exist who have any power or influence.
However, elves take the hides of animals they have
Dwarves combine the following types of
found that have died. These hides are tanned and
government: bureaucracy, meritocracy, and monar-
used for leather. Therefore, leather is expensive in
chy.
elven society.
Elves combine the following types of gov-
ernment: magocracy, monarchy, and pedocracy.

Artwork Here

148
Halfling Human
Since the worldly population of halflings is Humans congregate into communities that
small, halflings congregate into communities that range in size from hamlets to the largest cities.
are no smaller than cities, though few exist. Halflings Humans value money and power. For these rea-
value freedom and money. For these reasons, the sons, human societies have slaves and peasants, in
majority of elves are serfs, and no peasants or slaves addition to free characters such as serfs, nobles, and
exist in elven society. Halflings are ruled by a king royalty. Slaves are exploited. The most common
and queen. The king is assisted by a hierarchy of slaves are half-orcs, though anakim and human slaves
lesser royalty, including dukes, barons, and lords; are also numerous. Peasants do not live in towns
though female equivalents also exist. Human soci- and cities, but only rural communities such as ham-
ety is patriarchal, since their king is male and their lets and villages. Humans are ruled by a king and
sovereign ruler. Males have naturally emerged as queen. The king is assisted by a hierarchy of lesser
the dominating gender of all successful human so- royalty, including dukes, barons, and lords; though
cieties. female equivalents also exist. Human society is pa-
Halflings combine the following types of triarchal, since their king is male and their sovereign
governments: feudality, monarchy, republic, and plu- ruler. Males have naturally emerged as the domi-
tocracy. nating gender of all successful human societies.
Humans are likely to try any type of gov-
ernment. Modern governments tend to involve the
following: bureaucracy, communism, feudality, mon-
archy, and republic.

Artwork Here

149
Roads Traders travel throughout the year and com-
prise the largest percentage of travelers. Females
Although roads1 may differ by culture, the
on the road wear the same clothes as males, except
information provided here is meant to be the norm.
that their clothes are longer, reaching to the ankles.
Roads are formal trails that are made by characters.
If females bring jewelry while traveling, they keep it
Main roads are paved with hewn stones and
hidden. Only exiles, refugees, and the like travel
bolstered underneath by masses of tightly packed
alone; ordinary voyagers bring at least one slave.
sand. Main roads are paved with polygonal paving
When traveling, characters take care to plan their
stones of durable igneous rock such as basalt, gran-
arrival at their destination to occur during daylight.
ite, or porphyry. Typically, the stones measure 12”
across by 8” deep. The stones are fitted together in
a cunning pattern to form an absolutely smooth sur-
face. The work on roads is done by the army. The Inns
following tools are used: pick, hammer, and spade. An inn is an establishment that allows trav-
1

Great thoroughfares have a raised border elers a place to rest, and usually eat and other neces-
along each side. Outside the border is an unpaved sities. If there are no inns, then a traveler must at-
track. The unpaved track is roughly two feet wide tempt to appeal to the private hospitality of a local
and is used by pedestrians and pack-animals. At in- character. Owners of private houses also rent rooms.
tervals, high stones are set along the sides to help a If allowed to stay, it is expected that guest and host
traveller mount a horse or climb into a high-wheeled exchange gifts upon the departure of the guest.
carriage. All roads have channels along one side or Since inns are so pervasive, it is rare that a traveler
both to divert rainwater. must appeal to private hospitality.
The width of roads varies. Two-lane roads A traveler comes upon inns before they
are at least eight feet wide, but usually ten. Three- reach the town proper. Inns line the roads outside
lane roads have a width of 14-18 feet. Most roads the city limits. Just inside the gates are more inns,
widen to thirty or more feet near a major central and still more can be found around the center of
city. In mountainous areas, width is minimized. A the town. Inns in town are not hard to identify.
single-lane road is about 6 feet wide. Secondary roads Even a traveller who arrives late at night can iden-
are simple, dirt roads. tify an inn, since inns have lit lanterns over their
Main routes are carefully maintained. They doors. Often, the inkeeper advertises by hanging a
are marked with road signs every mile, called mile- sign with an appropriate picture. Often the picture
stones. Every six miles exists a guard post that of- is of wine jars or erotic scenes. In many establish-
fers protection and the opportunity to communi- ments, the innkeeper stands in the doorway and at-
cate with the next down the line by means of fire tempts to attract customers. Since a female inn-
signals. Mileage is always counted outward from the keeper is most common, it is likely that she will rave
capitol. Settlements are sometimes named by the about the charm and cool of her place, and assure
stone it is nearest. Each road has its own curator or passersby that they will not only find bread and wine,
commissioner charged with keeping it repaired and but love. Even respectable inns include whores
adequately policed. among services offered. The staff of inns are usu-
Also lining the roadsides are religious monu- ally slaves, including the doorman (doorwoman),
ments. These range from sanctuaries to only bellboys and porters, waiters, barmaids, and clean-
mounds of stones. When only a mound of stone, ing girls (who double as whores, at the request of a
passersby will toss an additional stone on the mound. guest).

1. Information on roads and inns has been referenced from Travel in the Ancient World, by Lionel Casson. For more
information, see the references section.

150
In an inn, a traveller strikes a bargain with A small inn rarely offers more than a dozen
the innkeeper for each item separately -- bed, drink, rooms to rent. The smallest of inns is a rectangular
meals, whores. Rates including everything are the building about 47.5 feet long and 21 feet wide. It is
exception. Inns vary widely in the range and quality divided into 3 rooms, a central chamber flanked by
of provisions. An inn able to accommodate royalty a kitchen on one side and a bedroom on the other.
is called a praetoria, while an inn for peasants is called The kitchen measures 5’ x 12.5’ and the bedroom
a hostel. A fully equiped inn offers meals and sleep- measures 3’ x 7.5’, leaving most of the space for the
ing quarters, a change of animals, carriages, porters, central hall. All 3 rooms are heated, the kitchen by
veterinarians, and cartwrights. Since inns do not its hearth, the bedroom by a fireplace, and the long
include baths, a traveler must go to a public bath. chamber by a floor fitted with hot-air ducts. The
When ushered to a room, a traveler shares it stables, forge, and other facilities are in sheds be-
with as many fellow guests as the innkeeper can cram hind or alongside the inn.
into it. The furniture is minimal: a bed, chamber- A type of inn of low repute is a caupona. It
pot, and candleholder. Experienced travelers care- caters to sailors, carters, and slaves. Its dining room
fully search the bed for bedbugs. The decor of an has more the atmosphere of a tavern than a restau-
inn is minimal as well. Frequently, previous guests rant. The copa (female) or copo (male) is one who
vent their feelings by scribbling on the bedroom runs a caupona. A traveler is completely at their
walls. From history, “Innkeeper, I pissed in the bed. mercy. When a character is robbed here, law de-
I did wrong, I admit it. Want to know why? There clares the character can only find satisfaction from
was no chamber-pot!” the thief, not the innkeeper.
A standard inn is 2 stories, roughly 40’ x 70’,
with a short side facing the road. Paralleling one of Cursus Publicus
the long sides is a court for wagons and carriages. This is a government post that is part
The ground floor includes a stable that can handle a of a network of inns. Every user has to have a
dozen or so animals, a repair shop complete with a diploma signed by the king. A diploma entitles a
blacksmith's forge, an office, a kitchen measuring character to travel with the use of government main-
6.5’ by 19.5’, and a dining room about the same size. tained facilities. A diploma is a prized possession.
Hot-air ducts under the floor provide heat for a All along routes at strategic intervals are stations.
chamber. The upper floor contains the bedrooms. At a station, a traveler with a diploma may eat, sleep,
A large inn is a complex of stables and court and change beasts or vehicles. Stations are 25-35
and buildings that covers an area of 60’ x 216’. There miles apart, the distance of an average day's travel.
is a court of 36’ x 75’ surrounded on 3 sides by 2 The king simply selects inns of the required quality
floors of chambers. Most rooms measure 16.5’ x and incorporates them into his system, making them
16.5’, and a few are much larger. No heating ducts stations and requiring them to accommodate any
exist, so the rooms have fireplaces or braziers. Large holder of a diploma for free. Selling a diploma to
inns have 30 or more rooms. an unauthorized user is punishable by death.

Artwork Here

151
Public Baths The tankards of most taverns are inscribed
with names of gods or other things, such as Love,
Not every culture has public baths1, though
Health, Joy, etc. An interesting one is Pausikraipalos,
cultures with public baths consider their culture to
meaning ‘Stop-the-Hangover.’
be more civilized because of them. Public baths
offer gymnasiums, beauty treatments, concerts, art
exhibitions, lectures, promenades, and the chance
to meet and talk with practically every character in Restaurants
town. Downtown, many restaurants 1 may be
A traveler undresses in a dressing room, but found. A taberna is essentially a snack bar. It has a
is advised to make sure that their clothing and pos- marble counter that opens onto the road and is about
sessions are in the care of a character while bathing, 6-8 feet in length. The customer stands in the street
since robbing garments from dressing rooms is prac- and orders are slapped onto the counter before
tically an occupation. Management at public baths them. Popular orders are bread and wine, and some-
assume no responsibility for stolen possessions. times meat.
If after sampling the public bath, a charac- If a hungry character wants to sit down to
ter still needs diversion, they can try one of the lo- eat, they enter a restaurant, called a popina. Char-
cal brothels. Brothels have oil lamps burning above acters prefer to eat while reclining rather than seated.
their door all day and all night. If a character pre- Tables are surrounded on 3 sides by couches, rather
fers a more restful diversion, they can return to their than chairs. To dine while seated is considered to
inn and request one of the cleaning girls, who will be for the poor or hurried. Wine is popularly or-
double as a whore. In a lonely inn, this is nearly the dered. A popina also provides entertainment, such
only available entertainment. Some inns have room as whores and gambling. Most who enter spend
service, so a guest can request a meal be brought to the whole evening, if not the whole day. A popina
them. opens about 11 a.m. or eariler. Most of these es-
tablishments offer music and dancing. Most supply
whores, have erotic scenes on the walls, and are deco-
Taverns rated with an erect phallus. A popina caters to mu-
leteers, sailors, pedlars, and the like. Many moral
A tavern1 is a drinking shop, though much
priests are forbidden by their religion to eat at res-
more occurs in a tavern besides drinking. Other
taurants, except when there is no alternative, such
names for a tavern include the kapeleia and potisteria.
as when one is on the road.
In addition to being a place for drinking, other ac-
tivities also occur in taverns, such as gambling, watch-
ing dancing girls, and prostitution. Tavern-keepers
are mostly female. Their chief business is supplying
drinks and women. Decent characters do not pa-
tronize taverns. Females rarely go to taverns. If
they do, it is understood that they must be there to
fornicate. In fact, husbands may spend so much Artwork Here
time lounging and drinking at taverns that they hardly
have any use for their homes or wives, and may rent
both of them out to others.

1. Information on public baths, taverns, and restaurants has been referenced from Travel in the Ancient World, by Lionel
Casson. For more information, see the references section.

152
Mail Around Town
A government mail service exists. How-
1
Communities have different mores depend-
ever, it is for governmental use only. The rich, how- ing on the culture. Information detailed here is
ever, often have their own postmen. Among their meant to be the norm around town1.
slaves they have a certain number to serve as couri- Wheeled traffic is banned in towns during
ers. They are called tabellarii or 'tablet-men'. The daylight hours. Heavy transport must take place
vast majority of letter-writers, of course, do not have between dusk and dawn. Along the main streets of
couriers. Their only recourse is to find some travel- a town, light is no problem; oil lamps in the open-
ler who happens to be heading in the right direc- fronted shops provide plenty of illumination. A
tion. Travelers have no objections to filling the role typical main street may have 45 shops on either side
of postman -- it is, after all, the only way they can over the distance of 1,500 feet. Since each shop has
get word to anyone themselves. The only writing one lamp burning, this equates to a light every 30
instrument is a reed pen. The ink is a mixture of feet or so. Street lights, distinct from the casual light-
lampblack gum and water. Letters are most often ing of shops, are limited to main intersections. Side
written on papyrus or parchment. Writing and send- streets are in total darkness at night, and any charac-
ing letters is expensive, due to paper, ink, and couri- ter who plans to wander there should hire a linkboy
ers. Since it is expensive, lengthy missives are rare. to light the path either with a torch or lantern.
When finished writing, the writer either rolls up the In town, daytime has perils for characters
sheet or folds it, keeping the message on the inside, who leisurely stroll about the streets. Though there
and ties it. Finally, a fixed blob of clay or wax is may be no wheeled traffic about which to worry; a
placed on the tie and a seal is impressed on it. When character who is carelessly walking may easily be
the wax or clay dries, the address is written on it. stampeded by a team of horses speeding along at a
The address is very simple, such as 'To Abacenis brisk trot. Further, there are shysters who run about
from his brother Darkosis'. There is no need for the city and swindle the well-to-do strangers who
anything more. Some characters desire their mail come to town. Some writers warn that a character
to not be able to be read by others, and so they must guard with all their might against the whores,
write a message in ink, though vital information is since they are a pleasant means to ruin without real-
omitted. Vital information is written with milk, not izing it.
ink. When the milk dries, it will not be noticed by Since street signs and house numbers do not
others. Messages written in milk may be read by exist, in some towns and most cities a guidebook
spreading ashes over the letter. Milk is commonly exists for strangers. Guidebooks highlight individual
called invisible ink. places and monuments. These works are commonly
Mail moves quite fast over short distances. entitled “Guidebook of...”. They are intended as
But long distances, especially when crossing water, preperatory reading, not for use on the spot. Since
are another matter. The courier checks the water- these books are handwritten on relatively thick pa-
front to determine if any vessels are rowing or sail- pyrus or leather sheets, these books are too bulky
ing in his desired direction. If not, all the courier for casual use; they are also too valuable due to ex-
can do is sit, wait, and hope. pense. Some tourists are interested in having a pic-
torial memento of what they see. If they have an
aptitude for sketching, they can bring papyrus, reed
pen, and ink, or perhaps wax tablets and stylus. Local
guides lie in wait for tourists; they are called
periegetai, meaning ‘leaders around’ or exegetai,
meaning ‘explainers.’ They are everywhere; the sight-
seer could not avoid them if so desired.
1. Information on mail and around town has been referenced from Travel in the Ancient World, by Lionel Casson. For more
information, see the references section.

153
Justice Murder by means of Poison
The murderer is to be boiled alive in a caul-
While cultures differ dramatically in their dron.
approaches to justice1, below are recommendations
of common crimes and punishments. However, a Murder
suggestion for a simple system is hanging for seri- Amputation of the right hand and right foot
ous offenses and the pillory or flogging for minor is the common penalty for murder.
offenses. The crimes listed below are arbitrarily listed
in an order of severity. Murdering a Slave by Torture, Poison, or
Fire
Treason The penalty for this is death. Though hang-
Hanging, and then after or near death, they ing is a popular means, those convicted to hang of-
are drawn and quartered. ‘Drawn’ means the method ten plead to the court to behead them instead. If
that they arrive at the gallows (usually dragged there). beheading is granted, the executioner commonly
Once there, they are quartered by four horses, each raises the severed head before the crowd to prove
with a limb tied to them as they speed away from the deed had been done properly.
the criminal. However, some cultures prefer burn-
ing these criminals to death. Witchery
Some women are hung by their hair while
Mass Murder others are also scorched with a flaming torch. Of-
The mass murderer is buried alive. ten, witches are put to death on a pyre of dust-dry
straw. Occasionally, they are tortured and raped
Petty Treason (Murder of a Husband by the Wife) before being burnt. Suspected witches are stripped,
In some cultures, the murderous wife is shaved, and strapped in a chair for questioning. It is
burned to death atop a pyre of dust-dry straw. These commonly believed that all witches have familiars.
criminals are customarily strangled before being Hence, the authorities often observe the witch in
burned, carried out while the flames are lit. Other her dungeon cell for a duration to see if a beetle,
cultures prefer to bury the murderous wife alive with mouse, or rat would approach her, and therefore it
her head above ground to prolong the agony. must be her familiar. If women have pets, the pets
are often perceived as her familiar. Next, the body
Murder of Wife and Children by the Hus- is closely examined for a witch’s or devil’s mark. A
pin stuck in this mark causes neither pain nor bleed-
band
ing. Women who take part in wild orgies are often
The murderous husband is to be locked in a
deemed witches. Also, women who cast spells may
dungeon cell, strapped to the ground with roughly
be considered witches.
250 lbs. of heavy weights on his chest. No food or
drink are given. If he survives for 40 days, he may
go free. Most die in about 3 days. Lycanthropy
If someone is discovered to be a werewolf
or other lycanthrope, then they will have their skin
Murder of an Owner by their Slave
torn off by red-hot pincers prior to beheading.
The slave and all others owned by the mur-
dered owner must communally be put to death.

1. Information on medieval justice was mostly referenced from Farrington’s History of Punishment and Torture, see the
References section.

154
Habitual Felons Assault while in a Palace, Court, or
First, the habitual felons lose one ear, then Church
the other, and then the stump of the ear is shaved The right hand is amputated for this offense.
down.
Disturbance in a Church
Arson For this offense, criminals are branded on
In some cultures, amputation of the right the face with an ‘F’ for fray-maker.
hand and right foot are the punishment for arson.
In other cultures, arsonists are put to death on a Poaching
pyre of dust-dry straw. In some cultures, the offending legs which
committed the trespassing are removed from the
Heresy (Repentant) person to prevent future trespassing. Other cultures
Typically, heretics who admit the error of pour hot lead into the poacher’s ear.
their ways are only required to pray, fast, or take a
pilgrimage. Pimp
Though not illegal in many societies, some
Heresy (Unrepentant) consider this a crime worthy of death.
Heretics are put to death on a pyre of dust-
dry straw. The riches and lands of the convicted Prostitution (and Female Offenses relating to)
heretics are donated to the dominant church of the Though not illegal in many societies, some
land. consider this a crime worthy of the pillory. In a
pillory, a person stands with their head and hands
Slave Revolt pinned by a wooden frame. This is immensely popu-
All slaves are either hung or crucified. If lar since it is so cheap to administer. Usually, who-
crucified, see ‘Convicted Slave’ below. ever is in the pillory can expect to be the target of
missiles such as stones, dead animals, rotten eggs
Adultery (Female) and vegetables, and feces. Sentences were limited,
The adulteress is either burnt alive or be- sometimes as short as an hour. If the woman is
headed. accused of offenses similar to prostitution, she is
tied to the back of a cart, stripped to the waist, and
Speaking against the Ruler whipped as the cart is driven through town.
The tongue is cut out of the criminal to pre-
vent further protests. Affair between Mistress and Slave
In some cultures, the slave is put to death.
Blasphemy (against the dominant church of the area) In others, the slave is burned alive and the mistress
Branding on the face with a ‘B’ is the pun- is put to death for her part in the affair. Note that
ishment for blasphemers. affairs between master and slave, even if he rapes
her, are acceptable.
Robbery
Some cultures brand robbers on the face
with an ‘R’. Other cultures cut off the offending
limb or hand. Yet, other cultures hang the highway-
man.

155
Sex Offenders Infidelity or Bawdy Behavior
This crime entails many things, such as in- Women and men accused of infidelity or
cest, child molestation, man-hating lesbians, and bawdy behavior are tied back-to-back on a horse or
sodomy. In some cultures it is criminal to not be donkey and paraded through the streets. The crowds
heterosexual, while other cultures are tolerant. These jeer and jostle them.
crimes result in the criminal being placed in the pil-
lory, though crowds are usually incited to horrific Female with Acid Tongue
responses toward sex offenders. In a pillory, a per- For women convicted of having an acid
son stands with their head and hands pinned by a tongue, a metal cage clamps around the head with a
wooden frame. This is immensely popular since it built-in gag. The mouthy woman is paraded around
is so cheap to administer. Usually, whoever is in the town and subjected to jeers and scorn. Frequently,
pillory can expect to be the target of missiles such this charge is brought by a disgruntled husband
as stones, dead animals, rotten eggs and vegetables, against his wife before court.
and feces. Sentences were limited, sometimes as
short as an hour. Extreme mutilation is common- Failure to Pay Rent
place with sex offenders, such as plucking out their Those who fail to pay rent are placed in the
eyes. stocks or pillory. In a pillory, a person stands with
their head and hands pinned by a wooden frame.
Irreconcilable Civil Dispute This is immensely popular since it is so cheap to
When civil disputes are irreconcilable, they administer. Usually, whoever is in the pillory can
are resolved through a trial by combat. A duel be- expect to be the target of missiles such as stones,
tween the disagreeing parties may be fought on foot dead animals, rotten eggs and vegetables, and feces.
or horseback with a choice of weapons paid for and Sentences were limited, sometimes as short as an
offered by the city or state. These duels draw crowds. hour.
The accused is permitted to appoint a champion to
fight on their behalf. Despite the illustrious title of Trifling Debt
champion, freelance champions are invariably from These criminals go to jail, where they are
the lower class and command little respect. herded into cells with no sanitary provisions, heat-
ing, or bedding. They are manacled with irons, the
Slander against a Married Woman or heaviest of which weigh 40 lbs. The majority of
Priestess cells are underground with small slits to access day-
These criminals are branded on the face with light and fresh air. Flogging is a daily occurrence.
an ‘SL’. Sometimes, multiple prisoners are chained together
by the neck. There is no gender segregation in these
Covetous Eyes prisons, leading to rampant promiscuity.
Those convicted as having covetous eyes
have their eyes burned out. Petty Theft
The thief convicted of petty theft will lose
Seditious Libel a thumb.
When damaging statements are made against
someone and they are proven to be false, the hand
of the criminal is severed by a cleaver.

156
Perjury Gambling (with Loaded Dice)
In many cultures, these criminals are ban- Gamblers may be subjected to the pillory.
ished from their home and community, often for 7 In a pillory, a person stands with their head and hands
years. Death almost certainly occurs in the lawless pinned by a wooden frame. This is immensely popu-
wilderness. Lone travelers, universally loathed and lar since it is so cheap to administer. Usually, who-
distrusted, are easy prey. Often, the hunting and ever is in the pillory can expect to be the target of
killing of those who have been banished is encour- missiles such as stones, dead animals, rotten eggs
aged. Sometimes, the person to be banished is trans- and vegetables, and feces. Sentences were limited,
ported by seagoing vessel to a distant isle or land. sometimes as short as an hour.
In other cultures, they are sentenced to a pillory. In
a pillory, a person stands with their head and hands Petty Crimes
pinned by a wooden frame. This is immensely popu- These criminals are banished from their
lar since it is so cheap to administer. Usually, who- home and community, either forever, or for 7 or 14
ever is in the pillory can expect to be the target of years. Death almost certainly occurs in the lawless
missiles such as stones, dead animals, rotten eggs wilderness. Lone travelers, universally loathed and
and vegetables, and feces. Sentences were limited, distrusted, are easy prey. Often, the hunting and
sometimes as short as an hour. killing of those who have been banished is encour-
aged. Sometimes, the person to be banished is trans-
Dishonest Merchants ported by seagoing vessel to a distant isle or land.
Dishonest merchants are often put in the If they are allowed to return in 7 or 14 years, a fu-
pillory. In a pillory, a person stands with their head ture offense will result in hanging.
and hands pinned by a wooden frame. This is im-
mensely popular since it is so cheap to administer. Wives who keep Disorderly Houses
Usually, whoever is in the pillory can expect to be These wives are flogged publicly. She is tied
the target of missiles such as stones, dead animals, to the back of a cart, stripped down to the waist,
rotten eggs and vegetables, and feces. Sentences and whipped while she is paraded through town.
were limited, sometimes as short as an hour.
Vagrancy
Forgery These criminals are branded on the face with
Those guilty of forgery are often put in the a ‘V’ for being a vagrant.
pillory. In a pillory, a person stands with their head
and hands pinned by a wooden frame. This is im- Runaway Slaves
mensely popular since it is so cheap to administer. When caught, runaway slaves are smeared
Usually, whoever is in the pillory can expect to be with sweet molasses and then tied down as food for
the target of missiles such as stones, dead animals, ants. So voracious are the insects, they strip the
rotten eggs and vegetables, and feces. Sentences flesh from the bodies.
were limited, sometimes as short as an hour.

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157
Convicted Slave (any crime)
Convicted slaves are candidates for crucifix-
ion, being nailed through the wrists and ankles or
strapped to a cross and left to die upon it. Often,
floggings precede the crucifixion while the criminal
is forced to carry their own cross. Sometimes, the
crucified character is mounted onto an upside-down
cross which is more humane, since the criminal
quickly falls unconscious. Otherwise, crucifixion is
horribly slow, often taking more than a day for the
criminal to die.

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158
Recipes Gingerbrede
Ingredients: breadcrumbs, cloves, ginger, honey,
A recipe is a formula for cooking or prepar- pepper, and sugar
ing something to be eaten or drunk. Herein, a recipe Instructions: Boil honey, then stir in breadcrumbs
is a list of ingredients and possibly some notes about until evenly mixed. Remove from the heat
how to cook or prepare food or drink. Recipes do and stir in ginger and pepper. Let it cool.
not include information about quantities of ingre- Then, knead it to evenly distribute the spices.
dients, optimal cooking temperature, or time. These Put it in a box and sprinkle sugar and cloves
variables are left to be determined by each cook to around the edge. Allow the clove flavor to
their preference. Ingredients below are listed al- permeate the bread, but do not eat the cloves
phabetically. with it.

In Mitulis
Aliter Dulcia Ingredients: Cumin, fresh sea mussels, finely
Ingredients: Coarsely ground nuts, coarsely ground minced leek, salt, water, and white wine
stone-pine kernels, eggs, ground pepper, Instructions: Water the fresh sea mussels, then
honey, milk, minced rue, and sweet wine clean them. Mix salt, white wine, water, and
sauce spices. Boil the broth, then add the fresh
Instructions: Mesh the pepper, pine kernels, honey, sea mussels. Boil until ready.
rue, and sweet wine sauce with milk and eggs,
and then boil the dough. Serve topped with Makke
honey and sprinkled with pepper. Ingredients: beans, onions, salt, and wine
Instructions: Soak the beans overnight then sim-
Dulcia Domestica mer until tender. Drain the beans. Heat
Ingredients: Coarsely ground nuts or stone-pine wine and add to the beans. Finely chop
kernels, fresh or dried dates, and salted honey onions. Upon each dish, apply cooked on-
or red wine with honey ions over it.
Instructions: First, remove the stones from the
dates and fill them with nuts or stone-pine Mustacei
kernels. Sprinkle some salt on the filled dates Ingredients: anise seeds, bay leaves, cumin seeds,
and stew them in honey or honey-sweetened grape juice or young wine, lard, grated sheep
red wine. The dates must be cooked on low cheese, and wheat flour
heat until their paring begins to come off. Instructions: Pour some young wine over the
wheat, flour, lard, and cheese. Add anise
Fabaciae Virides Et Baianae and cumin seeds. Work them together until
Ingredients: cumin seeds, minced branch of leek, dough results, producing several rolls. Then
minced coriander leaves, oil, salted wine, soy- bake each roll.
beans with pod or green beans
Instructions: Cook the beans with the salted wine, Ova Sfongia Ex Lacte
oil, leek, and spices. Serve. Ingredients: Eggs, honey, milk, oil, and pepper
Instructions: Mix eggs, milk, and oil until a
pancake-like dough results. Fry the dough
in a pan and serve topped with honey and
pepper.

159
Rapes in Potage
Ingredients: chicken broth, ginger, onions, rapes
(turnips), saffron, salt, and sugar
Instructions: Wash, peel, and quarter the rapes
(turnips). Cover the rapes with boiling wa-
ter. Mince the onions. Drain the rapes and
put them with chicken broth and onions in
a pot. Bring this to a boil. Add saffron and
seasonings to the potage. Cook until the
rapes are soft to the touch with a fork.

Tiropatinam
Ingredients: Eggs, ground pepper, honey, and milk
Instructions: Sweeten the milk by adding honey.
Then, add eggs and mix together until
smooth. Cook with low heat until stiff. Fi-
nally, sprinkle pepper on it and serve.

White Pudding
Ingredients: Breadcrumbs, butter, eggs, milk,
and saffron
Instructions: Beat eggs, add milk, and beat
again. Grind saffron and add to milk and
eggs. Add breadcrumbs. Apply heat, put in
a dish, and add butter.

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160
Chapter 7: Occupation

Artwork Here

At the age of ten, most humans begin to learn an occupation. This chapter explicates the various
occupations available. First, a player must consider their Social Class (see Chap. 6: Sociality). Depending on
the Social Class (slave, peasant, serf, noble or royalty), each player may choose an occupation. The most
popular choice is an adventuring occupation, such as an assassin or soldier. The most common choice is
to choose the same occupation as their parents. A player may choose any occupation within their Social
Class, except for a royal occupation, which is determined randomly. Each player must select an occupa-
tion. Whichever occupation is chosen, a character is not forever limited to it. Slaves and peasants are not
free, and so their lord or master will not allow them to change their occupation. Serfs and nobles,
however, are free to abandon their current occupation at any time and begin another one.
If a character is a slave, then avoid the following tables and proceed directly to the occupation. As
each player considers occupations, they must consult with the MM. Some occupations are available only
in certain sizes of communities. For example, it is not possible to be a baron in a hamlet. Consider Social
Class, and consult the following tables. Then, select an occupation. All occupations are listed alphabeti-
cally after the tables.

161
Family Occupation Serf Table
Roll 1d1000 and consult the table for the A serf occupation may be selected from the
appropriate occupation by Social Class. When chil- following table. Although there are far more serf
dren become adults, they tend to do the same occu- occupations than peasant occupations, far more
pation as their parents. peasants exist than serfs. If it is necessary to ran-
domly determine a serf ’s occupation, then roll
1d1000 and consult the following table:
Peasant Table Roll Result
A peasant occupation may be selected from Acrobat
the following table. Although there are far fewer Animal Conditioner
peasant occupations than serf occupations, far more Appraiser
peasants exist than serfs. Peasants travel to cities Armorer
for a faire, where they purchase goods. If it is nec- Artist
essary to randomly determine a peasant’s occupa- Assassin
tion, then roll 1d1000 and consult the following table: Baker
Barber
Roll Result Bard
Animal Conditioner Beggar
Baker Blacksmith
Bandit Bladesmith
Barber Bookbinder
Beggar Bounty Hunter
Berserker Bowyer
Blacksmith Brazier
Bladesmith Brewer
Brewer Brickmaker
Butcher Brotheler
Carpenter Butcher
Carver Cabinetmaker
Cook Carpenter
Druid Carter/Teamster
Farmer Cartwright
Gardener Carver
Gladiator Chandler
Hewer Charioteer
Hierophant Collier
Laborer Cheesemaker
Laundress Clerk
Messenger Clockmaker
Miller Cobbler
Poulterer Cook
Ranger Cooper
Shepherd Coppersmith
Sorceror Courtesan
Stabler Cutler
Swineherder Dancer
Trapper Delouser
Whore Draper
Druid

162
Dyer Pawnshopman
Enameler Perfumer
Engraver Pewterer
Fisherman Pick Pocket
Fishmonger Potter
Fletcher Poulterer
Forester Public Executioner
Fuller Pursemaker
Furrier Ranger
Gardener Ropemaker
Gemcutter Saddler
Gilder Sage
Girdler Sailmaker
Gladiator Sailor
Glassblower Scribe
Glover Sheather
Goldsmith Shipwright
Grocer Silversmith
Groom Skinner
Hatter Soapmaker
Healer Soldier
Herbalist Sorceror
Hewer Spy
Hierophant Squire
Hunter Stabler
Inkmaker Tailor
Innkeeper/Hosteler Tanner
Interpreter Tavernkeeper
Ironmonger Thatcher
Jeweler Tilemaker
Juggler Tinker
Knacker Trapper
Knight Vintner
Laborer Wainwright
Laundress Weaponsmith
Linkboy Weaver/Embroiderer
Locksmith Wench
Mage Wheelwright
Marbler Whore
Mason
Mercenary
Messenger
Militiaman
Miller
Miner
Minter
Money-Lender
Mountaineer
Musician/Minstrel
Navigator
Papermaker

163
Noble Table Advancing Levels
A noble occupation may be selected from Whichever occupation is chosen for a char-
the following table. If it is necessary to randomly acter, the goals are different, yet the same; each char-
determine a noble’s occupation, then roll 1d1000 acter advances by accomplishing goals specific to
and consult the following table: their occupation. For example, warriors generally
advance by attacking opponents in open combat,
Roll Result while wizards advance by casting spells and thereby
001-050 Artist gain more familiarity with magic. It is the player’s
051-075 Assassin responsibility to keep track of what their character
076-100 Bard has done that counts toward their advancement. At
101-150 Barrister the end of each gaming session, the MM will review
151-250 Clerk the accomplishments of the characters and award
251-350 Courtesan points accordingly.
351-400 Doctor While the goals of each occupation are dif-
401-425 Druid
ferent, the number of Advancement Points (AP)
426-450 Gladiator
required to advance in level are the same regardless
451-550 Hierophant
551-600 Interpreter of occupation. On the table below, regardless of
601-675 Knight occupation a character must accumulate 1,000 AP
676-710 Mage to advance to second level, though training may be
711-750 Money-Lender required (see Training later in this chapter).
751-800 Musician/Minstrel
801-810 Sage
811-875 Scribe Le ve l AP
876 Sheriff 1 1,000
877-900 Spy 2 2,000
901-1000 Squire 3 4,000
4 8,000
5 16,000
6 32,000
Royalty Table 7 64,000
8 128,000
The occupation of a royal character may be 9 256,000
selected from the following table. If it is necessary 10 512,000
to randomly determine a royal occupation, then roll 11 1,024,000
1d1000 and consult the following table: 12 2,048,000
13 4,096,000
14 8,192,000
Roll Result
15 16,384,000
001-800 Lord/Lady 16 32,768,000
801-975 Baron/Baroness 17 65,536,000
976-997 Duke/Duchess 18 131,072,000
998-999 Prince/Princess 19 262,144,000
1000 King/Queen 20 524,288,000

164
Format Equipment: Adventuring occupations may
Initially, each occupation is introduced. limit the type of weapon, armor, or apparel. For
Ability Requirements: In order to legiti- example, bards do not play lutes while wearing
mately be a member of the occupation in question, platemail. Occupations for the general public may
minimum ability requirements must be met. For have equipment that is necessary for their occupa-
instance, warriors generally require Strength. It is tion listed, such as an anvil for a blacksmith.
possible for a remarkably weak individual to con- Magic Points: Usually, both priests (druids
sider themselves a warrior, but it is doubtful that the and hierophants) and wizards (mages and sorcerors)
military would hire a weak soldier. are able to cast spells. Magic Points are listed here,
Gender: Sometimes occupations tend to be if applicable.
characterized by one gender over another. For in- Advancement Points: Finally, different oc-
stance, there are no female druids. cupations gain Advancement Points differently. For
Race: As the races offered to players for instance, warriors advance by killing foes on the
their characters are diverse, some races are better battlefield, while pick pockets advance by success-
suited at different occupations. For example, anakim fully picking pockets.
are well-suited to be gladiators, and halflings are gifted Training: Before characters of some occu-
pick pockets. pations can receive the benefits of advancing a level,
Disposition: Some occupations tend to be they must train properly. Not all occupations re-
occupied by characters with certain ethical and moral quire training prior to advancing an occupational
dispositions. For instance, it should be virtually level.
impossible to find an ethical and moral assassin.
Temperament: Some occupations tend to
be occupied by characters with certain tempera-
ments. For instance, it should be virtually impos-
sible to find a sanguine thug.
Sociality: Oftentimes, occupations differ
according to social class and urbanity. For example,
assassins in hamlets are as rare as berserkers in civi-
lized capitol cities.
Religion: Occupations may be characterized
by religion. The likelihood, for instance, of finding
an atheistic hierophant is very small.
Skills: Certain occupations are better gifted
in certain skills, sometimes because they formally
train in them, and other times because these are the
type of characters attracted to the occupation. The
purpose of listing skills here is to grant bonuses in
addition to the character’s initial roll for Skill Points
as determined in the beginning of Chap. 8: Skills. If
a character switches occupations after already hav-
ing gained a level in their current occupation, these
new skills are not freely gained; instead, Skill Points
must be invested as usual after level advancement.
Normally, only 5 Skill Points may be initially put into
a skill. The granted points in the bonus skills are in
addition to this normal limit.

165
Acrobat Animal Conditioner/Handler
Acrobats are entertainers who are talented This occupation specializes in either train-
regarding Balance, Agility, Juggling, Jumping, and ing or subduing either domesticated or wild animals.
Climbing. Oftentimes, acrobats travel from town Daily wages are typically 7 cp.
to town, entertaining the public with their daring Ability Requirements: Intelligence 75,
feats. Daily wages are 5 cp. Drive 100, and Intuition 110.
Ability Requirements: Physical Fitness 110, Gender: Both males and females are com-
Strength 105, Hand-Eye Coordination 110, Agility mon animal conditioners/handlers.
110, Intelligence 80, and Drive 105. Race: Animal conditioners/handlers may be
Gender: Female acrobats are uncommon. any race, but the most common races are elves and
Race: Acrobats may be any race, but elves humans.
and humans are most common.. Disposition: Animal conditioners/handlers
Disposition: Any. may be of any disposition, but are commonly moral.
Temperament: Acrobats tend not to be Temperament: Animal conditioners/han-
phlegmatic. dlers tend not to be phlegmatic.
Sociality: Serf. Sociality: Peasant or serf.
Religion: Any... Religion: Any.
Skills: Aim + 5, Animal Handling + 5, Bal- Skills: Animal Conditioning + 10 and Ani-
ance + 15, Climb + 5, Juggling + 10, Jump + 10, mal Handling + 10.
Rope Use + 5, and 1 Weapon (Specific). Equipment: None.
Equipment: Adventuring acrobats usually Magic Points: Not applicable.
prefer light armor or none at all, so that armor does Advancement Points: For each animal that
not restrict their acrobatic movement. The most has been successfully trained in all respects for at
common weapons of acrobats are throwing knives least three months, the animal conditioner acquires
and a well-balanced quarterstaff. 1 AP for every point when the Intelligence of the
Magic Points: Not applicable. animal is subtracted from 100. For each subdued
Advancement Points: Acrobats gain AP domestic animal, an animal handler acquires 3 AP.
with each successful skill check for the skills listed For each subdued wild animal, an animal handler
above when under life-threatening conditions or risk acquires 10 AP.
of serious injury. Hence, an acrobat who success- Training: None.
fully balances themselves on a chair receives no AP,
while one who successfully balances themselves on
a tightrope over a starving beast gains AP. The points
gained equal the adjusted number that passed the
skill check. Acrobats must train to advance.
Training: 1 week. Training consists of
learning new feats. An acrobat must train with an
acrobat higher in level.

166
Appraiser Armorer
This occupation specializes in appraising This occupation demands skill that is more
gems and precious metals, not magical items. Daily technical than that of a blacksmith. These smiths
wages are typically 1 sp. Having far-sighted Vision specialize in the manufacture of armors such as
is a detriment to any appraiser; a penalty is applied chainmaille and platemail. Daily wages are typically
to the Appraise skill check. 12 cp.
Ability Requirements: Analytic Intelligence Ability Requirements: Strength 90, Spa-
90 and Intelligence (overall) 75. tial Intelligence 90, and Intelligence (overall) 85.
Gender: Female appraisers are rare. Gender: Female armorers are rare.
Race: Appraisers may be any race, but the Race: Armorers may be any race, though
most common are dwarves, elves, halflings, and hu- most dwarven, elven, and some human armorers
mans. produce armor of exceptional quality.
Disposition: Any. Disposition: Any.
Temperament: Any. Temperament: Any.
Sociality: Serf. Sociality: Serf.
Religion: Any. Religion: Any, but most favor gods of war.
Skills: Appraise + 10. Skills: Armorsmithing + 10 and Haggling
Equipment: None. + 5.
Magic Points: Not applicable. Equipment: Armorsmithing requires access
Advancement Points: For each appraisal, to a forge, anvil, hammers, tongs, and many fine
the appraiser acquires 1 AP. tools.
Training: None. Magic Points: Not applicable.
Advancement Points: For each suit of
chainmaille crafted, an armorer acquires 5 AP. For
each suit of platemail crafted, an armorer acquires
20 AP.
Training: None.

167
Artist Assassin
This occupation is usually freelance, consist- Thieves are popular both in cities and in the
ing of those who prefer to sculpt, paint, etc. The wilderness. They are a constant threat to any soci-
artist must choose a specialty. If multiple forms of ety. In general, thieves tend toward unethical dis-
art are pursued, separate occupations must be noted. positions, though some spies or assassins may be
Daily wages are typically 5 cp. very loyal. There are five classes of thief, including
Ability Requirements: Hand-Eye Coordi- the assassin, bandit, pick pocket, spy, and thug.
nation 110, Spatial Intelligence 100, and Intuition For anyone to hire the expensive services
90. of an assassin, the assassin must have a reputation
Gender: Female artists are uncommon. as above average in requisite abilities; otherwise, any
Race: Artists may be any race, but the most drunk could be hired in a bar. Assassins are thieves,
respected are the elves. Some humans have also but they are regarded as professionals.
produced noteworthy art. Assassins often develop a favored method
Disposition: Any. of assassination, something of which becomes pe-
Temperament: Any. culiar to their personal touch or style. For some
Sociality: Serf or noble. assassins, a ritual is performed with the cadaver of
Religion: Any. the victim, such as removing their eyes from their
Skills: The skill appropriate to the specific sockets and stuffing them up the victim’s nose. For
type of art receives a + 10. Possible art forms in- other assassins, they focus on one strict manner of
clude: Painting or Sculpture. murder, specializing in it beyond all others. For ex-
Equipment: Either pigments and brushes ample, throat-slitting with a chosen weapon is a spe-
for painting or a variety of equipment for sculpting, cialized method of murder. Usually, personal style
such as material (stone, bronze, clay, etc.), chisels, is explored as they practice killing people and be-
knives for carving, or possibly a forge for casting. come familiar with the occupation.
Magic Points: Not applicable. Upon advancing an occupational level, all as-
Advancement Points: For each piece of sassins must declare their personal style: either a ritual
artwork completed, 1 AP is acquired per two hours or a specialized means of murder. Rituals tend to
invested. enhance the popularity of an assassin, which usually
Training: None. brings higher wages. A specialized murderous
method increases the likelihood of instantly killing
the intended victim when the method is employed
successfully. The player must announce the special-
ized murderous method to the MM; popular choices
include throat-slitting, eye-gouging, strangulation,
hitting the temple of the head, and stabbing into
the armpit so the lungs fill with blood and the vic-
tim dies within a minute -- drowning from their own
blood.
If a character specializes in a specific tech-
nique of murder, then everything about this method
consumes them; it becomes the goal of their life to
master this technique, and it is studied and consid-
ered, if not practiced, at every waking opportunity.
Specializing in a murderous method, with practice,
allows an assassin to instantly kill an opponent re-
gardless of their Life Points upon rolling high
enough on their attack roll after they have declared
168
that they are using their specialized murderous tech- attempt their murderous technique, results that con-
nique. Perfect application of the murderous tech- stitute a Memorable Mistake are listed below:
nique and the instant death of the victim is a Memo-
rable Murder. Me m or able Mistak e
Initially, achieving a Memorable Murder only Le ve l of A ssassin N atur al A ttac k Roll N e e de d
2 -5 08
occurs on a 100 when an attack is made, provided 6 -8 04
that the specialized murderous technique is at- 9 02
tempted. If a Memorable Murder results, then the 10+ 01
victim instantly dies, regardless of Life Points; the
assassin used the murderous technique flawlessly. In
For every Memorable Mistake that occurs,
later years, assassins are likely to reflect on these
the assassin must pass a Common Sense check at
murders, forgetting the rest, except for Memorable
TH 20 or acquire a Random Mental Illness (see Chap.
Mistakes (see below). As occupational level increases,
5: Mind).
the odds of Memorable Murder increase exponen-
Upon attaining third level as an assassin, and
tially, as is listed on the following table:
assuming all assassinations have happened within the
Me m or able Mur de r same town, the average person bumped into on the
Le ve l of A ssassin N atur al A ttac k Roll N e e de d street will have heard (20% of the time) of the style
2 -5 100 of murder becoming problematic. This chance in-
6 -8 99 creases by 5% per level gained beyond third, though
9 96 no higher than 90% may be obtained.
10+ 92
Ability Requirements: Physical Fitness 105,
Hand-Eye Coordination 110, Agility 110, Reaction
There may be instances when this is unrea- Speed 105, Intelligence 85, Drive 105, and Intuition
sonable and the MM may rule that Memorable Mur- 105.
der does not happen. For example, if an assassin is Gender: Female assassins are rare, though
specialized in strangulation and attacks an adult female courtesans have been known to work as as-
dragon. No matter how perfected the choking tech- sassins.
nique becomes, a dragon’s neck is simply too big for Race: Assassins may be any race, but the
it to be effectively choked by a humanoid. most common are human. Anakim and half-orc
The counterpart of a Memorable Murder, assassins are less common.
however, is a Memorable Mistake. The likelihood Disposition: Assassins tend to be ethical
of making a Memorable Mistake while an assassin and are most often immoral.
employs their specialized murderous technique de- Temperament: Assassins tend to be mel-
creases as the assassin increases in occupational level; ancholic.
the higher the level of the assassin, the lower the Sociality: Serf or noble. Noble assassins
likelihood of a Memorable Mistake. A Memorable are paid more for their services than serf assassins.
Mistake is distinctly different from a Fumble (see Religion: Any immoral deity, though some
Chap. 10: Combat). A Memorable Mistake may not assassins are irreligious.
have the physical consequences of a Fumble, though Skills: Aim + 5, Disguise + 5, Haggling + 5,
at higher levels they both only occur together. A Hide + 5, Silence + 5, Toxicology + 10, and 1
Memorable Mistake is literally a mistake made when Weapon (Specific).
attempting to employ the specialized murderous Equipment: Assassins always restrict them-
technique. This mistake may not have combat con- selves to light armors such as leather. Favored weap-
sequences, but it certainly affects the assassin, since ons of assassins tend to be the garrote, dagger, sti-
the assassin specializes in the chosen technique and letto, and any bow.
therefore invests so much in it. For every attack roll
made after the player declares that their assassin will

169
Magic Points: Not applicable. Baker
Advancement Points: Assassins gain AP by
This occupation specializes in baking bread
successfully killing a character whom they have been
and preparing various edible products. Daily wages
hired to kill. Points gained equal the target’s Life
are typically 7 cp.
Points multiplied by the equivalent of the agreed-
Ability Requirements: Intelligence 75.
upon wages in silver pieces. An assassin must train
Gender: Female bakers are uncommon.
to advance a level.
Race: Bakers may be any race, but the most
Training: 3 weeks. To train, an assassin must
common are humans.
learn better killing techniques and better methods
Disposition: Any.
to get close to a victim unnoticed. An assassin must
Temperament: Any.
train with an assassin higher in occupational level.
Sociality: Peasant or serf.
Religion: Any.
Skills: Cooking + 10 and Haggling + 5.
Equipment: Baking requires a hearth.
Magic Points: Not applicable.
Advancement Points: For every loaf of
bread baked, 1/10th of 1 AP is acquired.
Training: None.

170
Bandit Barber
Thieves are popular both in cities and in the This occupation specializes in cutting and
wilderness. They are a constant threat to any soci- styling hair. In some cultures, hairstyles are very
ety. In general, thieves tend toward unethical dis- important and a sign of affluence. Additionally, a
positions, though some spies or assassins may be barber shaves male facial hair and pulls teeth as ser-
very loyal. There are five classes of thief, including vices. By custom, a barber will not shave a charac-
the assassin, bandit, pick pocket, spy, and thug. ter more than once per week. Only a rough shave
Also called highwaymen, bandits reside in can be achieved, so adult male faces are stubbly.
rural areas and usually ambush and violently rob Barbers do not shave or cut the hair of slaves or
those who travel through the wrong place at the barbarians from uncivilized lands. Daily wages are
wrong time. typically 8 cp.
Ability Requirements: Intelligence 75. Ability Requirements: Hand-Eye Coordi-
Gender: Female bandits are uncommon. nation 100, Spatial Intelligence 100, and Intelligence
Race: Bandits may be any race, the most (overall) 80..
common are humans. Anakim and half-orcs are less Gender: Female barbers are rare.
common. Race: Barbers may be any race, but the most
Disposition: Bandits tend to be unethical common are elves and humans.
and immoral. Disposition: Any.
Temperament: Bandits tend to be phleg- Temperament: Any.
matic. Sociality: Peasant or serf.
Sociality: Peasant or escaped slave; this is Religion: Barbers may worship any deity.
why they need to rob. Skills: Haggling + 5 and 2 Weapons (Spe-
Religion: Any. Many are irreligious. cific). The specific weapons are scissors and knives.
Skills: Aim + 5, Hide + 5, Silence + 5, Track- Equipment: Knife and scissors.
ing + 10, and 2 Weapons (Specific). Magic Points: Not applicable.
Equipment: Bandits prefer light armor so Advancement Points: For every success-
that they may ambush others, react quickly, and be ful styling of hair of a new customer, 1 AP is ac-
able to move quickly. Bandits prefer bows and usu- quired. For each tooth pulled, the barbar acquires 1
ally have cheap weapons, but depending on the cir- AP. For each ten characters shaven, the barber ac-
cumstances, use whatever is most appropriate. quires 1 AP.
Magic Points: Not applicable. Training: None.
Advancement Points: Bandits gain AP by
ambushing and robbing characters. For every silver
piece stolen in such a way, bandits gain one AP. For
every successful attack in an ambush, bandits gain
AP equal to half of the amount of damage dealt.
Training: None.

171
Bard Baron/Baroness
Wandering minstrels seek out adventure so This occupation is for royalty. Only a king
that they may be inspired to craft wondrous ballads or queen can make a character become a baron or
and other musical or poetic works. Fame is very baroness. If the character accepts, then the baron
important to bards. Daily wages are 5 cp. or baroness pledges allegiance to their king or queen.
Ability Requirements: Charisma 105, Then, the king or queen grants the baron or baron-
Hand-Eye Coordination 105, Enunciation 105, Lan- ess a castle and land, which is their fief. A baron or
guage 105, Math 90, and Analytic 90. baroness answers to a duke or duchess as well as the
Gender: Female bards are uncommon. king or queen. Otherwise, the baron or baroness
Race: Bards may be any race, but the most may command the characters of their castle and land
common are elves and humans. as desired, who are their vassals. Each hamlet and
Disposition: Bards of all dispositions are village on the land of the baron or baroness will be
possible, though most are not immoral. in the safekeeping of a lord or lady. Each lord and
Temperament: Bards tend to be melan- lady on their land is subordinate to the baron or
cholic. baroness.
Sociality: Serf or noble. Additionally, a baron or baroness is usually
Religion: Any. a member of a council of the king or queen and
Skills: Acting Drama + 5, Buffoonery (com- must often travel to their court. The daily duties of
edy) + 5, Comedy (Pun) + 5, Dance + 5, History a baron or baroness are overwhelming. Instead of
Legends + 5, History Local + 5, Music (Counter- lounging around their castle, a baron or baroness is
point) + 5, Music Theory + 5, Music Instrument + busy constantly. Daily wages are typically 5 sp.
5, Persuasion + 5, and Storytelling + 5. Due to the military nature of this occupa-
Equipment: If unable to afford a musical tion, most barons are experienced knights.
instrument, then it is assumed that the bard focuses Ability Requirements: Intelligence 85 and
on singing as their musical instrument. Most bards Common Sense 115.
restrict themselves to light armor or none at all. Gender: Barons are male, baronesses are
Magic Points: Not applicable. female.
Advancement Points: Bards gain AP with Race: Barons are human.
each successful skill check for the skills listed above. Disposition: Barons tend to be ethical.
For musical skills and performances, the points Temperament: Barons tend to be choleric
gained equal the adjusted number that passed the and melancholic.
skill check. If a skill check is passed for one of the Sociality: Royalty.
above skills, but it is not part of a musical perfor- Religion: Barons may worship any deity
mance or skill, then the points gained equal half of endorsed by their king or queen.
the adjusted number that passed the skill check. Skills: Cartography + 5, Etiquette + 5, Ge-
Training: None. nealogy + 5, Heraldry + 10, History (Cultural) + 5,
History (Local) + 5, History (Military) + 5, Law +
10, and Language (Read/Write).
Equipment: None.
Magic Points: Not applicable.

172
Advancement Points: A baron advances Barrister
according to the profit and prosperity of their vas-
This occupation consists of council that is
sals and lands. Every 7 years the wealth of each
allowed to plead for a defendant in a trial. Not all
vassal is recorded. If the wealth of the vassals in-
cultures allow barristers, and many people despise
creases by 5% since the previous record, the baron
them since it is not possible for them to be objec-
increases one occupational level. Every six months
tive regarding the law. Daily fees (wages) are typi-
the economy is recorded, which is comprised of
cally 5 sp, though this depends on the crime. The
local and foreign trade. If, as a whole, the local or
manorial court of the lord of a hamlet or village
foreign economy increases by 5%, then the baron
will not allow a barrister to represent a defendant.
increases one occupational level.
Ability Requirements: Rhetorical Charisma
Training: None.
120 and Intelligence 100.
Gender: While a female may represent her-
self or someone else in court, all barristers are male.
Race: Barristers may be any race, but the
most common are humans.
Disposition: Any.
Temperament: Barristers tend not to be
phlegmatic.
Sociality: Noble.
Religion: Any.
Skills: Acting (Drama) + 5, Etiquette + 10,
Haggling + 10, Law + 10, Logic + 5, Persuasion +
10, Remember Detail + 10, Storytelling + 10, and
Trickery + 10.
Equipment: None.
Magic Points: Not applicable.
Advancement Points: For every defendant
who remains free without penalty due to being rep-
resented by the barrister, whether or not the defen-
dant committed a crime, the barrister acquires 10
AP for a trivial offense and 50 for a serious offense.
Training: None.

173
Beggar Berserker
Arguably not an occupation, beggars liter- Fighters are those who are capable oppo-
ally beg passersby for food and money. Characters nents, but not formally trained. Three classes of
who opt to be beggars probably have no money or fighters exist as adventurers: berserkers, bounty hunt-
other options. However, some beggars have money ers, and rangers.
and simply prefer this occupation. Daily, most beg- The least formally trained of all occupations,
gars tend to recieve 2 cp. berserkers are known as uncivilized and characters
Ability Requirements: None. who easily lose control. In fact, berserkers are un-
Gender: Males and females are both equally familiar with notions of ethics or morality. A ber-
likely to be beggars. serker is usually from a barbarian civilization. What
Race: Beggars may be any race, but the most makes a berserker distinct from any other class of
common are half-orcs and humans. fighter is that a berserker ingests magic mushrooms
Disposition: Any. prior to battle. While under the influence of the
Temperament: Beggars tend to be phleg- psychedelic drug, the berserker goes berserk. See
matic, not sanguine. Chapter 3: Body for the effects of magic mushrooms.
Sociality: Slave, peasant, or unemployed Ability Requirements: Strength 110 and
serf. Intelligence 75.
Religion: Any. Gender: Female berserkers are rare.
Skills: Haggling + 5. Race: Berserkers may be anakim, half-orc,
Equipment: A recepticle for coins is rec- or human.
ommended, such as a tankard, bowl, etc. Disposition: Berserkers must be unethical
Magic Points: Not applicable. and are rarely moral.
Advancement Points: For every gold piece Temperament: Berserkers tend to be cho-
(not 100 cp) received, 1 AP is acquired as a beggar. leric.
Training: None. Sociality: Berserkers are peasants, as are all
uncivilized characters.
Religion: Berserkers are often irreligious.
Skills: Animal Handling + 5, Brawling + 10,
Dismemberment + 5, Hunting + 5, Hurl + 5, In-
timidation + 10, Mangling + 5, Nature (Animals) +
5, Tanning + 5, Tracking + 5, Trapping + 5, 2 Weap-
ons (Specific), Wilderness Lore + 5, and Wrestling
+ 5.
Equipment: Most berserkers prefer to only
wear hide or leather armor. Favored weapons in-
clude the broad sword, longsword, battle axe,
bipennis, and pole axe.
Magic Points: Not applicable.
Advancement Points: Berserkers gain AP
with each successful attack in combat. The points
gained equal the resulting damage done to a foe.
Further, if combat occurred as part of a raid and
led by the character’s barbarian clan or horde, then
the berserker earns twice the AP.
Training: None.

174
Blacksmith Bladesmith
This occupation specializes in the shaping This occupation is a specialized caste of
of metal. For more information, see the Blacksmith weaponsmiths that shape and forge blades. Swords
skill in Chapter 8: Skillls. Blacksmiths do not craft are only to be sold to knights; it is illegal for charac-
weapons or armor because of difficulty. Daily wages ters other than knights to own or carry a sword.
are typically 5 cp. Daily wages are typically 1 sp.
Ability Requirements: Strength 100, Spa- Ability Requirements: Strength 90, Spa-
tial Intelligence 90, and Intelligence (overal) 75. tial Intelligence 90, and Intelligence (overall) 85.
Gender: Female blacksmiths are rare. Gender: Female bladesmiths are rare.
Race: Blacksmiths may be any race, but the Race: Bladesmiths may be any race, but the
most common are dwarfs and humans. most common are dwarves, elves, and humans.
Disposition: Any. Disposition: Any.
Temperament: Any. Temperament: Any.
Sociality: Peasant or serf. Sociality: Peasant or serf.
Religion: Any. Religion: Any.
Skills: Blacksmithing + 10 and Haggling + Skills: Haggling + 5 and Weaponsmithing
5. + 10.
Equipment: Forge, anvil, hammers, and Equipment: Forge, anvil, tongs, hammers,
tongs. etc.
Magic Points: Not applicable. Magic Points: Not applicable.
Advancement Points: For every project Advancement Points: For each weapon
successfully completed, a blacksmith earns 1 AP. successfully forged, 1 AP is earned.
Training: None. Training: None.

175
Bookbinder Bounty Hunter
This occupation specializes in binding books. Fighters are those who are capable oppo-
For more information, see the Bookbinding skill in nents, but not formally trained. Three classes of
Chapter 8: Skills. Daily wages are typically 8 cp. fighters exist as adventurers: berserkers, bounty hunt-
Ability Requirements: Hand-Eye Coordi- ers, and rangers. Daily wages are 6 sp.
nation 90 and Intelligence 85. Usually, bounty hunters are employed to
Gender: Female bookbinders are rare. pursue fleeing villains and return them to justice.
Race: Bookbinders may be any race, but the Bounty hunters, it must be noted, typically special-
most common are elves and humans. ize in either urban or wilderness settings, and only
Disposition: Any. those who reach high level boast proficiency in both.
Temperament: Any. Ability Requirements: Strength 100, Drive
Sociality: Serf. 100, Intelligence 85, Intuition 105, and Common
Religion: Any. Sense 100.
Skills: Bookbinding + 10 and Haggling + Gender: Female bounty hunters are rare.
5. Race: Bounty hunters may be any race, but
Equipment: Whatever is necessary, usually the most common are humans.
leather, wood, metal, and glue. Disposition: Any.
Magic Points: Not applicable. Temperament: Bounty hunters tend not to
Advancement Points: For each book be sanguine.
bound, a bookbinder acquires 1 AP. Sociality: Serf.
Training: None. Religion: Bounty hunters are usually not
very religious, though they may be fanatical.
Skills: Aim + 5, Brawling + 5, Direction
Sense + 5, Intimidation + 5, Rope Use + 5, Search
+ 5, Sight + 5, Sprint + 5, Tracking + 15, 2 Weap-
ons (Specific), and Wrestling + 5.
Equipment: Usually, bounty hunters do not
encumber themselves with heavy armors, but travel
lightly so that they may move quickly and quietly
when necessary. Every bounty hunter seems to pre-
fer a different weapon.
Magic Points: Not applicable.
Advancement Points: Bounty hunters gain
AP by fulfilling the goals of their employer, usually
by returning villains to justice. The points gained
equal the Life Points of the criminal multiplied by
the equivalent of the reward in gold pieces. Fur-
ther, for every successful attack on a foe, the bounty
hunter gains AP equal to half of the damage done
to the opponent.
Training: None.

176
Bowyer Brewer
This occupation specializes in crafting and This occupation specializes in brewing al-
selling archery bows. Daily wages are typically 7 cp. cohol. Ale and beer is brewed from barley and ce-
Ability Requirements: Hand-Eye Coordi- real grains. Wine is fermented grapes. Mead is fer-
nation 100, Spatial Intelligence 100, and Intelligencemented honey. The wine made by brewers cannot
(overall) 90. be sealed from the air. Therefore, wine spoils within
Gender: Female bowyers are rare. 1 year. Hence, there are no vintages of wine. The
Race: Bowyers may be any race, but the best medieval wine is fresh. Daily wages are typi-
most common are elves and humans. cally 1 sp.
Disposition: Any. Ability Requirements: Intelligence 80.
Temperament: Any. Gender: Male brewers are uncommon.
Sociality: Serf. Race: Brewers may be any race, but the most
Religion: Any. common are dwarves, elves, and humans. Dwarves
Skills: Bowyer + 10 and Haggling + 5. prefer ale, and elves prefer wine. Humans enjoy all
Equipment: Wood and knife. alcohol.
Magic Points: Not applicable. Disposition: Any.
Advancement Points: For each archery Temperament: Any.
bow crafted successfully, 1 AP is acquired. Sociality: Peasant and serf.
Training: None. Religion: Any.
Skills: Brewing + 10 and Haggling + 5.
Equipment: Different equipment is neces-
Brazier sary, depending on whether ale, beer, wine, or mead
is brewed.
This occupation specializes in shaping and
Magic Points: Not applicable.
selling brass. Daily wages are typically 5 cp.
Advancement Points: For every keg of al-
Ability Requirements: Intelligence 85.
cohol successfully brewed, 1 AP is acquired by the
Gender: Female braziers are rare.
brewer.
Race: Braziers may be any race, but the most
Training: None.
common is dwarf and human.
Disposition: Any.
Temperament: Any.
Sociality: Serf.
Religion: Any.
Skills: Haggling + 5.
Equipment:
Magic Points: Not applicable.
Advancement Points: For each project in-
volving the shaping of brass in which it is success-
fully shaped, 1 AP is acquired by the brazier.
Training: None.

177
Brickmaker Brotheler
This occupation specializes in making bricks, This occupation specializes in the business
which are blocks of clay. Bricks may be dried in the of prostitution, namely gathering and training
sun, but are often baked in a kiln. In some cultures, whores. A brotheler gathers females who appear
city and palace walls are made of bricks. Daily wages attractive to males. Sometimes, female infants are
are typically 4 cp. abandoned. A brotheler may purchase female in-
Ability Requirements: Intelligence 75. fants as slaves, then raise and train the slave to be a
Gender: Female brickmakers are rare. whore. Training a whore entails teaching her how
Race: Brickmakers may be any race, but the to get the most money from a male, and how to
most common are dwarves and humans. please males.
Disposition: Any. Brothels are popular and profitable far and
Temperament: Any. wide. Most brothelers hire one or more thugs to
Sociality: Serf. stand near the exit of the brothel. The thugs en-
Religion: Any. sure that whoever leaves has paid and has not harmed
Skills: Haggling + 5. the whore. If a whore is harmed, the thugs will
Equipment: A intimidate the customer into paying for their dam-
Magic Points: Not applicable. ages. If the customer refuses or is unable to pay,
Advancement Points: For every thousand then the thugs will brawl or maim the customer.
bricks successfully made by a brickmaker, 1 AP is Future attempts may be made to recover payment
acquired. for services rendered or injured whores. Daily wages
Training: None. for a brotheler are typically 5 cp per whore.
Ability Requirements: Intelligence 85.
Gender: Brothelers may be male or female.
Race: Brothelers are anakim, half-orc, or
human; there are no dwarven, elven, or halfling
brothelers.
Disposition: Brothelers tend not to be
moral.
Temperament: Any.
Sociality: Serf
Religion: Any
Skills: Haggling + 5 and Intimidation + 5.
Equipment: None.
Magic Points: Not applicable.
Advancement Points: For every 5 gold
pieces collected from the whores, a brotheler ac-
quires 1 AP.
Training: None.

178
Butcher Cabinetmaker
This occupation specializes in cutting, pre- This occupation specializes in building, deco-
paring, and selling meat. Animals such as chickens rating, and selling cabinets. Typically, only nobles
are kept alive so that the customer can decide which have cabinets of any kind. Daily wages are typically
animal they want butchered. Each morning at sun- 1 sp.
rise, females who can afford to buy meat go to the Ability Requirements: Hand-Eye Coordi-
butcher to select breakfast for the family. Daily wages nation 90, Spatial Intelligence 90, and Intelligence
are typically 9 cp. (overall) 85.
Ability Requirements: Strength 90, Hand- Gender: Female cabinetmakers are rare.
Eye Coordination 100, and Intelligence 85. Race: Cabinetmakers may be any race, but
Gender: Female butchers are rare. the most common are humans.
Race: Butchers may be any race, but the Disposition: Any.
most common are humans. Elves do not kill and Temperament: Any.
eat animals. Sociality: Serf
Disposition: Any. Religion: Any.
Temperament: Any. Skills: Carpentry + 10, Haggling + 5, and
Sociality: Peasant, serf. Weapon (Specific). The specific weapon is a knife.
Religion: Any. Equipment: Wood and knives.
Skills: Haggling + 5, Weapon (Specific). The Magic Points: Not applicable.
specific weapon is a cleaver. Advancement Points: For every cabinet
Equipment: Cleaver. successfully built, 1 AP is acquired by the cabinet-
Magic Points: Not applicable. maker.
Advancement Points: For every fifty crea- Training: None.
tures butchered successfully, the butcher acquires 1
AP.
Training: None.

179
Carpenter Cartwright
This occupation specializes in woodwork- This occupation specializes in building and
ing. Daily wages are typically 7 cp. selling carts. Daily wages are typically 6 cp.
Ability Requirements: Hand-Eye Coordi- Ability Requirements: Hand-Eye Coordi-
nation 90, Spatial Intelligence 90, and Intelligence nation 100, Spatial Intelligence 90, and Intelligence
(overall) 80. (overall) 85.
Gender: Female carpenters are rare. Gender: Female cartwrights are rare.
Race: Carpenters may be any race, but the Race: Any.
most common are human. Disposition: Any.
Disposition: Any. Temperament: Any.
Temperament: Any. Sociality: Serf.
Sociality: Peasant and serf. Religion: Any.
Religion: Any. Skills: Carpentry + 10, Haggling + 5, and
Skills: Carpentry + 10, Haggling + 5, and Weapon (Specific). The specific weapon is a knife.
Weapon (Specific). The specific weapon is a knife. Equipment: Wood and knives.
Equipment: Wood and knives. Magic Points: Not applicable.
Magic Points: Not applicable. Advancement Points: For every cart suc-
Advancement Points: For every thousand cessfully built, the cartwright acquires 1 AP.
pounds of lumber labored successfully, the carpen- Training: None.
ter acquires 1 AP.
Training: None.
Carver
This occupation specializes in carving fig-
Carter/Teamster ures and designs into wood, metal, and stone. Daily
This occupation specializes in driving carts. wages are typically 1 sp.
Daily wages are typically 5 cp. Ability Requirements: Hand-Eye Coordi-
Ability Requirements: Intelligence 75. nation 90 and Intelligence 75.
Gender: Female carters/teamsters are rare. Gender: Female carvers are rare.
Race: Carters/teamsters may be from any Race: Any.
race, but the most common are human. Disposition: Any.
Disposition: Any. Temperament: Any.
Temperament: Any. Sociality: Peasant and serf.
Sociality: Slave or serf. Religion: Any.
Religion: Any. Skills: Weapon (specific). The specific
Skills: Direction Sense + 5. weapon is a knife.
Equipment: None. Equipment: A knife.
Magic Points: Not applicable. Magic Points: Not applicable.
Advancement Points: For every hundred Advancement Points: For the successful
miles of driving a cart, 1 AP is acquired by the carter/ competion of each project, a carver acquires 1 AP.
teamster. Training: None.
Training: None.

180
Chandler Collier
This occupation specializes in making and This occupation specializes in producing and
selling candles and soaps. Daily wages are typically selling charcoal. Charcoal is produced by burning
6 cp. wood in a beehive kiln. Daily wages are typically 4
Ability Requirements: Intelligence 80. cp.
Gender: Male chandlers are uncommon. Ability Requirements: Intelligence 75.
Race: Any. Gender: Males and females may both be
Disposition: Any. colliers.
Temperament: Any. Race: Any.
Sociality: Serf. Disposition: Any.
Religion: Any. Temperament: Any.
Skills: Haggling + 5. Sociality: Serf.
Equipment: A Religion: Any.
Magic Points: Not applicable. Skills: Haggling + 5.
Advancement Points: For every thousand Equipment: Wood and a beehive kiln.
candles or soaps made, the chandler acquires 1 AP. Magic Points: Not applicable.
Training: None. Advancement Points: For every full day of
successfully making charcoal, the collier acquires 1/
2 of 1 AP.
Charioteer Training: None.
This occupation specializes in either build-
ing or driving chariots. Daily wages are typically 8
cp. Cheesemaker
Ability Requirements: Hand-Eye Coordi- This occupation specializes in making and
nation 100, Agility 100, and Intelligence 85. selling cheese. Daily wages are typically 6 cp. For
Gender: Female charioteers are rare. more information on Cheesemaking, see Chapter 8:
Race: Humans are the most popular chari- Skills.
oteers, but others include anakim, elves, and half- Ability Requirements: Intelligence 80.
orcs. Dwarves and halflings do not use chariots. Gender: Female cheesemakers are rare.
Disposition: Any. Race: Any.
Temperament: Any. Disposition: Any.
Sociality: Serf. Temperament: Any.
Religion: Any. Sociality: Serf.
Skills: Charioteering + 10. Religion: Any.
Equipment: None. Skills: Cheesemaking + 10 and Haggling +
Magic Points: Not applicable. 5.
Advancement Points: For every chariot Equipment: Milk.
successfully built, a charioteer acquires 1 AP. For Magic Points: Not applicable.
every chariot driven for 10 miles during competi- Advancement Points: For each batch of
tion, combat, or warfare, the charioteer acquires 1 cheese produced successfully, a cheesemaker acquires
AP. 1 AP.
Training: None. Training: None.

181
Clerk Clockmaker
This occupation consists of educated assis- This occupation manufactures and sells
tants who perform clerical duties for churches and clocks. Simple methods of observing or recording
governments. the passage of time include measuring shadows such
Ability Requirements: Language 100 and as with sundials or obelisks, or with hourglasses.
Intelligence (ovreall) 90. However, mechanical timepieces exist as well, known
Gender: Female clerks are rare. as horologiums. These clocks utilize 500 lb. weights
Race: Anakim and half-orcs are rarely clerks. that drop a distance of 32 feet beneath bells in tow-
Disposition: Clerks tend to be ethical. ers. The clock-face consists of a dial with only a
Temperament: Any. single hand, which indicates the nearest quarter hour.
Sociality: Serf and noble. Daily wages are typically 2 sp.
Religion: Any. Ability Requirements: Spatial Intelligence
Skills: None. 100) and Intelligence (overall) 90.
Equipment: None. Gender: Female clockmakers are rare.
Magic Points: Not applicable. Race: Clockmakers may be any race, though
Advancement Points: Daily wages are typi- few are anakim or half-orc.
cally 5 sp. For each month of service rendered, a Disposition: Any.
clerk acquires 1 AP. Temperament: Any.
Training: None. Sociality: Serf.
Religion: Any.
Skills: Haggling + 5.
Equipment: None.
Magic Points: Not applicable.
Advancement Points: For each clock suc-
cessfully made, a clockmaker acquires 10 AP.
Training: None.

182
Cobbler Cooper
This occupation specializes in the manufac- This occupation specializes in the manufac-
ture and selling of shoes and footwear. Cobblers ture, repair, and sale of wooden tubs. Daily wages
are also called shoemakers. Daily wages are typi- are typically 5 cp.
cally 1 sp. Ability Requirements: Intelligence 75.
Ability Requirements: Hand-Eye Coordi- Gender: Female coopers are rare.
nation 100 and Intelligence 85. Race: Any.
Gender: Female cobblers are uncommon. Disposition: Any.
Race: Any. Temperament: Any.
Disposition: Any. Sociality: Serf.
Temperament: Any. Religion: Any.
Sociality: Serf. Skills: Carpentry + 5, Haggling + 5, and
Religion: Any. Weapon (Specific). The specific weapon is a knife.
Skills: Haggling + 5. Equipment: Wood and knives.
Equipment: Leather and scissors. Magic Points: Not applicable.
Magic Points: Not applicable. Advancement Points: For each wooden tub
Advancement Points: For each pair of successfully crafted, a cooper acquires 1 AP.
shoes or footwear crafted, a cobbler acquires 1/2 Training: None.
of 1 AP.
Training: None.
Coppersmith
This occupation specializes in working with
Cook and selling copper. Daily wages are typically 8 cp.
This occupation specializes in the prepara- Ability Requirements: Intelligence 90.
tion of food. Daily wages are typically 5 cp. Gender: Female coppersmiths are rare.
Ability Requirements: Intelligence 75. Race: Any.
Gender: Males and females are both cooks. Disposition: Any.
Race: Any. Temperament: Any.
Disposition: Any. Sociality: Serf.
Temperament: Any. Religion: Any.
Sociality: Peasant, serf. Skills: Haggling + 5.
Religion: Any. Equipment: A
Skills: Cooking + 10. Magic Points: Not applicable.
Equipment: Knives, forks, pots, etc. Advancement Points: For each substantial
Magic Points: Not applicable. project successfully completed, a coppersmith ac-
Advancement Points: For each meal quires 1 AP.
succesfully cooked, a cook acquires 1/5th of 1 AP. Training: None.
Training: None.

183
Courtesan Cutler
This is a female occupation in which an at- This occupation specializes in crafting and
tractive and talented female specializes in delighting selling knives. Daily wages are typically 7 cp.
males with her knowledge and skills. A successful Ability Requirements: Strength 85, Hand-
courtesan is skilled at many things. Most likely, a Eye Coordination 90, and Intelligence 80.
courtesan has additional skills that distinguish her Gender: Female cutlers are rare.
from other courtesans. A male will hire a courtesan Race: Any.
to accompany him in public or during business deal- Disposition: Any.
ings. Since courtesans also supply sex, they are es- Temperament: Any.
sentially expensive, intelligent, and skillful whores Sociality: Serf.
(see Whore). Courtesans are paid for each day of Religion: Any.
service. Daily wages are typically 1 gp. Skills: Bladesmithing + 10, Carpentry + 5,
Ability Requirements: Physical Fitness 100, Haggling + 5, and Weapon (Specific). The specific
Bodily Attractiveness 115, Facial Charisma 115, Vo- weapon is a knife.
cal Charisma 90, Kinetic Charisma 100, and Intelli- Equipment: Forge, hammers, tongs, anvil,
gence 90. and knives.
Gender: Only females. Magic Points: Not applicable.
Race: Dwarven, elven, or halfling courte- Advancement Points: For each knife suc-
sans do not exist. cessfully crafted, a cutler acquires 1 AP.
Disposition: Any. Training: None.
Temperament: Any.
Sociality: Serf and noble.
Religion: Any. Dancer
Skills: Acting (Drama) + 5, Contortion +
This occupation and pastime is concerned
5, Cooking + 5, Dance + 10, Etiquette + 5, Massage
with bodily movement, usually to music. Daily wages
+ 10, Music + 5, Seduction + 10, Sexual Adeptness
are typically 5 cp.
+ 10, Storytelling + 5, and Weaving + 5.
Ability Requirements: Physical Fitness 90,
Equipment: None.
Bodily Attractiveness 100, Kinetic Charisma 115,
Magic Points: Not applicable.
Agility 115, and Intelligence 80.
Advancement Points: For each satisfied
Gender: Male dancers are uncommon.
customer, a courtesan acquires 10 AP.
Race: Dancers are rarely dwarven or anakim.
Training: None.
Disposition: Any.
Temperament: Any.
Sociality: Slave or serf.
Religion: Any.
Skills: Dance + 10.
Equipment: None.
Magic Points: Not applicable.
Advancement Points: For each new dance
move mastered, a dancer acquires 10 AP.
Training: None.

184
Delouser Draper
This occupation specializes in picking and This occupation specializes in cloth. Linen
removing lice from the hair of characters and and is thread spun from flax. Cloth may be made by
beards of males. The removal of lice is a saleable hand or with an ancient machine called a handloom.
service. Another occupation, the weaver/embroiderer, also
Ability Requirements: Hand-Eye Coordi- makes cloth, though a weaver and a draper are dis-
nation 90 and Intelligence 75. tinctly different. A draper makes linen cloth, crafts
Gender: Male delousers do not exist. the cloth into drapes, and sells them. Daily wages
Race: Any. are typically 5 cp.
Disposition: Any. Ability Requirements: Hand-Eye Coordi-
Temperament: Any. nation 85 and Intelligence 80.
Sociality: Serf. Gender: Male drapers do not exist.
Religion: Any. Race: Any.
Skills: Haggling + 5. Disposition: Any.
Equipment: None. Temperament: Any.
Magic Points: Not applicable. Sociality: Serf.
Advancement Points: For each customer Religion: Any.
who is deloused successfully, the delouser acquires 5 Skills: Haggling + 5 and Weaving + 10.
AP. Equipment: Cloth and scissors.
Training: None. Magic Points: Not applicable.
Advancement Points: For each substantial
project successfully completed, a draper acquires 1
Doctor AP.
Training: None.
This occupation specializes in studying the
body and attempting to use that knowledge to help
other characters suffering form sickness or disease.
Very few doctors exist. Daily wages are typically 6
sp.
Ability Requirements: Analytic Intelligence
115, Intelligence (overall) 105, and Intuition 100.
Gender: Males and females are both heal-
ers.
Race: Any.
Disposition: Any.
Temperament: Any.
Sociality: Noble.
Religion: Any.
Skills: Anatomy + 5 and Weapon (Specific).
The specific weapon is a knife for surgery.
Equipment: Knife.
Magic Points: Not applicable.
Advancement Points: For each patient fully
healed, a healer acquires 1 AP.
Training: None.

185
Druid
Priests are those who have devoted their lives to a deity, philosophy, or religion. The occupation
of a priest is the most diverse due to the number of different deities and philosophies. Therefore, priests
are not able to be standardized or generalized, and they are only briefly introduced here; most of the
information relevant to a priesthood may be found in Grimoirium Genitoris (Grimoire of the Gods).
Two main classes of priests will be introduced: hierophants and druids.
All priests must meet minimum score requisites in the sub-ability of Language and the ability of
Wisdom. Further, these requirements become more stringent as spell level increases. Hence, a priest may
attain high levels, but be limited in spellcasting ability. See the table below.
Priests gain access to spells as granted by their deities. Usually, priests have dreams induced by
their deity regarding the proper ingredients and ritual necessary for casting a certain spell, or they are
instructed by other priests of the same faith. If a chant is required for a spell, priests speak in tongues,
influenced by their god or religion. In any case, priests may cast any spells from their god as long as they
have enough Magic Points at the moment.
Similarly, as a priest advances in level, provided they meet the minimum requisites per spell level,
their odds of increasing in spell level are noted on a table below as well.

Ability Requirements

Spe ll Le ve l Language Wisdom


1 105 110
2 110 115
3 115 120
4 120 125
5 125 130
6 130 135
7 135 140
8 140 145
9 145 150
10 150 155

Priests cast only chaos magic (see Chap. 11: Magic).

Piety Points
All spells cast by priests are affected according to their PP. All aspects of a spell are affected,
including damage, duration, range, etc. If a discrepancy arises, the MM is the final arbiter of a specific
effect with a specific spell. Consult the table below:

PP Effe c t
1 -5 - 100%
6 -1 5 - 75%
1 6 -3 0 - 50%
3 1 -7 0 - 25%
7 1 -8 5 -
8 6 -9 5 + 10%
9 6 -1 0 0 + 25%

186
Likelihood of Advancing in Spell Level

Spe ll
2 3 4 5 6 7 8 9 10
Le ve l
Char ac te r
Le ve l
2 20% - - - - - - - -
3 28% 16% - - - - - - -
4 35% 24% 13% - - - - - -
5 43% 32% 19% 10% - - - - -
6 50% 37% 25% 15% 7% - - - -
7 60% 44% 32% 21% 13% 5% - - -
8 70% 50% 38% 27% 18% 10% 4% - -
9 80% 60% 44% 33% 24% 15% 12% 3% -
10 90% 70% 50% 38% 29% 20% 16% 10% 2%
11 100% 80% 60% 44% 34% 25% 22% 14% 12%
12 - 90% 70% 50% 40% 30% 25% 18% 16%
13 - 100% 80% 60% 45% 35% 29% 22% 20%
14 - - 90% 70% 50% 40% 33% 26% 24%
15 - - 100% 80% 60% 45% 38% 30% 28%
16 - - - 90% 70% 50% 42% 34% 32%
17 - - - 100% 80% 60% 46% 38% 36%
18 - - - - 90% 70% 50% 42% 40%
19 - - - - 100% 80% 60% 46% 44%
20 - - - - - 90% 70% 50% 48%

Perhaps the most educated of priests and adventurers, druids must pass 20 years of schooling
before earning the title of druid. Therefore, due to the intensive training and education, a character must
begin as a druid at first level, and also add 10 years to their starting age. In order to become a druid after
gaining levels as an adventurer of another occupation, the character must solely devote 20 years to druidic
study.
While druids are priests, they also perform other functions where their culture is dominant, in-
cluding religious teachers, judges, and civil administrators. Supreme power is vested in the archdruid of a
culture.
There are three classes of druids: bards, prophets, and priests. Bards function as per the bard
occupation (not druids), except bardic druids are very concerned with nature and balance. Prophets
function as per the sorcerer occupation (not druids), except that they are always female, do not enjoy the
powers and privileges of the druidic priests, and are very concerned with nature and balance. Druidic
priests, the actual druids, are always male and are assisted by prophets.
Druids hold the oak tree, mistletoe, and yew tree as sacred. Rituals are customarily conducted in
oak forests. Druids extensively use altars, usually as unhewn stone slabs or megaliths found in chambers
in small caves. Atop these caves, when possible, are circles of megaliths or large stones. Circles are
important to druids, symbolizing the cycles of nature.
Regarding spells, druids must choose five of the ten magical disciplines, avoiding the opposite
disciplines (see Chap. 11: Magic). First level druids begin with 2d6 spells, which are randomly determined
within their disciplines. Spells are granted collectively by the deities worshipped. By advancing a level,
druids automatically learn (1d4 - 1) new spells, selected randomly from the chosen disciplines.

187
Druidic Circle of Effect: Druids know that Result = (11) + (11)([1.41] - 1)
when they gather in a circle and cast the same spell simplified:
together, their power increases substantially. No Result = (11) + (11)(0.41)
other type of spellcaster is entitled to the effects simplified:
granted by a circle. The circle must consist of all Result = (11) + (15.51)
druids. A circle consists of at least two druids. Any simplified:
combination of druidic occupational levels may Result = 26.51
comprise a circle. truncate:
All aspects of the druidic circle of effect Result = 26
must be performed in unison. Because of the diffi- Since this spell requires touch, all druids in
culty, the chance of failure is a percentage equal to the circle must touch the intended recipient in uni-
the square root of the number of the druids in the son in order to heal 26 Life Points, instead of 11
circle. For instance, in a circle of nine druids, the Life Points if cast individually.
chance of failure is 3% (since the square root of 9 is Ability Requirements: Intelligence 115 and
3). The chance of failure is rolled by the most pow- Wisdom 115.
erful druid in the circle. If failure occurs, then each Gender: Female druids do not exist.
druid in the circle must roll for an effect in Appendix Race: Humans may be druids, though some
3: Random Magical Effects. elves worship the druidic pantheon as well.
Even though a druidic circle of effect is pow- Disposition: All druids are neutral regard-
erful, druids are sufficiently rare that it is difficult to ing ethics and morality; druids seek a balance of all
find a number of druids, let alone a number who forces in nature.
can cast the same spell. Temperament: Druids tend to have a bal-
A druidic circle of effect causes an increase anced temperament.
in the effectiveness of a spell, including its range, Sociality: Few druids are originally peasants.
area, duration, damage, and any other effect deemed Most are serfs or nobles.
appropriate by the MM. The formula to determine Religion: Druids believe that they are de-
the effectiveness of a druidic circle of effect is as scendants of a supreme being. Druids do not solely
follows: worship one deity, but a collection of deities that all
function together as nature. Many druids, of course,
Result = (åE) + åE(N½ -1) have their favorite deity in this pantheon, but all are
given respect. Druidic religion usually centers around
Let å = the sum of a grove of stones arranged to represent things such
Let E = effect as a calendar, a deity worshipped, or a constellation.
Let N = number of druids
Note that N½ = the square root of N

As an example, assume two druids form a


circle and cast Lesser Healing. The player of the
first druid determines that he would heal 2 Life
Points without being in the druidic circle of effect.
The player of the second druid determines that he
would heal 9 Life Points. The sum of these effects
is 11. The number of druids is 2. Using a calcula-
tor, the square root of 2 = 1.41. According to the
formula above:

188
Skills: Agriculture + 5, Anatomy + 5, Ani- Duke/Duchess
mal Handling + 10, Appraise + 5, Constellations +
This occupation is for royalty. Only a king
5, Cosmos (General Planes) + 10, Direction Sense
or queen can make a character become a duke or
+ 5, Herbalism + 10, History Culture + 5, History
duchess. If the character accepts, then the duke or
Legends + 5, History Local + 5, History Military +
duchess pledges allegiance to their king or queen.
5, may read and write as many languages as intelli-
Then, the king or queen grants the duke or duchess
gence allows, Math (Fundamental) + 10, 1 Musical
a castle and land, which is their fief and called a
Instrument, Nature (Animals) + 10, Nature (Beasts)
duchy. A duke or duchess answers only to the king
+ 10, Nature (Birds) + 10, Nature (Fish) + 10, Na-
or queen. Otherwise, the duke or duchess may com-
ture (Geography) + 10, Nature (Humanoids) + 10,
mand the characters of their castle and land as de-
Nature (Minerals) + 10, Nature (Mycology) + 10,
sired, who are their vassals, including barons and
Nature (Plants) + 10, Nature (Trees) + 10, Persua-
baronesses. Each hamlet and village on the land of
sion + 5, Philosophy + 5, Religion Cultural + 15,
the duke or duchess will be in the safekeeping of a
Riding + 5, Complex Ritual + 10, Symbology + 5,
lord or lady. Each lord and lady on their land is
Toxicology + 5, Tracking + 5, 1 Weapon (Specific),
subordinate to a baron or baroness. Each baron or
Weather Prediction + 10, and Wilderness Lore +
baroness is subordinate to the duke or duchess.
10.
Additionally, a duke or duchess is usually a
Equipment: Druids usually restrict them-
member of a council of the king or queen and must
selves to wearing a robe and typically carry a cer-
often travel to their court. The daily duties of a
emonial dagger and an ornate quarterstaff. In gen-
duke or duchess are overwhelming. Instead of
eral, druids shun possessions that may not be found
lounging around their castle, a duke or duchess is
in nature.
busy constantly. Daily wages are typically 1 gp.
Magic Points: Druids begin with (18 +
Due to the military nature of this occupa-
1d12) MP and recover a number of points per hour
tion, most dukes are experienced knights and were
equal to their current occupational level. For ex-
promoted after loyal service as barons.
ample, a 3rd level druid recovers 3 MP per hour. As
Ability Requirements: Intelligence 85 and
druids advance in occupational level, they gain an
Common Sense 115.
additional (18 + 1d12) MP.
Gender: Dukes are male, duchesses are fe-
Advancement Points: Druids gain AP with
male.
each successful act that promotes a balance, though
Race: Dukes are human.
not just any act, but any act that was difficult, dan-
Disposition: Dukes tend to be ethical.
gerous, or life-threatening. Points may be gained in
Temperament: Dukes tend to be choleric
three ways: with successful skill checks of the skills
and melancholic.
listed above, successful attacks in life-threatening
Sociality: Royalty.
combat, and the successful casting of a spell. Re-
Religion: Dukes may worship any deity en-
spectively, points gained equal half of the adjusted
dorsed by their king or queen.
number that passed the skill check, half of the dam-
Skills: Cartography + 5, Etiquette + 5, Ge-
age done to a foe in combat, and half of the MP
nealogy + 5, Heraldry + 10, History (Cultural) + 5,
used when casting a spell.
History (Local) + 5, History (Military) + 5, Law +
Training: None.
10, and Language (Read/Write).
Equipment: None.
Magic Points: Not applicable.

189
Advancement Points: A duke advances Dyer
according to the profit and prosperity of their vas-
This occupation specializes in dyes. After a
sals and lands. Every 7 years the wealth of each
product is dyed, the dyer sells the product. Daily
vassal is recorded. If the wealth of the vassals in-
wages are typically 6 cp.
creases by 5% since the previous record, the duke
Ability Requirements: Intelligence 75.
increases one occupational level. Every six months
Gender: Male dyers are uncommon.
the economy is recorded, which is comprised of
Race: Any.
local and foreign trade. If, as a whole, the local or
Disposition: Any.
foreign economy increases by 5%, then the duke
Temperament: Any.
increases one occupational level.
Sociality: Serf.
Training: None.
Religion: Any.
Skills: Haggling + 5.
Equipment: Dye.
Magic Points: Not applicable.
Advancement Points: For each item suc-
cessfully dyed, 1/10th of 1 AP is acquired by a dyer.
Training: None.

Enameler
This occupation is specialized with enamel,
which is often used artistically. Daily wages are typi-
cally 6 cp.
Ability Requirements: Intelligence 85.
Gender: Female enamelers are rare.
Race: Any.
Disposition: Any.
Temperament: Any.
Sociality: Serf.
Religion: Any.
Skills: Haggling + 5.
Equipment: Enamel.
Magic Points: Not applicable.
Advancement Points: For each successful
completion of a project, an enameler acquires 1 AP.
Training: None.

190
Engraver Fisherman
This occupation specializes in engraving This occupation specializes in removing fish
items and then selling the items. Daily wages are from bodies of water. Daily wages are typically 1
typically 8 cp. sp.
Ability Requirements: Intelligence 85. Ability Requirements: Intelligence 75.
Gender: Female engravers are rare. Gender: Female fishermen are rare.
Race: Any. Race: Any.
Disposition: Any. Disposition: Any.
Temperament: Any. Temperament: Any.
Sociality: Serf. Sociality: Serf
Religion: Any. Religion: Any.
Skills: Haggling + 5. Skills: Fishing + 10.
Equipment: None. Equipment: Net.
Magic Points: Not applicable. Magic Points: Not applicable.
Advancement Points: For each successful Advancement Points: For each captured
completion of a project, an engraver acquires 1 AP. fish, a fisherman acquires 1/10th of 1 AP.
Training: None. Training: None.

Farmer Fishmonger
This occupation specializes in planting, plow- This occupation deals in selling and distrib-
ing, growing, and harvesting edible plants. Daily uting fish and products derived from fish. Daily
wages are typically 1 sp. wages are typically 2 sp.
Ability Requirements: Strength 80 and Ability Requirements: Intelligence 75.
Intelligence 75. Gender: Female fishmongers are rare.
Gender: Males and females are farmers. Race: Any.
Race: Dwarven farmers do not exist. Disposition: Any.
Disposition: Any. Temperament: Any.
Temperament: Any. Sociality: Serf.
Sociality: Slave or peasant. Religion: Any.
Religion: Any. Skills: Haggling + 10.
Skills: Agriculture + 10. Equipment: Fish.
Equipment: Plow, ox, and seeds. Magic Points: Not applicable.
Magic Points: Not applicable. Advancement Points: For each fish or
Advancement Points: For each field of equivalent in size of fish product sold, a fishmonger
crops successfully grown, the farmer acquires 5 AP. acquires 1/10th of 1 AP.
For each field of crops that the farmer has never Training: None.
grown before and which grew successfully, the
farmer acquires 10 AP.
Training: None.

191
Fletcher Fuller
This occupation specializes in the manufac- This occupation specializes in working with
ture and sale of arrows. Daily wages are typically 6 wool. Most clothes are made of wool and are pur-
cp. chased from a fuller. Daily wages are typically 5 cp.
Ability Requirements: Hand-Eye Coordi- Ability Requirements: Intelligence 80.
nation 90, Spatial Intelligence 90, and Intelligence Gender: Males and females are both fullers.
(overall) 85. Race: Anakim are rarely fullers.
Gender: Female fletchers are rare. Disposition: Any.
Race: Any. Temperament: Any.
Disposition: Any. Sociality: Serf.
Temperament: Any. Religion: Any.
Sociality: Serf. Skills: Haggling + 5.
Religion: Any. Equipment: Sheep.
Skills: Fletching + 10, Haggling + 5, and Magic Points: Not applicable.
Weapon (Specific). The specific weapon is a knife. Advancement Points: For each amount of
Equipment: Sticks, feathers, and a knife. wool equal to that which comes from one sheep
Magic Points: Not applicable. that is used productively, a fuller acquires 1 AP.
Advancement Points: For each arrow Training: None.
crafted successfully, a fletcher acquires 1/10th of 1
AP.
Training: None. Furrier
This occupation specializes in furs. Animals
are trapped, and their fur is removed and sold.
Forester Clothes for most nobles and few serfs are trimmed
This occupation specializes in the clearing with fur. Daily wages are typically 8 cp.
of forests and the production of lumber. Daily Ability Requirements: Intelligence 85.
wages are typically 9 cp. Gender: Females furriers are rare.
Ability Requirements: Strength 90 and Race: Dwarves and elves do not have furri-
Intelligence 75. ers.
Gender: Female foresters are rare. Disposition: Any.
Race: Dwarves, elves, and halflings are never Temperament: Any.
foresters. Sociality: Serf.
Disposition: Any. Religion: Any.
Temperament: Any. Skills: Haggling + 5.
Sociality: Serf. Equipment: Traps for animals.
Religion: Any. Magic Points: Not applicable.
Skills: None. Advancement Points: For each animal
Equipment: None. trapped that has an acceptable fur, 1/10th of 1 AP is
Magic Points: Not applicable. acquired by a furrier.
Advancement Points: For each tree cut Training: None.
down, removed, and made into lumber, a forester
acquires 1/10th of 1 AP.
Training: None.

192
Gardener Gilder
This occupation specializes in the cultiva- This occupation specializes in overlaying
tion of gardens. A gardener plants, waters, harvests, gold onto objects. Daily wages are typically 5 sp.
and sels the vegetables of their garden. Daily wages Ability Requirements: Hand-Eye Coordi-
are typically 4 cp. nation 90 and Intelligence 90.
Ability Requirements: Intelligence 80. Gender: Female gilders are rare.
Gender: Males and females are both gar- Race: Any.
deners. Disposition: Any.
Race: Anakim and dwarves do not garden. Temperament: Any.
Elves and halflings are the most common garden- Sociality: Serf.
ers, but many humans have gardens as well. Religion: Any.
Disposition: Any. Skills: Haggling + 5.
Temperament: Any. Equipment: Gold and tools.
Sociality: Peasant or sef. Magic Points: Not applicable.
Religion: Any. Advancement Points: For each successful
Skills: Agriculture + 10 and Haggling + 5. completion of a project, a gilder acquires 1 AP.
Equipment: Seeds and water. Training: None.
Magic Points: Not applicable.
Advancement Points: For each garden in
which all of the different types of vegetables have Girdler
successfully grown, a gardener acquires 1 AP.
This occupation specializes in making girdles,
Training: None.
such as belts, sashes, etc. A girdler makes arrange-
ments with a tanner to purchase large quantities of
tanned leather for a lower price. Then, the girdler
Gemcutter makes girdles and sells them to the public. Daily
This occupation specializes in cutting, pol- wages are typically 13 cp.
ishing, and finishing gems. Once finished, gems are Ability Requirements: Hand-Eye Coordi-
sold to the public or jewelers. Daily wages are typi- nation 85 and Intelligence 80.
cally 5 sp. Gender: Female girdlers are rare.
Ability Requirements: Hand-Eye Coordi- Race: Any.
nation 100 and Intelligence 100. Disposition: Any.
Gender: Female gemcutters are rare. Temperament: Any.
Race: Gemcutters may be any race, but Sociality: Serf.
dwarves and humans are the most common. Religion: Any.
Dwarven gemcutters are the most respected. Skills: Haggling + 5.
Disposition: Any. Equipment: Tools for working leather.
Temperament: Any. Magic Points: Not applicable.
Sociality: Serf. Advancement Points: For each girdle made
Religion: Any. successfully, a girder acquires 1/10th of 1 AP.
Skills: Gemcutting + 10, Haggling + 5. Training: None.
Equipment: Gems and tools.
Magic Points: Not applicable.
Advancement Points: For each gem suc-
cessfully cut, polished, and finished, a gemcutter
acquires 1 AP.
Training: None.

193
Gladiator As a character, it is assumed that the gladia-
tor has survived numerous combats, thereby either
Warriors are the most common, and per-
having won or at least fighting with valor and win-
haps necessary, adventurers. Without the bravado
ning the crowd’s approval. Of most importance to
of warriors, combat would be exceedingly difficult
gladiators and those who bet on them is a record
for other occupations. Five different classes of war-
that exists for each gladiator as a tally of their wins
riors exist, each with different advantages and dis-
and losses. Generally, the more wins and the less
advantages. The typical warrior, compared to other
losses on their record, the more the public favors
occupations, is not restricted regarding arms and
them. Characters must begin at first level as gladia-
armor, and is the deadliest foe at close quarters. The
tors; if a character of another occupation decides
classes of warriors include gladiator, knight, merce-
to become a gladiator, they must forfeit their free-
nary, militiaman, and soldier.
dom and rights for five years. If a gladiator survives
These warriors often receive little or no for-
for five years, they will regain their freedom.
mal training, and are most likely to be prisoners who
Upon gaining freedom, the gladiator par-
have fought their way to freedom. Though their
takes in a ceremony where the local ruler bestows a
training is usually informal, they often rigorously train
wooden sword upon the victorious gladiator. These
themselves.
wooden and strictly decorative swords are highly
Due to the popularity of gladiatorial games,
prized. If a character starts at first level as a gladia-
most cities and villages have coliseums, or at least
tor who has just won their freedom, the character’s
some sort of arena. The largest coliseum enter-
record of wins and losses must be determined. Roll
tains between fifty and eighty thousand spectators.
percentile dice to determine the percent of wins.
Gladiatorial games are very diverse, and many coli-
Next, randomly determine the number of combats
seums have their own rules and favorite games.
in which the gladiator has participated. This differs
Before combat begins, it is customary that the com-
from arena to arena, but most gladiators enter com-
batants address the local ruler, saying “We about to
bat at least once per week. As a guide, roll 1d8 per
die salute you!” Women of the audience are often
month, which usually equates to 6d8 x10 to cover
aroused for gladiators, regardless of race and Cha-
five years. So that the number of matches over a
risma; most women sexually desire the combatants,
five-year period is not always divisible by 8, roll 1d6.
simply for being gladiators.
If 1-3, add 1d8 to the total. If 4-6, subtract 1d8
Betting on gladiators is very common and a
from the total. Gladiator characters, since they have
profitable trade. As a result, many gladiators be-
survived, start with three times the amount of start-
come public celebrities. Due to their popularity, not
ing wages for their Social Class, as listed in Chapter 6:
all gladiatorial events end in death. Typically, when
Sociality, due to their winnings.
one combatant is clearly at the mercy of another,
Ability Requirements: None.
the victor looks to the ruler, if present, for a judg-
Gender: Occasionally, females have been
ment. The judgment of the ruler is based on the
known to fight for their lives in an arena. Males,
crowd’s reaction. If the loser pleased the crowd by
however, are clearly the default gender for gladia-
fighting with respectable effort and valor, then they
tors. Among human cultures, human male gladia-
are often spared. Otherwise, the victor is signaled
tors must be at least age 25 and females at least age
to murder the loser.
21. Other cultures may function equivalently, have
no such rule, or function differently.
Race: All races may be imprisoned, and
hence, are each likely to have members who have
become gladiators, whether they volunteered or not.

194
Disposition: While all dispositions are pos- Glassblower/Glazier
sible, very few gladiators are ethical, since it is often
This occupation specializes in making, shap-
their unethical or unlawful actions that have caused
ing, and selling glass. For more information on the
them to be imprisoned in the first place.
process of making glass, see Glassblowing in Chap-
Temperament: Gladiators tend to be cho-
ter 8: Skills. Daily wages are typically 14 cp.
leric.
Ability Requirements: Hand-Eye Coordi-
Sociality: The vast majority of gladiators are
nation 100 and Intelligence 90.
slaves, peasants, or serfs, as are most criminals. How-
Gender: Female glassblowers are rare.
ever, nobles have been known to volunteer to be-
Race: Any.
come gladiators.
Disposition: Any.
Religion: Some gladiators worship gods of
Temperament: Any.
war or combat, though others many pay no atten-
Sociality: Serf.
tion to religion at all.
Religion: Any.
Skills: Dismemberment + 5, Impaling + 5,
Skills: Glassblowing + 10, Haggling + 5.
Mangling + 5, and 4 Weapons (Specific).
Equipment: Silica and a blowpipe.
Equipment: Gladiators receive their armor
Magic Points: Not applicable.
and weapons, if any, as a courtesy of the arena. No
Advancement Points: For each successful
gladiator is ever given heavy armor, and only occa-
completion of a project, a glassblower acquires 1
sionally do they acquire medium armor. Nearly any
AP.
melee weapon may be used by gladiators in the arena.
Training: None.
Magic Points: Not applicable.
Advancement Points: Gladiators gain AP
by damaging opponents while in an arena or a situ-
ation in which they fight for money, freedom, or Glover
the amusement of the public. Points gained equal This occupation specializes in manufactur-
the damage dealt. ing gloves. A glover makes arrangements with a tan-
Training: None. ner to purchase large quantities of tanned leather
for a lower price. Then, the glover makes gloves
and sells them to the public. Daily wages are typi-
cally 8 cp.
Ability Requirements: Hand-Eye Coordi-
nation 85 and Intelligence 85.
Gender: Female glovers are rare.
Race: Any.
Disposition: Any.
Temperament: Any.
Sociality: Serf.
Religion: Any.
Skills: Haggling + 5.
Equipment: Leather and tools.
Magic Points: Not applicable.
Advancement Points: For each pair of
gloves successfully made, a glover acquires 1/10th of
1 AP.
Training: None.

195
Goldsmith Groom
This occupation specializes in working with This occupation specializes in attending to
and shaping gold, then selling the products. Daily the cleaning of an animal, such as a horse. Daily
wages are typically 5 sp. wages are typically 4 cp.
Ability Requirements: Hand-Eye Coordi- Ability Requirements: Intelligence 75.
nation 100 and Intelligence 100. Gender: Males and females are both grooms.
Gender: Female goldsmiths are rare. Race: Any.
Race: Any. Disposition: Any.
Disposition: Any. Temperament: Any.
Temperament: Any. Sociality: Slave or serf.
Sociality: Serf. Religion: Any.
Religion: Any. Skills: None.
Skills: Haggling + 5. Equipment: None.
Equipment: Gold. Magic Points: Not applicable.
Magic Points: Not applicable. Advancement Points: For each animal
Advancement Points: For each successful groomed immaculately, a groom acquires 1/10th of
completion of a project, a goldsmith acquires 1/ 1 AP.
10th of 1 AP. Training: None.
Training: None.

Hatter
Grocer This occupation specializes in making and
This occupation specializes in dealing staple selling hats. Most hats are made from wool, though
foods. Agreements may be made with farmers, gar- other materials may be used, such as fur, linen, and
deners, and other producers of staple foods so that leather. Daily wages are typically 6 cp.
a grocer may purchase large quantities of staple foods Ability Requirements: Intelligence 80.
for a lower price. Daily wages are typically 5 cp. Gender: Female hatters are rare.
Ability Requirements: Intelligence 75. Race: Any.
Gender: Female grocers are uncommon. Disposition: Any.
Race: Any. Temperament: Any.
Disposition: Any. Sociality: Serf.
Temperament: Any. Religion: Any.
Sociality: Serf. Skills: Haggling + 5.
Religion: Any. Equipment: Wool and possibly fur, linen,
Skills: Haggling + 5. or leather.
Equipment: Staple foods. Magic Points: Not applicable.
Magic Points: Not applicable. Advancement Points: For each hat manu-
Advancement Points: For each unit of factured successfully, a hatter acquires 1/10th of 1
staple food sold, a grocer acquires 1/20th of 1 AP. AP.
Training: None. Training: None.

196
Healer Herbalist
This occupation specializes in methods con- This occupation specializes in the uses and
ducive to healing, such as how to administer proper properties of herbs. Females apprentice herbalists
bedrest, bandages, etc. A healer may have their own or female slaves are sent out to forage for herbs.
practice, or they may be an assistant to a doctor. The master herbalist sells or administers the herbs
Daily wages are typically 6 sp. to customers. Daily wages are typically 4 sp.
Ability Requirements: Analytic Intelligence Ability Requirements: Intelligence 100 and
100, Intelligence (overall) 90, and Intuition 100. Intuition 100.
Gender: Males and females are both heal- Gender: Male herbalists are rare.
ers. Race: Any.
Race: Any. Disposition: Any.
Disposition: Any. Temperament: Any.
Temperament: Any. Sociality: Serf.
Sociality: Serf. Religion: Any.
Religion: Any. Skills: Haggling + 10, Herbalism + 10, Na-
Skills: Anatomy + 5. ture (Mycology) + 10, Nature (Plants) + 10, and
Equipment: Cloth for bandages. Nature (Trees) + 10.
Magic Points: Not applicable. Equipment: None.
Advancement Points: For each patient fully Magic Points: Not applicable.
healed, a healer acquires 1 AP. Advancement Points: For each herb suc-
Training: None. cessfully used or for each herb in which a new prop-
erty is discovered and mastered, an herbalist acquires
10 AP.
Training: None.

Hewer
This occupation specializes in digging. Daily
wages are typically 4 cp.
Ability Requirements: Strength 100.
Gender: Female hewers are rare.
Race: Any.
Disposition: Any.
Temperament: Any.
Sociality: Slave, peasant, or serf.
Religion: Any.
Skills: Weapon (Specific). The specific
weapon is a shovel.
Equipment: Shovel.
Magic Points: Not applicable.
Advancement Points: For each successfully
completed project, a hewer acquires 1 AP.
Training: None.

197
Hierophant
Priests are those who have devoted their lives to a deity, philosophy, or religion. The occupation
of a priest is the most diverse due to the number of different deities and philosophies. Therefore, priests
are not able to be standardized or generalized, and they are only briefly introduced here; most of the
information relevant to a priesthood may be found in Grimoirium Genitoris (Grimoire of the Gods).
Two main classes of priests will be introduced: hierophants and druids.
All priests must meet minimum score requisites in the sub-ability of Language and the ability of
Wisdom. Further, these requirements become more stringent as spell level increases. Hence, a priest may
attain high levels, but be limited in spellcasting ability. See the table below.
Priests gain access to spells as granted by their deities. Usually, priests have dreams induced by
their deity regarding the proper ingredients and ritual necessary for casting a certain spell, or they are
instructed by other priests of the same faith. If a chant is required for a spell, priests speak in tongues,
influenced by their god or religion. In any case, priests may cast any spells from their god as long as they
have enough Magic Points at the moment.
Similarly, as a priest advances in level, provided they meet the minimum requisites per spell level,
their odds of increasing in spell level are noted on a table below as well.

Ability Requirements

Spe ll Le ve l Language Wisdom


1 90 100
2 95 105
3 100 110
4 105 115
5 110 120
6 115 125
7 120 130
8 125 135
9 130 140
10 135 145

Priests cast only chaos magic (see Chap. 11: Magic).

All spells cast by priests are affected according to their PP. All aspects of a spell are affected,
including damage, duration, range, etc. If a discrepancy arises, the MM is the final arbiter of a specific
effect with a specific spell. Consult the table below:

PP Effe c t
1 -5 - 100%
6 -1 5 - 75%
1 6 -3 0 - 50%
3 1 -7 0 - 25%
7 1 -8 5 -
8 6 -9 5 + 10%
9 6 -1 0 0 + 25%

198
Likelihood of Advancing in Spell Level

Spe ll
2 3 4 5 6 7 8 9 10
Le ve l
Char ac te r
Le ve l
2 20% - - - - - - - -
3 28% 16% - - - - - - -
4 35% 24% 13% - - - - - -
5 43% 32% 19% 10% - - - - -
6 50% 37% 25% 15% 7% - - - -
7 60% 44% 32% 21% 13% 5% - - -
8 70% 50% 38% 27% 18% 10% 4% - -
9 80% 60% 44% 33% 24% 15% 12% 3% -
10 90% 70% 50% 38% 29% 20% 16% 10% 2%
11 100% 80% 60% 44% 34% 25% 22% 14% 12%
12 - 90% 70% 50% 40% 30% 25% 18% 16%
13 - 100% 80% 60% 45% 35% 29% 22% 20%
14 - - 90% 70% 50% 40% 33% 26% 24%
15 - - 100% 80% 60% 45% 38% 30% 28%
16 - - - 90% 70% 50% 42% 34% 32%
17 - - - 100% 80% 60% 46% 38% 36%
18 - - - - 90% 70% 50% 42% 40%
19 - - - - 100% 80% 60% 46% 44%
20 - - - - - 90% 70% 50% 48%

A hierophant is a priest of a specific deity, and is not a druid. A vast number of deities are available
in Grimoirium Genitoris. Specific information for hierophants of each deity are detailed therein. A
moral hierophant who casts magic is often called a thamaturge, meaning miracle-worker.
Magic Points: Not all hierophants cast magic, but for those who do, they begin with (26 + 1d12)
MP and recover a number of points per hour equal to their current occupational level. For example, a 3rd
level hierophant recovers 3 MP per hour. As hierophants advance in occupational level, they gain an
additional (26 + 1d12) MP. Magic Points are explained in Chapter 11: Magic.
Training: None.

199
Hunter Innkeeper/Hosteler
This occupation specializes in hunting ani- This occupation specializes in housing and
mals. Daily wages are typically 6 cp. entertaining guests. Most innkeepers are female, and
Ability Requirements: Hand-Eye Coordi- often stand in the main doorway soliciting strangers
nation 100 and Intelligence 80. to stay at their inn. Inkeepers usually suggest to
Gender: Female hunters are rare. strangers that they will find bread, wine, and love in
Race: Elves do not hunt animals. their inn. Daily wages are typically 2 sp.
Disposition: Any. Ability Requirements: Intelligence 80.
Temperament: Any. Gender: Male innkeepers are uncommon.
Sociality: Serf. Race: Any.
Religion: Any. Disposition: Any.
Skills: Hunting + 10 and Weapon (Specific). Temperament: Any.
The specific weapon may be a bow, spear, etc. Sociality: Serf.
Equipment: Bow or spear. Religion: Any.
Magic Points: Not applicable. Skills: Haggling + 5.
Advancement Points: For each animal cap- Equipment: None.
tured or killed, a hunter acquires 1/10th of 1 AP. Magic Points: Not applicable.
Training: None. Advancement Points: For each guest who
does not complain, a hosteler or innkeeper acquires
1/20th of 1 AP.
Inkmaker Training: None.
This occupation specializes in making and
selling ink. Ink is a mixture of lampblack gum and
water. Daily wages are typically 16 cp. Interpreter
Ability Requirements: Intelligence 90. This occupation specializes in translating one
Gender: Female inkmakers are rare. language into another for others. Daily wages are
Race: Any. typically 6 sp.
Disposition: Any. Ability Requirements: Language 100, and
Temperament: Any. Intelligence (overall) 85.
Sociality: Serf. Gender: Female interpreters are rare.
Religion: Any. Race: asdf
Skills: Haggling + 5. Disposition: Any.
Equipment: None. Temperament: Any.
Magic Points: Not applicable. Sociality: Serf or noble.
Advancement Points: For each gallon of Religion: Any.
ink successfully made, an inkmaker acquires 1 AP. Skills: Language (Speak).
Training: None. Equipment: None.
Magic Points: Not applicable.
Advancement Points: For each new cus-
tomer for whom interpretation is a success for no
more than one conversation, an interpreter acquires
5 AP. Each additional conversation earns the inter-
preter 5 AP.
Training: None.

200
Ironmonger Juggler
This occupation specializes in selling and This occupation specializes in juggling ob-
distributing iron products. Ironmongers sell the jects for the entertainment of others. Daily wages
most iron to blacksmiths. Daily wages are typically are typically 4 cp.
12 cp. Ability Requirements: Hand-Eye Coordi-
Ability Requirements: Strength 90 and nation 100 and Intelligence 75.
Intelligence 75. Gender: Female
Gender: Female ironmongers are rare. Race: Any. Dwarven jugglers are rare.
Race: Any. Disposition: Any.
Disposition: Any. Temperament: Any.
Temperament: Any. Sociality: Serf.
Sociality: Serf. Religion: Any.
Religion: Any. Skills: Juggling + 10.
Skills: Haggling + 5. Equipment: Objects to juggle.
Equipment: Iron. Magic Points: Not applicable.
Magic Points: Not applicable. Advancement Points: For each successful
Advancement Points: For each iron unit juggling performance that exceeds five minutes, three
or product sold, an ironmonger acquires 1/20th of 1 objects, and an audience of at least a dozen, a jug-
AP. gler acquires 1 AP.
Training: None. Training: None.

Jeweler
This occupation specializes in selling jew-
elry. Jewelers do not appraise gemstones (see Ap-
praiser), but may appraise the remainder of the jew-
elry. Daily wages are typically 25 cp.
Ability Requirements: Analytic Intelligence
100 and Intelligence 95.
Gender: Female jewelers are rare.
Race: Any.
Disposition: Any.
Temperament: Any.
Sociality: Serf.
Religion: Any.
Skills: Appraise + 10 and Haggling + 5.
Equipment: None.
Magic Points: Not applicable.
Advancement Points: For each piece of
jewelry sold or successfully appraised, a jeweler ac-
quires 1 AP.
Training: None.

201
King/Queen Advancement Points: A king advances ac-
cording to the profit and prosperity of their vassals
This occupation is for royalty. This posi-
and kingdom. Every 7 years the wealth of each
tion is achieved by heredity. Upon becoming king
vassal is recorded. If the wealth of the vassals in-
or queen, all characters of all classes of the king-
creases by 5% since the previous record, the king
dom are required to swear loyalty to the king or
increases one occupational level. Every six months
queen. The king and queen reside in a citadel in the
the economy is recorded, which is comprised of
capitol city. The citadel of a king is often called a
local and foreign trade. If, as a whole, the local or
palace. The king and queen have the sovereign power
foreign economy increases by 5%, then the king in-
to command their subjects, who are their vassals.
creases one occupational level.
Periodically, the king meets with their coun-
Training: None.
cil, which is comprised of his dukes and barons.
These dukes and barons are required to travel to
their court. The daily duties of a king or queen are
overwhelming. Instead of lounging around their
palace, a king or queen is busy constantly. Daily
wages are typically 3 gp.
The king has the power to knight a worthy
character. During warfare, the king usually knights
suitable characters and immediately sends them to
war. If the knight returns from warfare, then the
knight may be promoted to a lord, a lord to a baron,
or baron to duke. During peace, fewer characters
are knighted, and once knighted, they are given a
hamlet or village and manor as a fief, thereafter be-
ing called a lord.
Ability Requirements: Intelligence 75.
Gender: Kings are male, queens are female.
Race: Kings are human.
Disposition: Any.
Temperament: Any.
Sociality: Royalty.
Religion: Any.
Skills: Cartography + 5, Etiquette + 5, Ge-
nealogy + 5, Heraldry + 10, History (Cultural) + 5,
History (Local) + 5, History (Military) + 5, Law +
10, and Language (Read/Write).
Equipment: None.
Magic Points: Not applicable.

202
Knacker Knight
This occupation specializes in making and Warriors are the most common, and per-
selling harnesses. An agreement is reached between haps necessary, adventurers. Without the bravado
a knacker and a tanner so that the knacker may pur- of warriors, combat would be exceedingly difficult
chase large quantities of tanned leather for a low- for other occupations. Five different classes of war-
ered price. Daily wages are typically 18 cp. riors exist, each with different advantages and dis-
Ability Requirements: Intelligence 75. advantages. The typical warrior, compared to other
Gender: Female knackers are rare. occupations, is not restricted regarding arms and
Race: Any. armor, and is the deadliest foe at close quarters. The
Disposition: Any. classes of warriors include gladiator, knight, merce-
Temperament: Any. nary, militiaman, and soldier.
Sociality: Serf. Only a king may declare a character to be a
Religion: Any. knight. Knighthood may be achieved in one of two
Skills: Haggling + 5. ways. Usually, the son of a knight will become a
Equipment: None. squire. If the squire wins the approval of royalty,
Magic Points: Not applicable. the king usually knights the squire. Otherwise, a
Advancement Points: For each successfully king may knight any character who has done a deed
made harness, a knacker acquires 1 AP. worthy of knighthood, or simply any character they
Training: None. desire.
Ability Requirements: Intelligence 75.
Knights usually have high sub-ability scores in Phy-
sique and Dexterity.
Gender: Female knights are rare.
Race: Any character may be knighted, but
the most common are dwarven, elven, and human.
Anakim, half-orcs, and halflings are rarely knighted.
Disposition: Any.
Temperament: Knights tend not to be
phlegmatic.
Sociality: Serf or noble.
Religion: Any endorsed by their king.
Skills: Cartography + 5, Heraldry + 10,
Mounted Archery + 5, Religion (Specific) + 5, Riding
+ 5, and 2 Weapons (Specific) of their choice, though
one weapon must be a sword.
Equipment: All knights prefer a sword, the
weapon of knighthood. However, as a warrior, a
knight may also use a horseman’s battle axe, flail,
mace, or war hammer. Knights wear at least me-
dium armor, usually chainmaille. Affluent knights
prefer platemail.
Magic Points: Not applicable.
Advancement Points: Knights gain AP by
damaging opponents while in service to their over-
lord, usually a baron, duke, or king. Points gained
equal the damage dealt.
Training: None.
203
Laborer Linkboy
This occupation specializes in providing This profession is for young boys. A boy is
physical labor. Oftentimes, the only difference be- hired by a character to carry a torch or lantern and
tween a laborer and a slave is a degree of freedom. escort them through dark sidestreets at night.
Daily wages are typically 4 cp. Nightly wages are typically 1 c.p.
Ability Requirements: Strength 90. Ability Requirements: Intelligence 75.
Gender: Female laborers are uncommon. Gender: Female linkboys do not exist.
Race: Any. Race: Any.
Disposition: Any. Disposition: Any.
Temperament: Any. Temperament: Any.
Sociality: Slave, peasant or serf. Sociality: Slave or serf.
Religion: Any. Religion: Any.
Skills: None. Skills: Direction Sense + 10.
Equipment: None. Equipment: Lantern or torch.
Magic Points: Not applicable. Magic Points: Not applicable.
Advancement Points: For each successful Advancement Points: For each character
completion of a project, a laborer acquires 5 AP. or group of characters who are led correctly through
Training: None. streets, a linkboy acquires 1 AP.
Training: None.

Laundress
This female occupation specializes in clean- Locksmith
ing clothes. Daily wages are typically 4 cp. This occupation specializes in making and
Ability Requirements: Intelligence 75. selling locks. Daily wages are typically 16 cp.
Gender: Male laundresses do not exist. Ability Requirements: Intelligence 90.
Race: Any. Gender: Female locksmiths are rare.
Disposition: Any. Race: Any.
Temperament: Any. Disposition: Any.
Sociality: Slave, peasant, or serf. Temperament: Any.
Religion: Any. Sociality: Serf.
Skills: None. Religion: Any.
Equipment: Water and soap. Skills: Lock-picking + 10, Haggling + 5.
Magic Points: Not applicable. Equipment: None.
Advancement Points: For each piece of Magic Points: Not applicable.
clothing cleaned to the satisfaction of the customer, Advancement Points: For each lock made
a laundress acquires 1/20 of 1 AP.
th
successfully, a locksmith acquires 1 AP.
Training: None. Training: None.

204
Lord/Lady Advancement Points: A lord advances ac-
cording to the profit and prosperity of their vassals
This occupation is for royalty. Only a king
and hamlet or village. Every 7 years the wealth of
or queen can make a character become a lord or
each vassal is recorded. If the wealth of the vassals
lady. If the character accepts, then the lord or lady
increases by 5% since the previous record, the lord
pledges allegiance to their king, duke, and baron.
increases one occupational level. Every six months
Then, the king or queen grants the lord or lady a
the economy is recorded, which is comprised of
manor and hamlet or village, which is their fief. A
local and foreign trade. If, as a whole, the local or
lord or lady answers to their baron, duke, and king.
foreign economy increases by 5%, then the lord in-
Otherwise, the lord or lady may command the char-
creases one occupational level.
acters of their manor and hamlet or village as de-
Training: None.
sired, who are their vassals.
The lord does not attend the council of the
king, as do barons and dukes. In fact, the lord rarely
leaves their hamlet or village, except for warfare.
Local, legal hearings are directed by the lord
and decided by a jury who are peers to the accused.
Low crimes are tried in the court of the lord’s manor.
Those accused of high crimes (such as treason, mur-
der, etc.) are sent to the royal court of the king in
the capitol city.
The daily duties of a lord or lady are over-
whelming. Instead of lounging around their manor,
a lord or lady is busy constantly. Daily wages are
typically 2 sp.
Due to the military nature of this occupa-
tion, most lords are experienced knights and were
promoted after loyal service in war.
Ability Requirements: Intelligence 75.
Gender: Lords are male, ladies are female.
Race: Lords are human.
Disposition: Any.
Temperament: Any.
Sociality: Royalty.
Religion: Lords may worship any deity en-
dorsed by their king or queen.
Skills: Cartography + 5, Etiquette + 5, Ge-
nealogy + 5, Heraldry + 10, History (Cultural) + 5,
History (Local) + 5, History (Military) + 5, Law +
10, and Language (Read/Write).
Equipment: None.
Magic Points: Not applicable.

205
Mage
Generically speaking, a wizard is one who casts spells and is most often imagined to be wearing a
robe. Two different classes of wizard are available: sorcerers and mages. Sorcerers and mages are often
viewed and labeled by others for being immoral and casting black magic, or moral and casting white magic.
White magicians are sometimes called Sons of Light. References to black magicians include Brothers of
the Shadow, the Dark Brothers, Grey Brothers, and followers of the Left-Hand Path or the Path of
Shadows.

Likelihood of Advancing in Spell Level

Spe ll
2 3 4 5 6 7 8 9 10
Le ve l
Char ac te r
Le ve l
1 5% 1% - - - - - - -
2 40% 5% - - - - - - -
3 55% 32% 5% - - - - - -
4 70% 47% 25% 5% - - - - -
5 85% 61% 37% 19% 4% - - - -
6 100% 74% 50% 30% 14% 3% - - -
7 - 87% 63% 42% 25% 10% 1% - -
8 - 100% 75% 53% 36% 20% 7% 1% -
9 - - 88% 65% 47% 30% 24% 5% 1%
10 - - 100% 76% 57% 40% 32% 20% 4%
11 - - - 88% 68% 50% 41% 28% 23%
12 - - - 100% 79% 60% 49% 36% 31%
13 - - - - 90% 70% 58% 44% 39%
14 - - - - 100% 80% 66% 52% 47%
15 - - - - - 90% 75% 60% 55%
16 - - - - - 100% 83% 68% 63%
17 - - - - - - 92% 76% 71%
18 - - - - - - 100% 84% 79%
19 - - - - - - - 92% 87%
20 - - - - - - - 100% 95%

As wizards advance in level, they must roll on the table above to determine if they have learned
enough about magic to attempt more complicated spells -- spells of a higher spell level. If the advancing
wizard fails the roll by rolling higher than the listed percentage, then the wizard must wait until they
advance another occupational level before attempting to increase their spell level. Note that it is possible
for a first level wizard to know spells higher than those from the first spell level.
A scholar who studies magic through reading arcane texts, grimoires, and applying formulas and
intricate ritualistic elements is a mage. Though sorcerers throughout history experimented haphazardly
with their innate powers, scholars have recently had success with attempts to standardize magic so that
anyone capable of reading ancient tomes and practicing precise rituals may also use magic. More specifi-
cally, mages use ceremonial magic (see Chap. 11: Magic). Due to the inherent rigor and necessary intelli-
gence, mages are exceedingly rare. Unlike sorcerers, mages are often respected.

206
Unlike sorcerers or priests, mages are able to learn and cast spells from each of the ten disciplines
of magic. Other spellcasters are limited regarding the disciplines. Mages may only use ceremonial magic.
Mages may opt to specialize in one of the ten disciplines of magic (see Chap. 11: Magic). Specialist
mages call themselves magisters. A magister gains an additional 10% likelihood of advancing in spell level.
However, they forfeit the ability to learn and cast any spells from the discipline opposite to their chosen
specialty. For example, a magister of domination forfeits the ability to learn and cast any reformation
spells or magic. The most ancient name for a mage is a magus, or magi in its plural form.
The number of spells known by a mage upon completing their initial training is equal to their
Intelligence ability divided by ten and truncated. For example, if a given mage has an Intelligence of 128,
then they begin with 12 spells. Future spells are acquired by learning. A spell cannot be learned if it is
never encountered. Once encountered, it may be studied, and hopefully learned. To see if a given spell is
learned, consult the following table:

Caste r Spe ll
1 2 3 4 5 6 7 8 9 10
Le ve l Le ve l
1 70% - - - - - - - - -
2 75% 70% - - - - - - - -
3 80% 75% 70% - - - - - - -
4 85% 80% 75% 70% - - - - - -
5 90% 85% 80% 75% 70% - - - - -
6 95% 90% 85% 80% 75% 70% - - - -
7 96% 95% 90% 85% 80% 75% 70% - - -
8 97% 96% 95% 90% 85% 80% 75% 70% - -
9 98% 97% 96% 95% 90% 85% 80% 75% 70% -
10 99% 98% 97% 96% 95% 90% 85% 80% 75% 70%

Note that the Skill Modifier for the Intelligence ability affects the roll on the table above for the
chance to learn a new spell. Therefore, the more intelligent the mage, the easier it is to learn spells.
By tradition among mages, their working magical library, which usually consists of their spellbook,
is to remain with their bodies even after death. In this way, it is hoped that magical knowledge will be
provided for use in the afterlife.

207
When employed, mages typically earn 4 sp Magic Points: Wizards begin with (38 +
per level per day. 1d20) MP and recover a number of points per hour
Ability Requirements: Learning and cast- equal to twice their current level. For example, a 3rd
ing spells as a mage has requirements that vary de- level wizard recovers 6 MP per hour. As wizards
pending on the level of the spell (not the caster). If advance in occupational level, they gain an additional
any requirement is not met, the mage is unable to (38 + 1d20) MP. MP’s are explained in Chapter 11:
cast spells of that spell level. Magic.
Advancement Points: Mages gain AP by
Spe ll casting spells, though not for trivial reasons. To gain
Language Math A naly tic D r ive Re fle c tion
Le ve l points, the casting of a spell must be done while in
1 110 105 100 105 100 dangerous, life-threatening conditions, or as a means
2 115 110 105 110 105 to an important purpose. Points gained equal the
3 120 115 110 115 110 number of MP expended multiplied times three. A
4 125 120 115 120 115 mage must train to advance a level.
5 130 125 120 125 120 Training: 4 weeks. To train, a mage must
6 135 130 125 130 125
study new magical techniques and learn new spells.
A mage must train with a mage higher in occupa-
7 140 135 130 135 130
tional level and the trainer must know the spells that
8 145 140 135 140 135
the trainee learns.
9 150 145 140 145 140
10 155 150 145 150 145

Gender: Female mages are rare to nonex-


istent.
Race: Dwarven culture openly shuns
spellcasting and spellcasters, while elves embrace
magic. Humans are also likely to be mages, while
halflings tend to avoid the occupation. Few anakim
or half-orcs study magic.
Disposition: Due to the rigor required to
master magic, most mages are ethical, though neu-
tral regarding morality.
Temperament: Mages tend to be melan-
cholic.
Sociality: Noble. Mages are usually re-
spected, though they are also reclusive. However,
mages are shunned, not respected, in dwarven soci-
ety.
Religion: Mages are equally likely to wor-
ship a deity or ignore the gods for their studies.
Skills: Bookbinding + 5, Research (Library)
+ 5, Spellcasting (Familiarity) + 5, and Symbology
+ 5.
Equipment: Mages tend to shun armor and
most weapons. Oftentimes, mages carry a dagger
or a quarterstaff. The most important piece of
equipment to a mage is their spellbook.

208
Marbler Mercenary
This occupation specializes in working with Warriors are the most common, and per-
and selling marble. Daily wages are typically 18 cp. haps necessary, adventurers. Without the bravado
Ability Requirements: Strength 100 and of warriors, combat would be exceedingly difficult
Intelligence 80. for other occupations. Five different classes of war-
Gender: Female marblers are rare. riors exist, each with different advantages and dis-
Race: Any. advantages. The typical warrior, compared to other
Disposition: Any. occupations, is not restricted regarding arms and
Temperament: Any. armor, and is the deadliest foe at close quarters. The
Sociality: Serf. classes of warriors include gladiator, knight, merce-
Religion: Any. nary, militiaman, and soldier.
Skills: Haggling + 5,Stonemasonry + 10, Mercenaries are warriors with average train-
and Weapon (Specific). The specific weapon is a ing similar to that of a soldier, except they lack loy-
pick. alty to anything but money and are predominantly
Equipment: Pick. unethical. A mercenary provides the services of a
Magic Points: Not applicable. warrior to the highest bidder. Daily wages are 1 sp.
Advancement Points: For each thousand Ability Requirements: Intelligence 75.
pounds of marble processed, a marbler acquires 1 Mercenary companies may have requirements for
AP. membership.
Training: None. Gender: Females mercenaries are rare.
Race: Any.
Disposition: Due to their easily changed
Mason loyalty, or lack thereof, most mercenaries tend to be
unethical.
This occupation specializes in shaping and
Temperament: Mercenaries tend to be cho-
selling stone. Daily wages are typically 13 cp.
leric and phlegmatic.
Ability Requirements: Strength 100 and
Sociality: Serf.
Intelligence 75.
Religion: The majority of mercenaries are
Gender: Female masons are rare.
not religious, since their loyalties shift so much.
Race: Any.
Nonetheless, many mercenaries do worship gods of
Disposition: Any.
money, war, combat, victory, etc.
Temperament: Any.
Skills: Blindfighting + 5 and 3 Weapons
Sociality: Slave or serf.
(Specific).
Religion: Any.
Equipment: Mercenaries prefer medium ar-
Skills: Haggling + 5, Stonemasonry + 10,
mor such as chainmaille, though they may use any
and Weapon (Specific). The specific weapon is a
weapon.
pick.
Magic Points: Not applicable.
Equipment: Pick.
Advancement Points: Mercenaries gain AP
Magic Points: Not applicable.
by damaging opponents while in service to their
Advancement Points: For each thousand
employers -- usually the military, as part of a battle
pounds of stone shaped, a mason acquires 1 AP.
or skirmish. Points gained equal the damage dealt.
Training: None.
Training: None.

209
Messenger Militiaman
This occupation specializes in the delivery Warriors are the most common, and per-
of messages. Other terms for a messenger include: haps necessary, adventurers. Without the bravado
courier or tabellarii, meaning ‘tablet-men.’ Messen- of warriors, combat would be exceedingly difficult
gers are accustomed and expected to travel longer for other occupations. Five different classes of war-
than the standard ten-hour day. Daily wages are riors exist, each with different advantages and dis-
typically 5 cp. advantages. The typical warrior, compared to other
Ability Requirements: Physical Fitness 110, occupations, is not restricted regarding arms and
Intelligence 75, and Drive 110. armor, and is the deadliest foe at close quarters. The
Gender: Female messengers are rare. classes of warriors include gladiator, knight, merce-
Race: Any. nary, militiaman, and soldier.
Disposition: Any. A member of the local militia receives mini-
Temperament: Any. mal training and duties entail enforcing law and or-
Sociality: Slave, peasant, or serf. der for the local community. Daily wages are 1 sp.
Religion: Any. Ability Requirements: Physical Fitness 90,
Skills: Sprint + 10. Strength 100, Agility 100, and Intelligence 85.
Equipment: None. Gender: Female militiamen are rare.
Magic Points: Not applicable. Race: Anakim and half-orc militiamen are
Advancement Points: For each mile across rare.
which a messenger has travelled, a messenger ac- Disposition: Since the duty of a militiaman
quires 1 AP. is to uphold law and order, it is unlikely, though
Training: None. possible, to find an unethical militiaman.
Temperament: Militiamen tend to be phleg-
matic.
Sociality: Serf.
Religion: The best militiamen worship gods
of justice, law, or order.
Skills: Blindfighting + 5, Disarm + 5, Law
+ 5, and 1 Weapon (Specific).
Equipment: Most militia wear only light ar-
mor such as leather and carry clubs, though some
use maces.
Magic Points: Not applicable.
Advancement Points: Militiamen gain AP
by maintaining peace in their community. Points
gained equal the number of Life Points of crimi-
nals that they have personally subdued or impris-
oned, while in dangerous or life-threatening situa-
tions. Hence, no AP are awarded for scolding a
thieving child. A militiaman must train to advance.

210
Training: 2 weeks. To train, a militiaman Miller
must learn more about surrounding areas, fences,
This occupation specializes in milling grain
contacts, local characters, restraining techniques, and
and selling it. Mills are usually located across rivers.
the law. As they advance, they may increase rank
Daily wages are typically 9 cp.
and are often transferred to better beats. In urban
Ability Requirements: Intelligence 80.
centers, most 1st level militiamen get assigned to the
Gender: Female millers are rare.
slums. A Militiaman must train with other militia,
Race: Any.
usually local.
Disposition: Any.
Temperament: Any.
Sociality: Peasant or serf.
Religion: Any.
Skills: Haggling + 5.
Equipment: None.
Magic Points: Not applicable.
Advancement Points: For each thousand
pounds of grain milled, a miller acquires 1 AP.
Training: None.

Miner
This occupation specializes in mining ores
from the earth. A miner digs a mine shaft for the
purpose of finding precious stones. Daily wages
are typically 7 cp.
Ability Requirements: Strength 100.
Gender: Female miners are rare.
Race: Any.
Disposition: Any.
Temperament: Any.
Sociality: Slave or serf.
Religion: Any.
Skills: Appraise + 5, Weapon (Specific). The
specific weapon is a pick.
Equipment: Pick.
Magic Points: Not applicable.
Advancement Points: For each hundred
pounds of ore mined, a miner acquires 1 AP.
Training: None.

211
Minter Mountaineer
This occupation specializes in minting cur- This occupation specializes in climbing and
rency, usually in the form of coins or bars of pre- traversing mountains. Daily wages are typically 3 sp.
cious metals. Daily wages are typically 27 cp. Ability Requirements: Physical Fitness 110,
Ability Requirements: Intelligence 80. Strength 100, Agility 100, and Intelligence 75.
Gender: Female minters are rare. Gender: Female mountaineers are rare.
Race: Any. Race: Any. Dwarves are known as the best.
Disposition: Any. Disposition: Any.
Temperament: Any. Temperament: Any.
Sociality: Serf. Sociality: Serf.
Religion: Any. Religion: Any.
Skills: None. Skills: Mountaineering + 10.
Equipment: None. Equipment: Pick.
Magic Points: Not applicable. Magic Points: Not applicable.
Advancement Points: For each bar of pre- Advancement Points: For each mountain
cious metal minted, a minter acquires 1 AP. fully climbed, a mountaineer acquires 100 AP.
Training: None. Training: None.

Money-Lender Musician/Minstrel
This occupation specializes in lending money This occupation specializes in performing
with the understanding that it will be repaid with 5- music. Musicians or minstrels play music, but un-
6% interest, or that favors must be performed. Daily like bards they do not adventure in search of inspi-
wages vary depending on the market and the gull- ration. Daily wages are typically 4 cp.
ibility of the customer. Ability Requirements: Hand-Eye Coordi-
Ability Requirements: Intelligence 90 and nation 100, Math Intelligence 85, Analytic Intelli-
Common Sense 90. gence 95, Spatial Intelligence 100. (Vocal Charisma
Gender: Female money-lenders are rare. 110, if singer).
Race: Any. Gender: Males and females are both musi-
Disposition: Any. cians.
Temperament: Any. Race: Any. Elves are known as the best.
Sociality: Serf or noble. Disposition: Any.
Religion: Any. Temperament: Any.
Skills: Haggling + 15 and Intimidation + Sociality: Serf or noble.
10. Religion: Any.
Equipment: Money. Skills: Music (Counterpoint) + 10, Music
Magic Points: Not applicable. (Theory) + 10, and Musical Instrument + 10.
Advancement Points: For each silver piece Equipment: Voice or instrument.
earned due to interest, a money-lender acquires 1 Magic Points: Not applicable.
AP. Advancement Points: For each successful
Training: None. performance to an audience of at least a dozen and
which occurs no more frequently than once per week
and involves new music, a musician or minstrel ac-
quires 1 AP.
Training: None.

212
Navigator Pawnshopman
This occupation specializes in naval naviga- This occupation specializes in the business
tion via the stars. Daily wages are typically 3 sp. of pawning valuables, trinkets, and possessions.
Ability Requirements: Intelligence 90. Daily wages are typically 6 cp.
Gender: Female navigators are rare. Ability Requirements: Intelligence 80 and
Race: Dwarves, halflings, and most elves are Common Sense 85.
not fond of navigating seas or oceans. Gender: Female pawnshopmen are rare.
Disposition: Any. Race: Any.
Temperament: Any. Disposition: Any.
Sociality: Serf. Temperament: Any.
Religion: Any. Sociality: Serf.
Skills: Constellations + 10 and Sailing + 10. Religion: Any.
Equipment: None. Skills: Haggling + 10.
Magic Points: Not applicable. Equipment: None.
Advancement Points: For each naval ven- Magic Points: Not applicable.
ture in which no faulty navigation occurs, a naviga- Advancement Points: For each 10 items
tor acquires 5 AP. traded, a pawnshopman acquires 1 AP.
Training: None. Training: None.

Papermaker Perfumer
This occupation specializes in making and This occupation specializes in making and
selling paper. For more information on making pa- selling perfumes. Females who wear perfume are
per, see the Papermaking skill (Chap. 8: Skills). Pa- 50% likely to smell more attractive to any given male.
permakers sell paper to bookbinders. Daily wages If they do smell more attractive, the Charisma of
are typically 2 sp. the perfumed female will increase by 1d10 points
Ability Requirements: Spatial Intelligence for 1d10 hours, depending on the quality of the
90 and Intelligence (overall) 80. perfume purchased. Daily wages are typically 14 cp.
Gender: Female papermakers are rare. Ability Requirements: Intelligence 90.
Race: Any. Gender: Males and females are both per-
Disposition: Any. fumers.
Temperament: Any. Race: Any.
Sociality: Serf. Disposition: Any.
Religion: Any. Temperament: Any.
Skills: Haggling + 5 and Papermaking + 10. Sociality: Serf.
Equipment: Paper. Religion: Any.
Magic Points: Not applicable. Skills: Haggling + 5.
Advancement Points: For each piece of Equipment: Scented liquids.
paper made, a papermaker acquires 1/20th of 1 AP. Magic Points: Not applicable.
Training: None. Advancement Points: For each new and
delectable perfume made, a perfumer acquires 10
AP. For each bottle of perfume sold, a perfumer
acquires 1/10th of 1 AP.
Training: None.

213
Pewterer Pick Pocket
This occupation specializes in shaping and Thieves are popular both in cities and in the
selling pewter. Daily wages are typically 16 cp. wilderness. They are a constant threat to any soci-
Ability Requirements: Hand-Eye Coordi- ety. In general, thieves tend toward unethical dis-
nation 90 and Intelligence 80. positions, though some spies or assassins may be
Gender: Female pewterers are rare. very loyal. There are five classes of thief, including
Race: Any. the assassin, bandit, pick pocket, spy, and thug.
Disposition: Any. Considered to be urban bandits, pick pock-
Temperament: Any. ets most often make a habit of bumping into char-
Sociality: Serf. acters amidst a crowd, stealing their goods, and run-
Religion: Any. ning to safety. Usually, pick pockets are not violent,
Skills: Haggling + 5. though aggressive ones exist.
Equipment: Pewter. Ability Requirements: Hand-Eye Coordi-
Magic Points: Not applicable. nation 90, Agility 90, and Intelligence 75.
Advancement Points: For each pound of Gender: Male and female pick pockets are
pewter shaped and sold, a pewterer acquires 1 AP. equally likely to exist: males for their daring, females
Training: None. for survival.
Race: Any. Half-orcs, halflings, and humans
are the most common.
Disposition: Pick pockets tend to be un-
ethical and most are not moral.
Temperament: Pick pockets tend to be
phlegmatic.
Sociality: Serf.
Religion: Any.
Skills: Appraise + 5, Hide + 10, Pick Pocket
+ 20, Silence + 5, Sprint + 10, and Touch + 10.
Equipment: Most pick pockets do not wear
armor at all, preferring to blend into a crowd. Few
have weapons, but if armed, a dagger is most likely
to be carried.
Magic Points: Not applicable.
Advancement Points: Pick pockets gain AP
by successfully picking a character’s pocket. Points
gained equal the adjusted number that passed a skill
check for the Pick Pocket skill. Further, one AP is
gained for the equivalent of each silver piece pil-
fered.
Training: None.

214
Potter Prince/Princess
This occupation specializes in making pot- This occupation is not chosen, but inher-
tery. Daily wages are typically 8 cp. ited. A prince is the son of a king and queen. If
Ability Requirements: Intelligence 75. multiple princes exist, then the oldest living prince
Gender: Female potters are uncommon. will become king when the king dies. A princess is
Race: Any. the daughter of the king and queen. If the king
Disposition: Any. dies and he has no princes, then the princess will
Temperament: Any. become queen; shortly thereafter she will select and
Sociality: Serf. marry any male of royal birth, who will become king.
Religion: Any. The days of princes and princesses are filled
Skills: Haggling + 5. with education; they are learning how to rule and
Equipment: Any. make good decisions.
Magic Points: Not applicable. Ability Requirements: Intelligence 75.
Advancement Points: For each successfully Gender: Princes are male, princesses are
made and functional pot, a potter acquires 1/10th female.
of 1 AP. Race: Princes and princesses are human.
Training: None. Disposition: Any.
Temperament: Any.
Sociality: Royalty.
Poulterer Religion: Any religion endorsed by the king.
Skills: Cartography + 5, Etiquette + 5, Ge-
This occupation specializes in processing and
nealogy + 5, Heraldry + 10, History (Cultural) + 5,
selling poultry. Chickens are the most popular poul-
History (Local) + 5, History (Military) + 5, Law +
try. Daily wages are typically 6 cp.
10, and Language (Read/Write).
Ability Requirements: Intelligence 75.
Equipment: None.
Gender: Female poutlerers are rare.
Magic Points: Not applicable.
Race: Elves do not eat animals.
Advancement Points: A prince or princess
Disposition: Any.
advances in level by winning the approval and favor
Temperament: Any.
of the king and queen over rival princes or prin-
Sociality: Peasant or serf.
cesses. Each time that the king or queen acts in
Religion: Any.
favor of this prince or princess, 5 AP is earned. If
Skills: Haggling + 5.
the prince or princess has no brothers or sisters,
Equipment: Poultry.
then each time the public acts in favor of the prince,
Magic Points: Not applicable.
instead of the king or queen, 5 AP is earned.
Advancement Points: For each animal
Training: None.
used, a poulterer acquires 1/10th of 1 AP.
Training: None.

215
Public Executioner Pursemaker
Also called a carnifex, this occupation spe- This occupation specializes in making purses.
cializes in murdering characters who are convicted Pursemakers arrange deals with tanners to purchase
of crimes. Prior to executing a criminal, the public large quantities of tanned leather at lower prices.
executioner dons a black hood. Popular methods The tanned leather is made into pouches, which are
include beheading, crucifying, and hanging. Daily sometimes called purses. Daily wages are typically
wages are 8 cp. 16 cp.
Ability Requirements: Strength 100 and Ability Requirements: Intelligence 75.
Intelligence 75. Gender: Female pursemakers are rare.
Gender: Female public executioners are rare. Race: Any.
Race: Any. Disposition: Any.
Disposition: Public executioners tend to be Temperament: Any.
immoral. Sociality: Serf.
Temperament: Any. Religion: Any.
Sociality: Serf. Skills: Any.
Religion: Any. Equipment: Leather.
Skills: Dismemberment + 15 and Weapon Magic Points: Not applicable.
(Specific). The specific weapon is a berdeesh. Advancement Points: For each successfully
Equipment: Berdeesh. made purse, a pursemaker acquires 1 AP.
Magic Points: Not applicable. Training: None.
Advancement Points: For each convicted
and murdered criminal, a public executioner acquires
5 AP. For points to be earned, only one attack must
be made to kill the criminal. If more than one at-
tack is necessary, then no points are earned. For
this reason, a public executioner always sharpens
their berdeesh.
Training: None.

216
Ranger Advancement Points: Rangers gain AP in
many ways. For each successful blow dealt to an
Fighters are those who are capable oppo-
opponent, rangers gain AP equal to half of the dam-
nents, but not formally trained. Three classes of
age delivered. Further, each successful skill check
fighters exist as adventurers: berserkers, bounty hunt-
for Animal Handling, Climb, Direction Sense, Fish-
ers, and rangers.
ing, Hunting, Nature (Animals), Nature (Beasts),
Those who roam the countryside, familiar
Nature (Birds), Nature (Fish), Nature (Geography),
with every nook and cranny, every trick of survival,
Nature (Humanoids), Nature (Mycology), Nature
are rangers. Most often, rangers sell their services
(Plants), Nature (Trees), Search, Sight, and Sound
to travelers or adventurers as guides. Daily wages
merits a gain in AP equal to half of the adjusted
are 1 sp.
number that passed the skill check. However, skill
Ability Requirements: Physical Fitness 90,
checks may not be included when performed for
Health 90.
trivial reasons or daily routine, but only under life-
Gender: Female rangers are uncommon.
threatening conditions, risk of injury, or when diffi-
Race: Any. Elven rangers are the most repu-
cult. For example, the mere successful identifica-
table.
tion of a tree [successful Nature (Tree) skill check]
Disposition: Rangers are rarely immoral or
earns nothing for the ranger, but identifying a par-
ethical.
ticular tree amidst the wilderness for a client who
Temperament: Rangers may be any tem-
has hired the ranger as a guide to find it, deserves
perament.
AP.
Sociality: Peasant or serf.
Training: None.
Religion: Any.
Skills: Aim + 5, Animal Handling + 5, Climb
+ 5, Constellations + 5, Direction Sense + 10, Fish-
ing + 5, Hunting + 5, Nature (Animals) + 5, Nature
(Beasts) + 5, Nature (Birds) + 5, Nature (Fish) + 5,
Nature (Geography) + 5, Nature (Humanoids) + 5,
Nature (Mycology) + 5, Nature (Plants) + 5, Na-
ture (Trees) + 5, Search + 5, Sight + 5, Sound + 5,
Sprint + 5, and 2 Weapons (Specific).
Equipment: Rangers prefer light armor
such as leather or studded leather, and often carry a
bow.
Magic Points: Not applicable.

217
Ropemaker Sage
This occupation specializes in making and Scholars who actively seek out knowledge
selling rope. Daily wages are typically 9 cp. or conduct their research in the field are sages.
Ability Requirements: Intelligence 75. Oftentimes, aged or experienced sages maintain
Gender: Female ropemakers are rare. shops in town that supply ingredients for spells and
Race: Any. other arcane items and knowledge. Sages are older
Disposition: Any. than other beginning adventurers of their race, since
Temperament: Any. studying takes many years before cogent proficiency
Sociality: Serf. may be declared and supported. Therefore, all sages
Religion: Any. add 10 years, except for elven sages who add 20, to
Skills: Haggling + 5. their age due to study. Due to the time invested, a
Equipment: None. character must become a sage at first level, or the
Magic Points: Not applicable. character will age as above while not adventuring,
Advancement Points: For each hundred but studying to become a sage.
feet of rope made, a ropemaker acquires 1 AP. When employed, sages usually earn at least
Training: None. 1 sp per question answered. If research must be
conducted, fees of one or more gold per day are
common.
Saddler Ability Requirements: Intelligence 120 and
Drive 115.
This occupation specializes in making
Gender: Female sages are rare.
saddles. Daily wages are typically 1 sp.
Race: Any. Humans have the largest pro-
Ability Requirements: Intelligence 75.
portion of sages, followed by elves.
Gender: Female saddlers are rare.
Disposition: Sages tend to be ethical and
Race: Dwarves and halflings do not make
are neutral regarding morality.
saddles since they do not ride horses.
Temperament: Sages tend to be melan-
Disposition: Any.
cholic.
Temperament: Any.
Sociality: Serf or noble.
Sociality: Serf.
Religion: Any.
Religion: Any.
Skills: Haggling + 5.
Equipment: Leather.
Magic Points: Not applicable.
Advancement Points: For each successfully
made saddle, a saddler acquires 1 AP.
Training: None.

218
Skills: Anatomy + 5, Appraise + 10, Archi- Sailmaker
tecture + 5, Bookbinding + 5, Cartography + 5,
This occupation specializes in making and
Chemistry + 5, Constellations + 5, Cosmos Gen-
selling sails for waterborne vessels. Daily wages are
eral Planes + 5, Etiquette + 5, Glassblowing + 5,
typically 11 cp.
Heraldry + 5, Herbalism + 5, History Culture + 5,
Ability Requirements: Intelligence 75.
History Legends + 5, History Local + 10, History
Gender: Female sailmakers are rare.
Military + 5, Law + 5, may read and write as many
Race: Dwarves, most elves, and halflings are
languages as intelligence allows, Logic + 10, Math
not fond of seas or oceans.
(Fundamental) + 15, Math (Algebra) + 10, Math
Disposition: Any.
(Geometry) + 5, Music Theory + 10, Music Coun-
Temperament: Any.
terpoint + 5, 1 Musical Instrument + 5, Nature (Ani-
Sociality: Serf.
mals) + 5, Nature (Beasts) + 5, Nature (Birds) + 5,
Religion: Any.
Nature (Fish) + 5, Nature (Geography) + 5, Nature
Skills: Haggling + 5.
(Humanoids) + 5, Nature (Minerals) + 5, Nature
Equipment: Wool.
(Mycology) + 5, Nature (Plants) + 5, Nature (Trees)
Magic Points: Not applicable.
+ 5, Paper-making + 5, Philosophy + 10, Religion
Advancement Points: For each successfully
(Cultural) + 5, Remember Detail + 5, Research (Li-
made sail, a sailmaker acquires 1 AP.
brary) + 20, Ritual (Complex) + 10, Symbology +
Training: None.
5, and Toxicology + 10. Also, 1st level sages gain an
additional 200 Skill Points to distribute in academic
skills.
Equipment: Most sages live sedentary Sailor
lifestyles and do not adventure. If a sage does ad- This occupation specializes in sailing water-
venture, it is to gain knowledge or ingredients. If a borne vessels. Daily wages are typically 5 cp.
sage adventures, they do not usually wear armor and Ability Requirements: Intelligence 75.
wield weapons. Instead, adventuring sages usually Gender: Female sailors are rare.
hire rangers, priests, mercenaries, or mages to assist Race: Dwarves, most elves, and halflings are
or protect them while they seek their knowledge. not fond of seas and oceans.
Magic Points: Not applicable. Disposition: Any.
Advancement Points: Sages gain AP by Temperament: Any.
conducting research. Points gained equal the ad- Sociality: Slave or serf.
justed number that passes a skill check for any skill Religion: Any.
listed above, provided that skill is successfully used Skills: Sailing + 10.
and is crucial to conducting research. The research Equipment: None.
may not be for whim, but must be for a genuine Magic Points: Not applicable.
attempt to acquire knowledge that is academically Advancement Points: For each naval jour-
useful. A sage must train to advance a level. ney, a sailor acquires 10 AP.
Training: 5 weeks. To train, a sage must Training: None.
study a new academic area or, more likely, learn more
in their main area of interest. Sages often seek out
other sages or scholars in their field, though depend-
ing on the area of interest, they may study alone.

219
Scribe Shepherd
This occupation specializes in copying writ- This occupation specializes in shepherding
ten works and selling the copies to customers. Books flocks. A shepherd must protect a flock of sheep
are valuable and rare, so many scribes are backed up from predators and thieves. Then, the shepherd
with orders. Daily wages are typically 5 sp. shears the sheep and sells the wool to fullers. Daily
Ability Requirements: Language 100 and wages are typically 4 cp.
Intelligence (overall) 85. Ability Requirements: Intelligence 75.
Gender: Female scribes are rare. Gender: Female shepherds are rare.
Race: Any. Anakim and half-orcs are un- Race: Any.
likely to be scribes. Disposition: Any.
Disposition: Any. Temperament: Any.
Temperament: Any. Sociality: Slave or peasant.
Sociality: Serf or noble. Religion: Any.
Religion: Any. Skills: Animal Conditioning + 10 and Ani-
Skills: Forgery + 10. mal Handling + 10.
Equipment: Ink, pen, and paper. Equipment: None.
Magic Points: Not applicable. Magic Points: Not applicable.
Advancement Points: For each successfully Advancement Points: For each flock suc-
copied written work, a scribe acquires 5 AP. cessfully shepherded, a shepherd acquires 1 AP.
Training: None. Training: None.

Sheather Sheriff
This occupation specializes in making and This occupation specializes in collecting
selling sheathes. Sheathers arrange deals with tan- taxes. There is only one sheriff per king. A sheriff
ners, so that they may purchase large quantities of is continually traveling the kingdom, visiting all
leather for lower prices. Sheathers make sheathes households, collecting taxes, and recording the num-
for swords from leather and sell them to knights, ber of residents. By command of the king, all mili-
the only characters legally allowed to carry swords. tiamen are subordinate to the sheriff, and will help
Daily wages are typically 2 sp. the sheriff collect taxes when necessary. Daily wages
Ability Requirements: Intelligence 80. are typically 2 gp.
Gender: Female sheathers are rare. Ability Requirements: Intelligence 80.
Race: Any. Gender: Female sheriffs are rare.
Disposition: Any. Race: Any.
Temperament: Any. Disposition: Any.
Sociality: Serf. Temperament: Any.
Religion: Any. Sociality: Noble.
Skills: Haggling + 5. Religion: Any.
Equipment: Leather. Skills: Haggling + 5 and Intimidation + 5.
Magic Points: Not applicable. Equipment: None.
Advancement Points: For each successfully Magic Points: Not applicable.
crafted sheathe, a sheather acquires 1 AP. Advancement Points: For each gold piece
Training: None. collected, or equivalent thereof, a sheriff acquires 1
AP.
Training: None.

220
Shipwright Skinner
This occupation specializes in building water- This occupation specializes in skinning. A
borne vessels. Daily wages are typically 1 gp. skinner removes the skin from an animal. Daily
Ability Requirements: Strength 90 and wages are typically 6 cp.
Intelligence 100. Ability Requirements: Hand-Eye Coordi-
Gender: Female shipwrights are rare. nation 90 and Intelligence 85.
Race: Dwarves, most elves, and halflings are Gender: Female skinners are rare.
not fond of seas or oceans. Race: Elves do not skin animals.
Disposition: Any. Disposition: Any.
Temperament: Any. Temperament: Any.
Sociality: Serf. Sociality: Serf.
Religion: Any. Religion: Any.
Skills: Shipwright + 10. Skills: Haggling + 10 and Weapon (Specific).
Equipment: Wood. The specific weapon is a knife.
Magic Points: Not applicable. Equipment: Knife.
Advancement Points: For each successfully Magic Points: Not applicable.
built large waterborne vessel such as a warship, a Advancement Points: For each creature
shipwright acquires 50 AP. Small vessels such as a succesfully skinned, a skinner acquires 5 AP.
rowboat acquire 5 AP. Training: None.
Training: None.

Silversmith
This occupation specializes in working with
silver and selling the finished products. Daily wages
are typically 1 sp.
Ability Requirements: Hand-Eye Coordi-
nation 90 and Intelligence 85.
Gender: Female silversmiths are rare.
Race: Any.
Disposition: Any.
Temperament: Any.
Sociality: Serf.
Religion: Any.
Skills: Haggling + 5.
Equipment: None.
Magic Points: Not applicable.
Advancement Points: For each pound of
silver worked, a silversmith acquires 1 AP.
Training: None.

221
Slave Soapmaker
Oftentimes, slaves do not earn currency, but This occupation specializes in making and
are given enough food to remain alive. If they are selling soap. Daily wages are typically 6 cp.
paid, they earn less than 4 cp per day. Slaves may be Ability Requirements: Intelligence 75.
purchased in Chapter 9: Equipment. For each task Gender: Female soapmakers are uncom-
with which a slave becomes proficient, 10 AP are mon.
acquired. Additionally, for each day that a slave does Race: Any.
not get beaten or flogged, they must have done Disposition: Any.
something right, and so they acquire 1 AP. Children Temperament: Any.
are popular slaves, especially abandoned female chil- Sociality: Serf.
dren. Religion: Any.
To determine the job of a slave, roll 1d100 Skills: Haggling + 5.
and consult the table below: Equipment: Lye.
Magic Points: Not applicable.
Roll Male Female Advancement Points: For each hundred
01-08 Carter Cleaning girl pounds of soap made, a soapmaker acquires 1 AP.
09-16 Farmer Cleaning girl Training: None.
17-24 Hewer Dancer
25-32 Laborer Dancer
33-40 Linkboy Groom
41-48 Mason Laundress
49-56 Messenger Laundress
57-64 Miner Laborer
65-72 Sailor Wench
73-80 Shepherd Wench
81-90 Stabler Whore
91-100 Swineherder Whore

For more information about the duties of a


slave, see the appropriate occupation.
Ability Requirements: See corresponding
occupation.
Gender: Males and females are both slaves.
Race: Any.
Disposition: Any.
Temperament: Any.
Sociality: Slave.
Religion: Any.
Skills: None.
Equipment: None.
Magic Points: Not applicable.
Advancement Points: See corresponding
occupation.
Training: None.

222
Soldier
Warriors are the most common, and per-
haps necessary, adventurers. Without the bravado
of warriors, combat would be exceedingly difficult
for other occupations. Five different classes of war-
riors exist, each with different advantages and dis-
advantages. The typical warrior, compared to other
occupations, is not restricted regarding arms and
armor, and is the deadliest foe at close quarters. The
classes of warriors include gladiator, knight, merce-
nary, militiaman, and soldier.
The most common class of warriors, sol-
diers are loyal to the military of their state and re-
ceive average training. When not at war or in train-
ing, soldiers are usually building or repairing roads.
Daily wages are 1 sp.
Ability Requirements: Physical Fitness 90,
Strength 90, Drive 100, Hand-Eye Coordination 100,
Agility 100, and Intelligence 80.
Gender: Female soldiers are rare.
Race: Any. Anakim soldiers are very rare.
Disposition: Any.
Temperament: Soldiers tend not to be
phlegmatic.
Sociality: Serf.
Religion: Any. Most often, soldiers wor-
ship gods of war, valor, strength, or victory.
Skills: 2 Weapons (Specific)
Equipment: Soldiers seek the heaviest ar-
mor available, though most wear chainmaille. As
far as weapons, soldiers are trained in a variety of
weapons, depending on their duty station and rank.
Most use a polearm or warhammer. Swords are re-
served for knights only.
Magic Points: Not applicable.
Advancement Points: Soldiers gain AP by
damaging opponents while in service to their mili-
tary as part of a battle or skirmish. Points gained
equal the damage dealt. A soldier must train to ad-
vance.
Training: 2 weeks. To train, a soldier must
learn more about other nearby armies, killing tech-
niques, weapon maneuvers and weapon tricks, battle
tactics, etc. A soldier must receive their training
through the military in which they are part. More
general information on military training is available
in Chapter 18: Warfare.
223
Sorcerer
Generically speaking, a wizard is one who casts spells and is most often imagined to be wearing a
robe. Two different classes of wizard are available: sorcerers and mages. Sorcerers and mages are often
viewed and labeled by others for being immoral and casting black magic, or moral and casting white magic.
White magicians are sometimes called Sons of Light. References to black magicians include Brothers of
the Shadow, the Dark Brothers, Grey Brothers, and followers of the Left-Hand Path or the Path of
Shadows.

Lik e lihood of A dvanc ing in Spe ll Le ve l


Spe ll Le ve l 2 3 4 5 6 7 8 9 10
Char ac te r
Le ve l
1 5% 1% - - - - - - -
2 40% 5% - - - - - - -
3 55% 32% 5% - - - - - -
4 70% 47% 25% 5% - - - - -
5 85% 61% 37% 19% 4% - - - -
6 100% 74% 50% 30% 14% 3% - - -
7 - 87% 63% 42% 25% 10% 1% - -
8 - 100% 75% 53% 36% 20% 7% 1% -
9 - - 88% 65% 47% 30% 24% 5% 1%
10 - - 100% 76% 57% 40% 32% 20% 4%
11 - - - 88% 68% 50% 41% 28% 23%
12 - - - 100% 79% 60% 49% 36% 31%
13 - - - - 90% 70% 58% 44% 39%
14 - - - - 100% 80% 66% 52% 47%
15 - - - - - 90% 75% 60% 55%
16 - - - - - 100% 83% 68% 63%
17 - - - - - - 92% 76% 71%
18 - - - - - - 100% 84% 79%
19 - - - - - - - 92% 87%
20 - - - - - - - 100% 95%

As wizards advance in level, they must roll on the table above to determine if they have learned
enough about magic to attempt more complicated spells -- spells of a higher spell level. If the advancing
wizard fails the roll by rolling higher than the listed percentage, then the wizard must wait until they
advance another occupational level before attempting to increase their spell level. Note that it is possible
for a first level wizard to know spells higher than those from the first spell level.
Magic was either first discovered by accident or it was introduced by a deity. In either case, the first
to dabble with magic did so by trial and error and have been known as sorcerers ever since. Discovering
that they have a natural and innate ability to use magic, sorcerers believe they are gifted above all others.
Those around them and who do not have this gift, however, usually shun the sorcerer, and in some
cultures, kill or banish them, calling them warlocks or witches depending on the gender of the sorcerer or
sorceress. When valued by others, sorcerers are sometimes called prophets. Some female prophets assist
druids. An ancient name for a sorcerer is pharmakeutes. Having no need of grimoires or rigid training,
most sorcerers withdraw from society to practice and develop their magic through self-exploration. It is

224
common for sorcerers to gather into groups, known Gender: Males and females are both sor-
as covens. Sorcerers are dabblers, and for this rea- cerers.
son cast only chaos magic (see Chap. 11: Magic). Most Race: Dwarves and halflings are virtually
sorcerers practice black magic. never sorcerers, while elves, half-orcs, humans, and
Roll 1d8 to determine the number of disci- anakim tend toward sorcery.
plines to which a sorcerer has access. Next, roll Disposition: Since others typically do not
1d100 and consult the list of disciplines presented respond well to sorcerers, most sorcerers are un-
as follows: ethical and tend toward immorality.
Temperament: Sorcerers tend not to be
Roll D isc ipline Roll D isc ipline sanguine.
0 1 -0 9 Annihila tion 5 5 -6 3 Prognostica tion
1 0 -1 8 Conv oca tion 6 4 -7 2 Refor ma tion
Sociality: Peasant or serf. As sorcerers are
1 9 -2 7 Deteriora tion 7 3 -8 1 Restora tion not well-received by most societies, they tend to hide
2 8 -3 6 Domina tion 8 2 -9 0 Supporta tion their powers and conduct magic privately. It is com-
3 7 -4 8 E ra dica tion 9 1 -1 0 0 Univ ersa l mon for jealous wives to consult a witch. Though
4 9 -5 4 Ha llucina tion laws are common in societies against sorcery, they
This roll randomly determines a discipline are not always enforced, but usually provide drastic
from which the sorcerer is able to cast, and must be punishment.
rolled a number of times equal to the number of Religion: Sorcerers tend to worship deities
disciplines to which they have access; reroll any rep- concerned with self-indulgence and shameless acts.
etitious numbers. Skills: Divination (Astrology) + 5,
A sorcerer begins knowing 1d10 spells, which Spellcasting (Combat) + 5, Cosmos (General Planes)
they may choose from their accessible disciplines. + 5, and Constellations + 5.
Upon advancing an occupational level, sorcerers gain Equipment: Sorcerers tend to shun armor
1d6 spells, also chosen from their available disciplines. and most weapons. Often, sorcerers carry a dagger
Ability Requirements: Discovering and or a quarterstaff.
casting spells as a sorcerer has requirements that vary Magic Points: Wizards begin with (38 +
depending on the level of the spell (not the caster). 1d20) MP and recover a number of points per hour
If any requirement is not met, the sorcerer is un- equal to twice their current level. For example, a 3rd
able to cast spells of that spell level. level wizard recovers 6 MP per hour. As wizards
advance in occupational level, they gain an additional
Spe ll Le ve l D r ive Intuition Re fle c tion (38 + 1d20) MP. MP’s are explained in Chap. 11:
1 110 100 105 Magic.
2 115 105 110 Advancement Points: Sorcerers gain AP
3 120 110 115 by casting spells, though not for trivial reasons. To
4 125 115 120
gain points, the casting of a spell must be done while
5 130 120 125
6 135 125 130 in danger, life-threatening conditions, or as a means
7 140 130 135 to an important purpose. Points gained equal the
8 145 135 140 number of MP expended multiplied times three.
9 150 140 145 Training: None.
10 155 145 150

225
Spy Squire
Thieves are popular both in cities and in the This occupation is required prior to knight-
wilderness. They are a constant threat to any soci- hood. A commoner cannot choose to be a squire.
ety. In general, thieves tend toward unethical dis- A squire is the son of a knight or, if none exists, is
positions, though some spies or assassins may be selected by a knight.
very loyal. There are five classes of thief, including The duty of a squire is to attend to the needs
the assassin, bandit, pick pocket, spy, and thug. of their knight.
For anyone to hire the expensive services Daily wages of a squire are 5 cp.
of a spy, the spy must have a reputation as above Ability Requirements: Intelligence 75.
average in requisite abilities; otherwise any drunk Gender: Female squires are rare.
could be hired in a bar. Instead, spies are thieves, Race: Squires are humans.
but they are professionals. Depending on the job, Disposition: Any.
spies earn at least 1 gp per day. Temperament: Any.
Ability Requirements: Physical Fitness 90, Sociality: Serf or noble.
Intelligence 85, Drive 100, and Intuition 100. Religion: Any.
Gender: Males and females are both spies. Skills: None.
Race: Any. Humans are the most common. Equipment: None.
Disposition: Spies tend to be ethical and Magic Points: Not applicable.
are usually indifferent to morality. Advancement Points: Squires do not ad-
Temperament: Spies tend not to be phleg- vance in level.
matic. Training: None.
Sociality: Serf or noble.
Religion: Any.
Skills: Disguise + 5, Forgery + 5, Hide + 5, Stabler
Read Lips + 10, Remember Detail + 10, Sight + 10,
This occupation specializes in the stabling
Silence + 5, Sound + 5, and 1 Weapon (Specific).
of horses. Daily wages are typically 5 cp.
Equipment: Spies prefer weapons that may
Ability Requirements: Intelligence 85 and
be hidden, though they rarely intend to use them.
Intuition 75.
Magic Points: Not applicable.
Gender: Female stablers are rare.
Advancement Points: Spies gain AP by suc-
Race: Dwarves and halflings do not ride
cessfully spying as hired by an employer. Points
horses, and hence they do not stable them either.
gained equal half of the adjusted number concern-
Disposition: Any.
ing a successful skill check with a skill listed above
Temperament: Any.
for spies, and half of the damage done to an oppo-
Sociality: Slave, peasant, or serf.
nent in combat. AP are not gained for skills or com-
Religion: Any.
bats irrelevant to the specific task of spying, as hired
Skills: Animal Conditioning + 10 and Ani-
by an employer. A spy must train to advance.
mal Handling + 10.
Training: 3 weeks. To train, a spy must learn
Equipment: Stables and oats.
how to move unseen and infiltrate foreign or unfa-
Magic Points: Not applicable.
miliar places. A spy must train with a spy higher in
Advancement Points: For each horse
occupational level.
stabled to the satisfaction of the owner, a stabler
acquires 1 AP.
Training: None.

226
Swineherder Tanner
This occupation specializes in herding swine. This occupation specializes in tanning
When the swine are fat enough, they are sold to the leather. Animal skins are purchased from a skinner.
butcher. Daily wages are typically 5 cp. For more information on Tanning, see Chapter 8:
Ability Requirements: Intelligence 75. Skills. Daily wages are typically 7 cp.
Gender: Female swineherders are rare. Ability Requirements: Intelligence 80.
Race: Elves do not raise swine. Gender: Female tanners are rare.
Disposition: Any. Race: Any.
Temperament: Any. Disposition: Any.
Sociality: Slave or peasant. Temperament: Any.
Religion: Any. Sociality: Serf.
Skills: Animal Conditioning + 10, Animal Religion: Any.
Handling + 10. Skills: Haggling + 5 and Tanning + 10.
Equipment: None. Equipment: Leather.
Magic Points: Not applicable. Magic Points: Not applicable.
Advancement Points: For each new swine Advancement Points: For every pound of
successfully herded, a swineherder acquires 1 AP. leather successfully tanned, a tanner acquires 1 AP.
Training: None. Training: None.

Tailor Tavernkeeper
This occupation specializes in the fitting of This occupation specializes in operating a
clothing. Daily wages are typically 8 cp. tavern. The tavernkeeper is usually the owner of
Ability Requirements: Hand-Eye Coordi- the tavern, and employs wenches and thugs. The
nation 100 and Intelligence 85. tavernkeeper pours drinks for patrons and handles
Gender: Female tailors are rare. any incidents that occur. Thugs are hired as bounc-
Race: Any. Anakim and half-orc tailors are ers. Daily wages are typically 7 cp.
rare. Ability Requirements: Intelligence 80.
Disposition: Any. Gender: Male tavernkeepers are uncom-
Temperament: Any. mon.
Sociality: Serf. Race: Any.
Religion: Any. Disposition: Any.
Skills: None. Temperament: Any.
Equipment: Needle and thread. Sociality: Serf.
Magic Points: Not applicable. Religion: Any.
Advancement Points: For each full outfit Skills: Haggling + 5.
of clothing fitted to the satisfaction of the custmoer, Equipment: Tavern, kegs, wenches, and
a tailor acquires 5 AP. Otherwise, for each individual thugs.
piece of clothing fitted to the satisfaction of the Magic Points: Not applicable.
customer, a tailor acquires 1 AP. Advancement Points: For every keg of al-
Training: None. cohol served, a tavernkeeper acquires 1 AP.
Training: None.

227
Thatcher Thug
This occupation specializes in roofing. Daily Thieves are popular both in cities and in the
wages are typically 8 cp. wilderness. They are a constant threat to any soci-
Ability Requirements: Intelligence 80. ety. In general, thieves tend toward unethical dis-
Gender: Female thatchers are rare. positions, though some spies or assassins may be
Race: Any. very loyal. There are five classes of thief, including
Disposition: Any. the assassin, bandit, pick pocket, spy, and thug.
Temperament: Any. Urban terrors, thugs seem willing to bash
Sociality: Serf. Peasants do their own roof- any character over the head to get what they want,
ing and do not have a thatcher occupation. or often just for a chuckle. Having no respect for
Religion: Any. any character, thugs willingly assault those who op-
Skills: None. pose. Often, the better thugs are hired by wealthy
Equipment: Lead or slate. locals to rough up or intimidate characters for a
Magic Points: Not applicable. purpose. This class of thieves enjoys harming oth-
Advancement Points: For each roof suc- ers for no reason but the thrill. Thugs are all too
cessfully completed, a thatcher acquires 5 AP. happy to oblige for little pay. When employed as
Training: None. bodyguards or to intimidate, the daily wages of thugs
are 1 sp.
Ability Requirements: Strength 115, Agil-
ity 90, and Intelligence 75.
Gender: Female thugs are very rare.
Race: Any. The most common are anakim,
half-orcs, and humans.
Disposition: Thugs tend to be unethical and
immoral.
Temperament: Thugs tend not to be san-
guine.
Sociality: Serf.
Religion: Any. Religious thugs are rare.
Skills: Brawling + 10, Hide + 5, Intimida-
tion + 10, and 1 Weapon (Specific).
Equipment: Thugs rarely wear armor
heavier than leather, and prefer small weaponry, es-
pecially weapons that are easily concealable and eas-
ily available, such as daggers, bottles, crowbars, rocks,
tools, etc.
Magic Points: Not applicable.

228
Advancement Points: Thugs gain AP for Tilemaker
damaging others, though not from subdual damage.
This occupation specializes in making and
Points gained equal the damage dealt when hired by
selling ceramic tiles. Daily wages are typically 1 sp.
an employer, though if the victim attacked is inno-
Ability Requirements: Intelligence 80.
cent, doesn’t deserve it, or didn’t ask for it, the thug
Gender: Female tilemakers are rare.
gains AP equal to half of the damage dealt. Fur-
Race: Any.
ther, for each successful skill check of Intimidation,
Disposition: Any.
thugs gain AP equal to half of the adjusted number
Temperament: Any.
that passed the skill check. AP are only gained from
Sociality: Serf.
these skill checks once per intimidated character.
Religion: Any.
Training: None.
Skills: Haggling + 5.
Equipment: None.
Magic Points: Not applicable.
Advancement Points: For each successfully
completed project, a tilemaker acquires 5 AP.
Training: None.

Tinker
This occupation specializes in kitchen uten-
sils. There are no forks in eating utensils, only spoons
and knives. Daily wages are typically 6 cp.
Ability Requirements: Intelligence 80.
Gender: Female tinkers are rare.
Race: Any.
Disposition: Any.
Temperament: Any.
Sociality: Serf.
Religion: Any.
Skills: Haggling + 5.
Equipment: Any.
Magic Points: Not applicable.
Advancement Points: For each set of
kitchen utensils made or sold, a tinker acquires 1
AP.
Training: None.

229
Trapper Wainwright
This occupation specializes in trapping ani- This occupation specializes in making and
mals. Once trapped, animals are usually sold to a selling wagons. Daily wages are typically 1 sp.
skinner. Daily wages are typically 9 cp. Ability Requirements: Intelligence 85.
Ability Requirements: Intelligence 75. Gender: Female wainwrights are rare.
Gender: Female trappers are rare. Race: Any.
Race: Any. Disposition: Any.
Disposition: Any. Temperament: Any.
Temperament: Any. Sociality: Serf.
Sociality: Peasant or serf. Religion: Any.
Religion: Any. Skills: Haggling + 5.
Skills: None. Equipment: Wood.
Equipment: Traps. Magic Points: Not applicable.
Magic Points: Not applicable. Advancement Points: For each wagon suc-
Advancement Points: For each creature cessfully made, a wainwright acquires 5 AP.
successfully trapped, a trapper acquires 1 AP. Training: None.
Training: None.

Weaponsmith
Vintner This occupation specializes in making and
This occuaption specializes in selling wine. selling weapons. Weaponsmiths do not make bladed
Since no method exists to fully seal any container weapons, which are the specialty of the bladesmith.
of wine, there is no appreciation of vintage. When Daily wages are typically 14 cp.
unsealed, wine is best when fresh, and it spoils wihin Ability Requirements: Strength 100, Intel-
a year. Vintners travel the countryside, purchase ligence 85.
wine from brewers, and sell wine in cities. Daily Gender: Female weaponsmiths are rare.
wages are typically 8 cp. Race: Any.
Ability Requirements: Intelligence 80. Disposition: Any.
Gender: Males and females are both vint- Temperament: Any.
ners. Sociality: Serf.
Race: Any. Elves are the most trusted vint- Religion: Any.
ners. Skills: Blacksmithing + 5, Haggling + 5, and
Disposition: Any. Weaponsmithing + 10.
Temperament: Any. Equipment: Forge, tongs, hammers, anvil.
Sociality: Serf. Magic Points: Not applicable.
Religion: Any. Advancement Points: For each weapon
Skills: Haggling + 5. successfully crafted, a weaponsmith acquires 1 AP.
Equipment: Wine. Training: None.
Magic Points: Not applicable.
Advancement Points: For each bottle of
wine sold, a vintner acquires 1 AP.
Training: None.

230
Weaver/Embroiderer Wheelwright
This occupation specializes in weaving and This occupation specializes in making and
embroidery. Most weavers make the latest craze: selling wheels. Daily wages are typically 9 cp.
tapestries. Daily wages are typically 12 cp. Ability Requirements: Intelligence 80.
Ability Requirements: Intelligence 75. Gender: Female wheelwrights are rare.
Gender: Male weavers do not exist. Race: Any.
Race: Any. Disposition: Any.
Disposition: Any. Temperament: Any.
Temperament: Any. Sociality: Serf.
Sociality: Serf. Religion: Any.
Religion: Any. Skills: Haggling + 5.
Skills: Haggling + 5 and Weaving + 10. Equipment: None.
Equipment: None. Magic Points: Not applicable.
Magic Points: Not applicable. Advancement Points: For each successfully
Advancement Points: For each successful crafted wheel, a wheelwright acquires 1 AP.
completion of a woven work or an embroidery, a Training: None.
weaver/embroiderer acquires 1 AP.
Training: None.

Wench
This occupation specializes in serving food
or drink to patrons in a tavern or restaurant. If a
wench is a slave, she may perform as a whore to
collect money for their master or mistress. Daily
wages are typically 5 cp.
Ability Requirements: Intelligence 75.
Gender: Male wenches do not exist.
Race: Any.
Disposition: Any.
Temperament: Any.
Sociality: Slave or serf.
Religion: Any.
Skills: Haggling + 5.
Equipment: None.
Magic Points: Not applicable.
Advancement Points: For each satisfied
patron, a wench acquires 1/10th of 1 AP.
Training: None.

231
Whore
This female occupation specializes in charg-
ing fees from men and relieving them of their coital
urges and needs. Whores are also called prostitutes
or working girls. All whores gain a bonus of 5 to
Debauchery (see Chap. 6: Sociality). Daily wages for
whores vary considerably. Most of the variance is
accounted for by the whore’s Bodily Attractiveness,
Facial Charisma, and her skill at Massage, Seduction,
and Sexual Adeptness. The majority of whores earn
around 4 cp per day, though some earn consider-
ably more.
Ability Requirements: Bodily Attractive-
ness 90 and Facial Charisma 90.
Gender: Male whores are rare.
Race: Any.
Disposition: Any.
Temperament: Any.
Sociality: Slave, peasant, or serf.
Religion: Any.
Skills: Acting (Drama) + 5, Contortion +
5, Haggling + 5, Massage + 5, Seduction + 10, and
Sexual Adeptness + 10.
Equipment: None.
Magic Points: Not applicable.
Advancement Points: For each successfully
assisted ejaculation or orgasm, a whore acquires 1/
10th of 1 AP.
Training: None.

Occupations and Communities


Different occupations may be associated
with different sizes of communities.

Random Occupation Tables


To randomly determine an occupation, roll
1d1000 and consult the following table:

232
Chapter 8: Skills

Different from abilities, skills are options that the character may use during the game. Many skills
may be attempted by all characters, regardless of their abilities and occupation. Other skills, however, may
only be attempted by those who have trained in them, have a sufficient ability score, or belong to a
particular occupation.
For instance, the sub-ability of Language indicates how many languages it is possible for a charac-
ter to learn, delimited only by Intelligence. Though the character in question may be highly intelligent and
able to learn many languages, they may have never had the opportunity or the desire to fully explore this
intellectual resource, so they only know one language, though they could learn more in the future.
Most skills may be attempted by all characters, though some have prerequisites. For example, any
character is capable of attempting to seduce someone, even if they are not a seductress by occupation and
their sub-ability scores are low in Bodily Attractiveness, as well as Facial, Vocal, Kinetic, or Rhetorical
Charisma. Granted, chances may be slim if these sub-abilities are low, but any character may always at
least attempt Seduction. A prerequisite may exist, which may be either a minimum ability or sub-ability
score, or it may be another skill altogether that must be known prior to learning the skill currently desired.
Many skills have a Learning Curve (LC), which is a modifier to skill checks when skills must be
learned in order to be performed without penalty. This number is subtracted from skill checks while the
skill is being learned. This number, however, is not always a constant, but often varies according to each
skill. However, all skills in which characters invest the maximum of five Skill Points (see below) upon
creating the character may ignore LC’s. For example, if a character has high Strength and Spatial sub-
abilities, they are likely to be talented at the Blacksmithing skill. However, if the player did not invest five
Skill Points in Blacksmithing when the character was created, then whenever they first attempt Blacksmithing,
there will be a Learning Curve, and the skill description must be observed to understand how it applies to
Blacksmithing.

233
Some skills utilize more than one ability or sub-ability. In these cases, average them and drop the
remainder. For example, the Blindfighting skill utilizes Intuition, Agility, and Reaction Speed. If a charac-
ter has sub-ability scores of 102 for Intuition, 92 for Agility, and 116 for Reaction Speed, observe that the
Skill Modifiers are respectively 0, -9, and +15, which produces an average of +2 [(-9 + 0 + 15)/3]. There-
fore, when this particular character uses a base Blindfighting skill, a bonus of 2 applies to the skill check.
In addition to these bases, however, each character starts with a number of Skill Points depending
on race. These racial Skill Points are invested into the appropriate skills under Points Invested on the
character sheet (see App. 1: Character Sheets). Again, if 5 points are allotted to a skill when the character is
created, then no Learning Curve applies to that skill. So, to continue with the example above, if the
character is human, they add 5 points to their formerly adjusted base of +2, now having an adjustment of
+7 whenever using the Blindfighting skill.

Sk ill Points
Rac e Star ting Points Points pe r Le ve l
Ana k im 1 d1 0 0 + 75 1 d1 0 0 + 7 5
Dwa rf 2 d1 0 0 + 100 1 d1 0 0
E lf 2 d1 0 0 + 150 1 d1 0 0
Ha lf-O rc 1 d1 0 0 1 d1 0 0
Ha lfling 1 d1 0 0 + 25 1 d1 0 0 + 2 5
Huma n 1 d1 0 0 + 50 1 d1 0 0 + 5 0

At the time of character creation, additional points may be distributed to skills depending on occupation
(see Chap. 7: Occupations) and race (see Chap. 2: Gender and Race). Additionally, after Skill Points are deter-
mined from the table above, a character may invest a maximum of 5 points in each skill.
To record skills correctly on the character sheet, add and subtract the Skill Modifier, Points Invested,
and Learning Curve, if applicable (see App. 1: Character Sheets). Enter the sum in the box for Total Modifier.
Whenever a skill check is necessary, the player rolls percentile dice, modifies the result according to
the number in Total Modifier, and announces the adjusted result. The MM will compare this result to a TH
(Threshold), which only the MM knows. If the player’s result equals or exceeds the TH, then the charac-
ter has passed. Otherwise, the player has failed the skill check.
Each time a character advances in level, points are gained and may be distributed only to skills used
previously or skills in which the character negotiates training fees. From the points gained by advancing in
level, characters may invest a maximum of 5 points in each skill.
The next few pages present an overview of the skills. The following tables list each skill, any
abilities or sub-abilities that are relevant to the skill, a Learning Curve, and any prerequisites for the skill.
Following the overview, each skill is described in detail:

Each of the skills listed in the table above are detailed below alphabetically.

234
SKILLS
Sk ill (Sub-)A bility (ie s) LC Pr e r e quisite
Acting, Dra ma Intelligence, Cha risma - -
Agriculture Common Sense - -
Ai m Ha nd-E ye Coordina tion, Vision 20 -
Ambidexterity Ha nd-E ye Coordina tion - Ha nd-E ye score of 1 4 5
Ana tomy Intelligence - -
Anima l Conditioning Driv e, Intuition - Anima l Ha ndling + 1 0
Appra ise Ana lytic - -
Architecture Ma th, Spa tia l 80 -
Ar mor, Genera l Type - - -
Ar mor, Specific - - -
Ar morsmithing Spa tia l 50 Bla ck smithing +3 0
Ba la nce Agility - -
Ba sk etwea v ing Common Sense, Ha nd-E ye - -
Bla ck smithing Strength, Spa tia l - -
Blindfighting Intuition, Agility, Rea ction Speed - -
Book binding Common Sense - -
Bowyer Spa tia l - -
Bra ss-smithing Strength, Spa tia l - -
Bra wling Strength, Agility - -
Brewing Common Sense - -
Brick ma k ing Common Sense - -
Ca ndlema k ing Common Sense - -
Ca rpentry Spa tia l - -
Ca rtogra phy Spa tia l - -
Ca tching Ha nd-E ye Coordina tion - -
Cha rioteering Dexterity - Riding +1 5
Chemistry Ma th, Ana lytic, a nd Intuition - see sk ill description
Clea ning Common Sense - -
Climb Phys. Fitness, Strength, Agility - -
Clock ma k ing Spa tia l - -
Cobbling Common Sense - -
Comedy, Buffoonery Cha risma - -
Comedy, Physica l Cha risma , Agility - -
Comedy, Pun Cha risma - -
Constella tions Reflection, Spa tia l, Vision - -
Contortion Physica l Fitness, Agility - -
Cook ing Common Sense - -
Coppersmithing Strength, Spa tia l - -
Cosmos, Genera l Pla nes Intelligence - -
Cosmos, Specific Pla ne Intelligence - -
Da nce Kinetic Cha risma , Agility - -
Delousing Ha nd-E ye Coordina tion - -
Dia gnosing Intelligence, Wisdom - -
Direction Sense Intuition - -
Disa r m Ha nd-E ye Coordina tion, Agility - -
Disguise Cha risma , Common Sense - -
Dismember ment Strength, Agility - -
Div ina tion, Alectroma ncy Intuition - -
Div ina tion, Anthropoma ncy Intuition - -
Div ina tion, Aspidoma ncy Intuition - -
Div ina tion, Astrolog y Intuition - -
Div ina tion, Austroma ncy Intuition - -
Div ina tion, Axinoma ncy Intuition - -
Div ina tion, Beloma ncy Intuition - -

235
SKILLS (continued)
Sk ill (Sub-)A bility (ie s) LC Pr e r e quisite
Div ina tion, Cera unoscopy Intuition - -
Div ina tion, Chiroma ncy Intuition - -
Div ina tion, Cleroma ncy Intuition - -
Div ina tion, Crysta loma ncy Intuition - -
Div ina tion, Dririma ncy Intuition - -
Div ina tion, Ga stroma ncy Intuition - -
Div ina tion, Gyroma ncy Intuition - -
Div ina tion, Hydroma ncy Intuition - -
Div ina tion, Liba noma ncy Intuition - -
Div ina tion, Lithoma ncy Intuition - -
Div ina tion, Lunoma ncy Intuition - -
Div ina tion, Necroma ncy Intuition - -
Div ina tion, Numerolog y Intuition - -
Div ina tion, O mpha loma ncy Intuition - -
Div ina tion, O neiroma ncy Intuition - -
Div ina tion, O noma ncy Intuition - -
Div ina tion, O oma ncy Intuition - -
Div ina tion, O rnithoma ncy Intuition - -
Div ina tion, Pyroma ncy Intuition - -
Div ina tion, Sca toma ncy Intuition - -
Div ina tion, Sortilege Intuition - -
Div ina tion, Stichoma ncy Intuition - -
Div ina tion, Urima ncy Intuition - -
Div ina tion, Xenoma ncy Intuition - -
Dying Ha nd-E ye Coordina tion - -
E na meling Ha nd-E ye Coordina tion - -
E ngra v ing Ha nd-E ye Coordina tion - -
E t i que t t e Intuition, Common Sense, Reflection - -
Fishing Common Sense - Na ture, Fish +2
Fletching Spa tia l - -
Foresting Common Sense - -
Forgery Ha nd-E ye Coordina tion, La ngua ge - -
Ga mbling Ma th, Common Sense - -
Gemcutting Spa tia l 30 -
Genea log y Common Sense - -
Girdlema k ing Common Sense - -
Gla ssblowing Spa tia l 30 -
Glov ema k ing Spa tia l - -
Goldsmithing Spa tia l - -
Grooming Common Sense - -
Ha g gling Rhetorica l Cha risma , Intuition - -
Ha tma k ing Common Sense - -
Hera ldry Common Sense - -
Herba lism Intelligence - Na ture, Pla nts +5
Hewing Strength - -
Hide Agility, Common Sense - -
History, Cultura l Intelligence - -
History, Legenda ry Intelligence - -
History, Loca l Intelligence - -
History, Milita ry Intelligence - -
Hunting Ha nd-E ye Coordina tion, Vision - Silence +2
Hurl Strength, Agility, Vision - -
Impa ling Strength, Agility - -
Ink ma k ing Common Sense - -

236
SKILLS (continued)
Sk ill (Sub-)A bility (ie s) LC Pr e r e quisite
Intimida tion Physique, Cha risma - -
Jug gling Ha nd-E ye Coordina tion, Agility 20 -
Jump Physica l Fitness - -
La ngua ge, Rea d/Write La ngua ge 90 -
La ngua ge, Spea k La ngua ge 80 -
La w Intelligence - -
Lock smithing Spa tia l - -
Lock -pick ing Ha nd-E ye Coordina tion - -
Logic Ana lytic - -
Ma ngling Strength, Agility - -
Ma ssa ge Kinetic Cha risma , Ha nd-E ye Coord. - -
Ma th, Algebra Ma th - Ma th, Funda menta l +2 0
Ma th, Funda menta l Ma th - -
Ma th, Geometry Ma th - Ma th, Funda menta l +3 0
Milk ing Ha nd-E ye Coord. , Common Sense - -
Milling Common Sense - -
Mining Common Sense - -
Minting Common Sense - -
Mounta ineering Physica l Fitness, Strength, Agility - Climb +2 0
Mounted Archery Ha nd-E ye Coordina tion, Agility - Riding +2 0
Music, Counterpoint Ma th, Ana lytic - Music, Theory +2 0
Music, Theory Ma th - -
Musica l Instr ument Ha nd-E ye Coordina tion, Spa tia l 80 -
Na ture, Anima ls Intelligence - -
Na ture, Bea sts Intelligence - -
Na ture, Birds Intelligence - -
Na ture, Fish Intelligence - -
Na ture, Geogra phy Intelligence - -
Na ture, Huma noids Intelligence - -
Na ture, Minera ls Intelligence - -
Na ture, Mycolog y Intelligence - -
Na ture, Pla nts Intelligence - -
Na ture, Trees Intelligence - -
Pa inting Ha nd-E ye Coordina tion, Spa tia l 30 -
Pa per ma k ing Spa tia l - -
Pa rry Ha nd-E ye Coordina tion, Agility 20 -
Perfumema k ing Common Sense - -
Persua sion Cha risma - -
Pewtersmithing Common Sense - -
Philosophy Intelligence - Logic +2
Pick Pock et Ha nd-E ye Coordina tion - -
Pottery Common Sense - -
Pursema k ing Common Sense - -
Rea d Lips Intuition - -
Religion, Cultura l Intelligence - -
Religion, Specific Intelligence - -
Remember Deta il Reflection - -
Resea rch, Libra ry Intelligence - -
Riding Agility - -
Ritua l, Complex Ha nd-E ye Coordina tion, Intelligence - -
Ropema k ing Common Sense - -
Rope Use Ha nd-E ye Coordina tion - -
Sa ddlema k ing Common Sense - -
Sa iling Intelligence, Vision 20 -

237
SKILLS (continued)
Sk ill (Sub-)A bility (ie s) LC Pr e r e quisite
Sa ilma k ing Spa tia l - -
Sculpture Ha nd-E ye Coordina tion, Intuition 30 -
Sea rch Intuition, Common Sense - -
Seduction Bodily Attra ctiv eness, Cha risma - -
Sexua l Adeptness Bodily Attra ct. , Fa cia l, Kinetic - -
Shea thma k ing Common Sense - -
Shipwright Spa tia l 30 -
Sight Vision - -
Silence Agility, Common Sense - -
Silv ersmithing Strength, Spa tia l - -
Sk inning Common Sense - -
Soa pma k ing Common Sense - -
Sound Hea lth - -
Spellca sting, Comba t Driv e - -
Spellca sting, Fa milia rity Intelligence - -
Spitting E nuncia tion - -
Sprint Physica l Fitness - -
Stonema sonry Strength, Spa tia l - -
Storytelling Cha risma - -
Surgery Ha nd-E ye Coordina tion, Intelligence - -
Swim Physica l Fitness, Strength - -
Symbolog y Intelligence - -
Ta iloring Ha nd-E ye Coordina tion, Spa tia l - -
Ta nning Common Sense 20 -
Ta ste Intuition - -
Tea ching Intelligence, Intuition, Comn. Sense - -
Tha tching Common Sense - -
Tilema k ing Common Sense - -
Tink ering Common Sense - -
Touch Intuition - -
Toxicolog y Intelligence - Na ture, Pla nts +5
Tra ck ing Intelligence - Wilderness Lore +4
Tra nscribing La ngua ge - -
Tra pping Common Sense - Na ture, Anima ls +2
Trick ery Cha risma - -
Tumble Agility - -
Urina ting Hea lth, Ha nd-E ye Coordina tion - -
Ventriloquism Intelligence, E nuncia tion - -
Wa inwrighting Common Sense - -
Wea pon, Genera l Type Strength, Agility 30 -
Wea pon, Specific Strength, Agility 20 -
Wea pon Trick Ha nd-E ye Coordina tion - -
Wea ponsmithing Spa tia l 40 Bla ck smithing +1 5
Wea pon Ma stery Strength - Sk ill w/wea pon
Wea ther Prediction Common Sense, Reflection - -
Wea v ing Common Sense Y -
Wheelwrighting Spa tia l - -
Wilderness Lore Intelligence - -
Wrestling Strength, Agility - -

238
Acting, Drama Agriculture
For convincing others of the sincerity of This skill is concerned with agricultural ba-
your actions, this skill is not to be confused with sics, such as planting, plowing, harvesting, irrigation,
Trickery or Disguise. If your character needs to knowledge of pastures and livestock, and farming
convincingly portray an emotional state, personal- in general.
ity characteristics, lie, imitate another’s mannerisms, Check: Roll percentile dice and apply the
or similarly act inconsistently with their true nature modifier for the sub-ability of Common Sense. Fol-
or state, then a skill check must be made. lowing are some guidelines for TH:
Check: Roll percentile dice and apply the
average of the modifiers for the abilities of Intelli- TH Example
gence and Charisma. One successful check con- 5 Successfully plants and grows weeds
vinces one character for one hour. While only the in fertile soil
MM will know the TH for the given situation, fol- 10 Successfully farms most crops in
lowing are some factors and guidelines: rich soil
25 Successfully farms most crops in
Factors of Dramatic Acting moderate soil
Emotional state 40 Successfully shepherds most flocks
Temperament characteristics (TH 30 if assisted by canine)
Imitate another’s mannerisms or gestures 70 Successfully farms most crops in
Imitate another’s speech (tone, pitch, poor soil
inflection, accent, etc.) 99 Successfully farms crops that need
moisture in extremely dry soil
TH Example
30 Successful portrayal of one factor
60 Successful portrayal of two factors
80 Successful portrayal of three factors
95 Successful portrayal of four factors

Artwork Here

239
Aim Anatomy
This skill applies individually to different pro- The study of the structure and innards of
jectile missile weapons. Note that this skill is dis- humanoids and other creatures may yield interest-
tinct from the Hurling skill; Aim is only concerned ing information. To test one’s knowledge of
with projectile weapons such as bows, crossbows, Anatomy, a skill check must be made.
slings, or any weapon which projects the missile for Check: Roll percentile dice and apply the
the wielder. For each missile weapon in which 5 modifier from the Intelligence ability. The result
points have been invested, a weapon may be used in indicates the accuracy of the information concern-
combat without penalty. ing the portion of the body. Consult the table be-
LC: Every distanced combat in which this low:
missile weapon is used, though no more than one
combat per day, lessens the LC by 5. TH Example
Check: The character or creature must roll 5 The character can identify dismem-
percentile dice and apply the average of the modifi- bered limbs and major body parts.
ers from their Hand-Eye Coordination sub-ability 25 The character can identify bones
and Vision. A skill check with a missile weapon gen- 50 The character correctly identifies
erally means that it is being projected at an oppo- large internal organs, but misunder-
nent. For those who have never before used this stands the function of the organ.
missile weapon in combat or trained with it, there is 70 The character correctly identifies
a penalty of - 20 on the skill check. The TH is the large internal organs, such as intes-
opponent’s CA (Current Armor), though each tines, the heart, etc., but does not
weapon has modifiers to hit certain types of armors know their functions.
and must be included in the roll. Further, every 2 80 The character correctly identifies
Skill Points invested or accumulated with a missile large internal organs, such as intes-
weapon beyond the first 5 will improve the skill check tines, the heart, etc., as well as their
by 1. functions
90 The character correctly identifies
small internal organs, but misunder-
Ambidexterity stands the function of the organ.
This rare skill must be purchased initially 95 The character correctly identifies
upon character creation, or it may never be acquired small internal organs, but does not
in the future. To possess the skill of Ambidexterity know the function of the small in-
means that the character is not left-handed or right- ternal organ.
handed, but able to use both hands equally. Most 99 The character correctly identifies
often, this skill is applied to weapons, so that a small internal organs such as a
weapon may be swung in both hands and the num- spleen, as well as its function.
ber of melee attacks is effectively doubled. Obvi-
ously, this may only be done with weapons that do
not require the use of two hands, and the wielder
of two weapons may not use a shield or even a buck-
ler.
Check: While five Skill Points must be in-
vested in the beginning to be able to have and use
this skill, there is no skill check.

240
Animal Conditioning Animal Handling
Each attempt at teaching an animal a trick Sometimes it is necessary or helpful to tame
or command requires an Animal Conditioning skill or subdue an animal, especially wildlife. An Animal
check. Before an animal may be taught a trick, an Handling skill check indicates the success or failure
Animal Handling Skill Check (which is also a pre- in subduing an animal.
requisite) must be made. Check: Roll percentile dice and apply the
Check: Roll percentile dice and apply the modifier from the sub-ability Intuition. Consult the
average of the Skill Modifiers for the sub-abilities table below:
of Drive and Intuition. Consult the tables below:
TH Example
TH Successful provided Animal has: 50 Subdues an enraged domesticated
5 115 Intelligence cat
25 70 Intelligence 60 Subdues an enraged domesticated
50 30 Intelligence dog
75 25 Intelligence 70 Subdues an enraged domesticated
90 20 Intelligence horse
99 10 Intelligence 80 Subdues a wild and enraged dog
90 Subdues a wild and enraged horse
The check is made only once and is either 95 Subdues a wild and enraged wolf
successful or unsuccessful. If unsuccessful, for some 99 Subdues an enraged raccoon
reason that particular animal cannot learn it from
that particular trainer, though someone else may try.
All conditioning attempts require time, usu-
ally an hour a day consistently, and require a num-
ber of days equal to [(100 - Intelligence)/5].

Artwork Here

241
Appraise Architecture
The skill to Appraise a precious stone, usu- Concerning the soundness and design of
ally a gem or jewel, is valued in nearly every human- large objects, Architecture as a skill entails buildings,
oid community. To estimate the value of a precious bridges, castles, and even siege engines.
stone, a skill check must be passed. LC: The LC lessens by 5 per month devoted
Check: Roll percentile dice and apply the to full-time study.
modifier from the sub-ability of Analytic Intelli- Check: Roll percentile dice and apply the
gence. The result is the percent of accuracy of the average of the modifiers for the Math and Spatial
appraisal. Dwarves, deep-elves, and other creatures Intelligence sub-abilities. A check may be made for
familiar with precious stones receive a bonus of + two reasons, either to assess the stability of current
20. If the appraisal of precious stones is the person’s Architecture or to design stable Architecture. Ei-
main livelihood, then they receive a + 30 to the roll. ther way, the difficulty is identical. Below is a guide-
The MM should consult the table below and deter- line for TH:
mine the appraised value:
TH Example
Roll Result 40 Minor Bridge (<50')
01-05 Subtract 95% from the actual value 45 Cottage
06-10 Add 90% to the actual value 50 Siege Engines
11-15 Subtract 85% from the actual value 60 Medium Bridge (50' - 99')
16-20 Add 80% to the actual value 70 Temple
21-25 Subtract 75% from the actual value 80 Keep
26-30 Add 70% to the actual value 90 Major Bridge (100' +)
31-35 Subtract 65% from the actual value 100 Castle
36-40 Add 60% to the actual value
41-45 Subtract 55% from the actual value
46-50 Add 50% to the actual value Armor, General Type
51-55 Subtract 45% from the actual value It is possible to be skilled in general types
56-60 Add 40% to the actual value of armor, maximizing the effectiveness of the ar-
61-65 Subtract 35% from the actual value mor when it is worn. Three types exist: light, me-
66-70 Add 30% to the actual value dium, and heavy. A character may become skilled in
71-75 Subtract 25% from the actual value each of these three types. Light armor includes a
76-80 Add 20% to the actual value gambeson, studded leather, and leather. Medium
81-85 Subtract 15% from the actual value armors include brigandine, scalemail, chainmaille,
86-90 Add 10% to the actual value and banded maille. Heavy armors are the various
91-95 Subtract 5% from the actual value forms of platemail. Unlike other skills, this skill may
96-100 Report the actual value not be increased continually with Skill Points and
there is no skill check. Instead, once 5 Skill Points
have been invested in this skill, it increases Current
Armor by 1 whenever such armor is worn.

242
Armor, Specific Balance
Not including shields and helms, a charac- Balance is stability based upon an even dis-
ter may become skilled in each type of bodily ar- tribution of weight. Whenever Balance is debat-
mor available, provided they train with it (invest Skill able, a Balance skill check is made.
Points). When points are initially invested in this Check: Roll percentile dice and apply the
skill, the specific type of armor must be stated and modifier from the sub-ability Agility. Intoxication
noted. For each 5 Skill Points invested, the Current and other unhealthy states may negatively affect a
Armor increases by 2 whenever the specified armor character’s Balance. Consult the table below:
is worn, and the specified armor may be donned in
1 second less than rolled. There is no skill check for TH Example
this skill, and armor may never be donned in less 5 From lying down, the character is
than 1 second. unable to Balance themselves and sit
up
10 Character is able to stand upright on
Armorsmithing solid ground with good footing
Crafting armor is not an easy task. As a 25 Character is able to stand upright on
matter of fact, an armorsmith must be an accom- a support that is 4" wide
plished blacksmith. Before any armor may be 50 Character is able to stand upright on
crafted, the character must have access to the nec- a support that is 3" wide
essary tools, including a forge. When armors must 75 Character is able to stand upright on
be closely fitted to a person, the requisite skill of a support that is 2" wide
the armorsmith must increase considerably. 90 Character is able to stand upright on
LC: For each weapon that the character has a support that is 1" wide
never before crafted, the LC is 50. Each time a 99 Character is able to stand upright on
weapon is made successfully, the LC improves by 5. nothing more than a suspended rope
Check: Roll percentile dice and apply the
modifier from the Spatial Intelligence sub-ability.
Each armor crafted requires a skill check. The TH Basketweaving
varies depending on the type of armor. Any en- Basketweaving is the craft of making bas-
graving or other conditions will likely increase the kets, bags, mats, rugs, and other items through weav-
TH. Consult the table below: ing. Necessary equipment is a knife, scissors, a fine
needle, and fine tongs. A Basketweaving skill check
TH Non-magical Example is necessary whenever these products are made.
5 Steel buckler Check: Roll percentile dice and apply the
7 Steel round shield average of the modifiers from the sub-abilities Hand-
10 Bronze round shield Eye Coordination and Common Sense. Higher re-
12 Steel heater shield sults correspond with higher quality weaving. The
15 Brigandine MM will determine the TH of each circumstance.
30 Scalemail
40 Banded maille
50 Chainmaille, 4-in-1
60 Chainmaille, 6-in-1
90 Platemail
99 Ceremonial platemail

243
Blacksmithing Blindfighting
A blacksmith is one who forges and shapes Skill in fighting an unseen opponent is never
metal with an anvil and a hammer. Metals are heated easy. Anytime a character must fight blindly, a
in a forge and then hammered into the shape de- Blindfighting skill check is made.
sired. The process of forging improves the struc- Check: Roll percentile dice and apply the
ture of the metal. Forged metal is stronger and ex- average of the modifiers from the sub-abilities Agil-
hibits greater resistance to fatigue and impact. The ity, Reaction Speed, and Intuition. This skill must
forge consists of an open hearth made of firebrick. be checked each round it applies. Consult the table
Coal is used to fuel the forge, and bellows are in- below to determine what happens to the character’s
serted to fan air as needed. Copper and tin are of- Current Armor and their Attack Adjustments for
ten combined in metalwork to form an alloy known applicable skills [such as Aim, Brawling, Hurl,
as bronze. Similarly, lead and tin are combined to Weapon (Specific), Wrestling, etc.]:
produce pewter, just as gold and silver are combined
to produce electrum, and copper and zinc produce TH Current Armor Attack Adjustment
brass. Steel may be one of the most prominent 5 Reduced to 10% Impaired by - 90
alloys for most blacksmiths; it is an alloy of iron and 25 Reduced to 25% Impaired by - 60
carbon. Steel is made by heating wrought iron and 50 Reduced to 50% Impaired by - 30
charcoal in clay boxes for a period of several days 75 Reduced to 75% Impaired by - 15
so that the iron absorbs enough carbon to truly be- 90 Reduced to 90% Impaired by - 5
come steel. Broken or obsolete metal objects can 95 Unaffected Unaffected
be melted down and the substance reused. When-
ever such metalworking is done, a Blacksmithing skill
check must be made. Bookbinding
Check: Roll percentile dice and apply the Books, being costly and rare to begin with,
average of the modifiers from the sub-abilities are designed as follows. Strips of oak are covered in
Strength and Spatial Intelligence. Higher results leather, often reinforced with metal and fastened
correspond with better quality metalwork. The MM together by clasps. Sometimes the leather is deco-
will determine the TH for each application. rated with panels of gold, silver, or ivory, and often
set with gems or enamel. The sheets of paper are
each finely sewn together and glued to a backing of
leather. Each time a book is bound, a Bookbinding
skill check is made.
Check: Roll percentile dice and apply the
modifier from the sub-ability Common Sense.
Higher results correspond with higher quality Book-
binding. Low quality bookbinding is subject to fall
apart with little wear.

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244
Bowyer Brass-smithing
Crafting archery bows is a skill that must be A brass-smith is one who forges and shapes
checked with the making of every bow. The pre- brass with an anvil and a hammer. Brass is heated in
ferred wood for bows is yew. a forge and then hammered into the shape desired.
Check: Roll percentile dice and apply the The forge consists of an open hearth made of fire-
modifier from Spatial Intelligence. Higher results brick. Coal is used to fuel the forge, and bellows are
correspond with bows of better quality. Consult inserted to fan air as needed. Brass is an alloy of
the table below: copper and zinc. Broken or obsolete brass objects
can be melted down and the substance reused.
TH Result Whenever such metalworking is done, a Brass-
5 These bows are unusable smithing skill check must be made.
10 These bows incur a penalty of - 20 Check: Roll percentile dice and apply the
to Aim when used; they should be average of the modifiers from the sub-abilities
discarded Strength and Spatial Intelligence. Higher results
20 These bows incur a penalty of - 10 correspond with better quality brasswork. The MM
to Aim when used; they should be will determine the TH for each application.
discarded
99 These bows incur a bonus of + 5 to
Aim when used due to fine crafts-
manship

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245
Brawling
A successful Brawling attack (of which, there may be 10 per round) damages a susceptible oppo-
nent. Brawling attacks include slaps, punches, kicks, elbows, and knees. Anything else (such as including
chairs, pots or pans, etc.) constitutes the use of a Weapon skill.
Check: Roll percentile dice and apply the average of the modifiers for the sub-abilities of Strength
and Agility. If the result of this modified roll exceeds the Current Armor of the target creature, then they
have been successfully struck. If the target creature or object has been successfully struck, then roll
percentile dice again, apply the same modifier, and consult the following table to determine the damage:

Outc om e of Br awling A ttac k and D am age


Roll A c tion D am age Roll A c tion D am age
<0 2 O pen ha nd to cheek 1* 48 Foot to stoma ch 2 d6
02 Ba ck ha nd to cheek 1 -2 * 49 Foot to sternum 2 d6
03 Fist to ba ck 1 d4 5 0 -5 9 Fist to temple 1 d1 2
04 O pen ha nds to ea rs 1 d4 6 0 -6 5 Knee to stoma ch 2 d8
0 5 -1 0 Fist to stoma ch 1 d4 66 Knee to sternum 2 d8
1 1 -1 3 E lbow to ba ck 1 d6 6 7 -6 9 Foot to k nee 2 d8
1 4 -2 0 Fist to mouth 1 d6 7 0 -7 4 Fist to groin 2 d8
2 1 -3 0 Fist to eye 1 d8 7 5 -7 9 E lbow to nose 2 d8
3 1 -3 2 E lbow to teeth 2 d4 8 0 -8 1 E lbow to throa t 3 d6
3 3 -4 2 Fist to nose 1 d1 0 8 2 -8 4 Foot to groin 3 d6
43 Fist to throa t 1 d1 2 8 5 -9 3 Knee to groin 3 d6
44 Foot to chin 2 d6 9 4 -9 6 E lbow to temple 3 d6
4 5 -4 6 Foot to instep 2 d6 9 7 -9 9 Knee to fa ce 3 d6
47 Foot to mouth 2 d6 >9 9 Knee to a bra ced fa ce 3 d8

* Subdual damage only, it heals by itself in 1d10 minutes.

246
Brewing Carpentry
Alcohol is created by fermenting natural The reshaping or refining of wood is a val-
substances such as wheat, barley, grapes, or honey. ued skill these days. Whenever wood is worked, a
Whenever alcohol is to be brewed, a Brewing skill Carpentry skill check is made.
check must be made. Check: Roll percentile dice and apply the
Check: Roll percentile dice and apply the modifier from Spatial Intelligence. Higher results
modifier from the sub-ability Common Sense. correspond with better quality woodworking. The
Higher results correspond with alcohol of better MM will determine the TH for each circumstance.
quality. Mead is made from fermented honey, and
requires one year to ferment properly. Consult the
table below regarding quality: Cartography
This skill relates to the ability to draw accu-
TH Result rate maps of quality, as well as decipher or follow
5 If possible, a disease or food them. Whenever maps come into play, a Cartogra-
poisoning will occur if large amounts phy skill check is made.
are ingested. Check: Roll percentile dice and apply the
25 It tastes terrible and smells, but the modifier from Spatial Intelligence. Higher results
alcohol will take effect normally. correspond with better skill in Cartography. Note
50 It tastes satisfactory and the that literacy is not a requirement when relating a
alcohol will take effect normally. map to its surroundings, but literacy is required to
75 It tastes pleasant and the alcohol draw a map, and certainly if there is any writing upon
will take effect normally. it. The MM will determine the TH for each circum-
90 The brewer receives repeated con- stance.
gratulations on fine brew.
99 The brewer becomes renowned far
and wide for this fine brew. Catching
The act of seizing an object in motion de-
fines the Catching skill. Most often, this skill is used
Candlemaking when an object is hurled toward the character with-
The hardening of wax with an interior wick out the intent to injure. Whenever a character at-
is Candlemaking. Whenever a candle is made, a tempts to catch an object, a Catching skill check is
Candlemaking skill check is made. made.
Check: Roll percentile dice and apply the Check: Roll percentile dice and apply the
modifier from the Common Sense sub-ability. modifier from Hand-Eye Coordination. Higher re-
Higher results correspond with better quality sults correspond with better catching. The MM will
candlemaking. determine the TH for each circumstance. Modifi-
ers may include the size of the object, the speed at
which it travels, whether or not the object is dan-
gerous (such as a dagger), and whether or not the
character may use both hands. Examples follow:

TH Example
50 Flask
99 Dagger (without being injured)

247
Charioteering Cheesemaking
The act of driving a chariot, usually in battle, Cheesemaking is the process of producing
is the skill of Charioteering. Whenever a chariot is cheese. Whenever a character attempts to make
driven under stressful conditions and the horses may cheese, a Cheesemaking skill check is required.
be difficult to control, a Charioteering skill check Cheese is made from milk, though the milk
must be made. of different domesticated herbivores may be used
Check: Roll percentile dice and apply the to make different kinds of cheese. Milk must be
modifier from Dexterity. Higher results correspond coagulated or curdled, so that it forms curds, which
to higher quality chariot driving. The MM will de- are milky white lumps, and whey, a thin liquid. If
termine the TH of each circumstance. left alone, milk curdles naturally; it sours and forms
into an acid curd. Some cheeses are made from the
curds, the others from whey. Next, cheeses undergo
Chemistry a ripening process, which varies between two weeks
All matter is comprised of a particular com- and seven years. Finally, it is common to add spices.
bination of at least some of the following five ele- The rinds are treated during the ripening process,
ments: air, earth, fire, water, and ether. Chemistry is sometimes with wax to preserve them. Oftentimes,
the science of systematically experimenting with the rinds are salted.
combinations. Through combining substances, new Check: Roll percentile dice and apply the
substances may be made, such as acids, bases, gas, modifier from the sub-ability of Common Sense.
metals, and new toxins (poisons). However, Chem- Higher results correspond with higher quality cheese.
istry may also be dangerous and explosions may re-
sult depending on the whim of the MM and what is
being created. Cleaning
Prerequisites for Chemistry include: Library The cleaning of objects may involve numer-
Research + 10, Herbalism + 5, Toxicology + 5, Na- ous little tasks, such as dusting, arranging furniture,
ture (Plants) + 5, Nature (Minerals) + 5. washing floors, etc. Whenever an area or inanimate
Check: Roll percentile dice and apply the object must be cleaned, a Cleaning skill check must
average of the modifiers from the sub-abilities of be made.
Intuition, Math, and Analytic Intelligence. The Check: Roll percentile dice and apply the
higher the roll, the more likely is success. If the modifier from Common Sense. Higher results cor-
result is 03 or less, than an injury determined by the respond to higher quality Cleaning. The MM will
MM occurs to the chemist. determine the TH of each circumstance.

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248
Climb Clockmaking
Climbing is the action of attempting to A clock is a device that tells time. When-
physically raise oneself regarding elevation. When- ever a clock is crafted, a Clockmaking skill check is
ever a character attempts to Climb, a Climb skill made. For more information on the types of clocks
check is made. available, consult Chapter 9: Equipment.
Check: Roll percentile dice and apply the Check: Roll percentile dice and apply the
average of the modifiers from the sub-abilities of modifier from the Spatial sub-ability. Higher results
Physical Fitness, Strength, and Agility. Higher re- correspond with better quality clocks. On the table
sults correspond with better success at climbing. below, Duration represents the length of time until
Characters that are fully encumbered are unable to the clock breaks down, and Inaccuracy represents the
Climb. amount of time that the clock will be off after a
Next, the ease of the surface to Climb must twenty-four hour period. Consult the table below
be considered. If the surface permits sufficient foot- to determine the qualities of the clock:
holds and handholds, then no penalty applies. If
the surface resembles the difficulty of climbing a TH Duration Inaccuracy
tree with thick bark, then the character incurs a pen- 5 1d4 days 3d8 hours
alty of - 25. If the surface is basically smooth, the 25 1d4 weeks 2d4 hours
character incurs a penalty of - 75. If the surface is 50 2d6 months 1d100 minutes
smooth and oily, the character incurs a - 95 penalty. 75 1d4 years 1d10 minutes
Light armor incurs a - 5 penalty, while me- 90 1d10 years 1d4 minutes
dium armor incurs a - 15 penalty, and heavy armor 99 2d20 years 1d4 seconds
incurs a - 30 penalty.
Climbing up a rope yields a bonus of +5.
Climbing up a rope while wearing gloves gives a Cobbling
bonus of + 15. If the rope has periodic knots, then A cobbler is a maker of shoes and other
a + 2 bonus is incurred. footwear. Whenever crafting footwear is attempted,
Consult the table below to determine a Cobbling skill check is made.
whether or not the character may Climb as well as Check: Roll percentile dice and apply the
their rate, and the likelihood of them falling per modifier from the Common Sense sub-ability.
minute. Note that their chance of falling may be Higher results correspond with better quality foot-
eliminated if they are assisted. wear. On the table below, the column Duration as-
sumes that the footwear is worn daily and subjected
TH Fastest Speed Possible Falling Chance/Minute to normal wear and tear for the duration listed.
<25 Unable to Climb -
25 1% of Sprint speed 32%
Consult the table below to see how long the foot-
50 5% of Sprint speed 16% wear will last before being inoperable:
75 10% of Sprint speed 8%
90 15% of Sprint speed 4% TH Duration
95 20% of Sprint speed 2% 5 1 day
99 25% of Sprint speed 1%
25 1 month
50 6 months
75 1 year
90 5 years
99 10 years

249
Comedy, Buffoonery Comedy, Physical
Buffoonery is coarse, loutish behavior. This Physical Comedy consists of humorous ac-
type of comedy is often offensive to others, but tions. Whenever actions are performed and they
many find it extremely amusing as well. Whenever are intended to be humorous, a Physical Comedy
buffoonery is attempted, a Buffoonery Comedy skill skill check is made. Unintended humorous actions
check is made. are not a result of skill, but luck or happenstance.
Check: Roll percentile dice and apply the Check: Roll percentile dice and apply the
modifier from the Charisma ability. average of the modifiers from the Charisma ability
and the Agility sub-ability.
TH Example
25 Anger is evoked TH Example
30 No apparent effect 5 The performer injures themselves
40 A chuckle occurs, light amusement and others nearby. The MM deter-
50 The pun went over well, merriment mines what is appropriate
and laughter ensue 10 The performer injures others nearby.
80 The pun makes you the life of the The MM determines what is appro-
party, so to speak priate
99 Whoever hears the pun wants to be 15 The performer injures themselves.
your friend or experiences a great The MM determines what is appro-
increase in attraction to you priate
25 No apparent effect
50 A chuckle occurs, light amusement
75 The Physical Comedy went over
well, merriment and laughter ensue
90 The Physical Comedy makes you the
life of the party, so to speak
99 Whoever sees the Physical Comedy
wants to be your friend or experi-
ences a great increase in attraction
to you

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250
Comedy, Pun Contortion
A pun is a play on words and a demonstra- Some are more skilled than others at bodily
tion of wit. In this skill, pun is used with comedic flexibility and fitting their bodies into smaller spaces.
effect. Whenever a pun is attempted in hopes of This skill allows a character to contort their body.
being funny, a Pun Comedy skill check may be made. A character skilled at Contortion has higher Sexual
Check: Roll percentile dice and apply the Adeptness.
modifier from Charisma. Higher results correspond Check: Roll percentile dice and apply the
with a better effect from the pun. The effect of a average of the modifiers from the sub-abilities of
pun can vary considerably. Consider the table be- Physical Fitness and Agility. Consult the table be-
low: low:

TH Example TH Example
5 Anger is evoked 5 Able to touch toes while standing
25 No apparent effect 25 Able to put one foot behind head
50 A chuckle occurs, light amusement 50 Able to palm the ground standing
75 The pun went over well, merriment 75 Able to put both feet behind head
and laughter ensue 90 Able to correctly do the splits
90 The pun makes you the life of the 99 Able to kiss own pelvic bone
party, so to speak
100 Whoever hears the pun wants to be
your friend or experiences a great in-
crease in attraction to you

Constellations
Whenever the constellations need to be iden-
tified in the night sky or their trajectories discussed,
a Constellations skill check is made. This skill is not
to be confused with the skill of Divination (Astrol-
ogy), though they are often used together.
Check: Roll percentile dice and apply the
average of the modifiers from Vision and the sub-
abilities of Reflection and Spatial Intelligence.
Higher results correspond with better accuracy about
the Constellations. The MM will determine the TH
for each specific check.

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251
Cooking Cosmos, General Planes
Those skilled at preparing food are good at This skill deals with natural facts of the
Cooking. Whenever food is being prepared, a Cook- planes of the cosmos in general. Usually, this en-
ing skill check is made. tails information concerning popular locales, geog-
Check: Roll percentile dice and apply the raphy, prominent figures or deities and how the
modifier from the sub-ability Common Sense. universe is structured. Whenever information or
Higher results correspond to better cooking. knowledge such as that listed above is required, a
General Planes skill check is made.
TH Example LC: While there is no LC penalty, each edu-
5 Poor cooking, resulting in a disease cational course taken formally bestows a + 5 bonus
or food poisoning if applicable, such to the General Planes skill check. Usually, human-
as botulism. oids do not formally study the General Planes,
25 Poor cooking. The meal is either (01 though select occupations may, such as priests, sages,
- 50%) undercooked or (51 - 100%) and wizards.
overcooked. In either case, it tastes Check: Roll percentile dice and apply the
terrible. modifier from the Intelligence ability. Higher re-
50 Normal cooking, nothing notewor- sults correspond to better knowledge regarding the
thy. General Planes. The MM must decide the TH de-
75 Good cooking. The meal is just right pending on the circumstances.
and it is pleasing.
90 Excellent cooking. The cook is
thanked repeatedly and the meal is Coppersmithing
recommended throughout the com- A coppersmith is one who forges and shapes
munity. copper with an anvil and a hammer. Copper is
99 Surpassing cooking. The cook is heated in a forge and then hammered into the shape
thanked repeatedly and the meal is desired. The process of forging improves the struc-
recommended throughout the land. ture of the metal. Forged metal is stronger and ex-
hibits greater resistance to fatigue and impact. The
forge consists of an open hearth made of firebrick.
Coal is used to fuel the forge, and bellows are in-
serted to fan air as needed. Broken or obsolete cop-
per objects can be melted down and the substance
reused. Whenever such metalworking is done, a
Coppersmithing skill check must be made.
Check: Roll percentile dice and apply the
average of the modifiers from the sub-abilities
Strength and Spatial Intelligence. Higher results
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correspond with better quality metalwork. The MM
will determine the TH for each application.

252
Cosmos, Specific Plane Dance
This skill deals with natural facts of a spe- Dancing is a physical activity performed ei-
cific plane of existence, such as Hell. Usually, this ther alone or with others as a rhythmic or patterned
entails information concerning popular locations, succession of steps, usually to music. Dancing is
such as the Tower of Dis, geography, prominent often performed when a character is happy, partak-
figures or deities, etc. Whenever information or ing in a celebration or festival, or when desiring to
knowledge such as that listed above is required, a mate.
Specific Plane skill check is made. Check: Roll percentile dice and apply the
LC: While there is no LC penalty, each edu- average of the modifiers from Kinetic Charisma and
cational course taken formally bestows a + 5 bonus Agility. Higher results correspond with a better danc-
to the Specific Plane skill check. Similarly, every ad- ing performance. Some dances are more difficult
venture to the plane where a good duration is spent to perform than others, and these incur appropri-
also bestows a + 5 bonus. Usually, humanoids do ate penalties. Otherwise, consult the table below:
not formally study a Specific Plane, though select
occupations may, such as priests, sages, and wizards. TH Performance
Check: Roll percentile dice and apply the 10 Observers laugh at your apparent
modifier from the Intelligence ability. Higher re- ineptitude.
sults correspond to better knowledge regarding a 25 Your timing is poor and your move-
Specific Plane. The MM must decide the TH de- ments are not fluid, and you stumble
pending on the circumstances. here and there, attracting slightly
negative attention.
50 You dance like anyone else, nothing
noteworthy or embarrassing.
75 You dance better than most, attract-
ing slightly positive attention.
90 Others pause to take note of your
exquisite performance.
99 Observers halt their activities, gath-
ering around you due to your breath-
taking performance.

Delousing
The act of removing lice is Delousing. Lice
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must be at least picked from hair, beards, armpits,
and genitals. Most females are skilled in Delousing
the their family members. Some females make a
trade out of delousing any character who will pay.
Check: Roll percentile dice and apply the
modifier from the Hand-Eye Coordination sub-abil-
ity. If the check is successful, then one bug has
been removed. The TH to remove a bug is 90.

253
Diagnosing Disarm
This skill may only be used by a doctor. A When a character attempts to remove a
doctor must diagnose, or determine what is the prob- weapon from a combative foe, a Disarm skill check
lem, with a patient. Whenever a doctor must diag- is made.
nose a patient, a Diagnosing skill check is made. Check: First, make an attack roll with what-
Check: Roll percentile dice and apply the ever skill is appropriate (Brawling, Specific Weapon,
average of the modifiers from the Intelligence and etc.). If the attack succeeds, generally the oppo-
Wisdom abilities. The higher the roll, the more ac- nent is not wounded. If the attack succeeds, then
curate the diagnosis. The MM will determine the roll percentile dice and apply the average of the
difficulty of each diagnosis. modifiers from the sub-abilities of Hand-Eye Co-
ordination and Agility. While the results vary with
the method and weapon used, consult the table be-
Direction Sense low for a general attempt at resolution:
The skill to sense a given direction, such as
north, is valuable to sailors, rangers, and dungeoneers TH Example
alike. Whenever a character attempts to sense a di- <70 The weapon was hit as intended, but
rection, a Direction Sense skill check is made. no damage was done to it or the
Check: Roll percentile dice and apply the opponent, and the weapon remains
modifier from the sub-ability Intuition. If the char- in their grasp.
acter has suddenly appeared in an absolutely unfa- 70 The weapon is successfully dislodged
miliar location, such as by means of a Teleport spell, from the opponent’s grasp, falling at
then a - 20 penalty is incurred. their feet.
80 The weapon is successfully dislodged
TH Example from the opponent’s grasp, falling to
<50 The direction seems impossible to the ground several feet away. As-
discern. suming the disarmer is roughly hu-
50-74 An incorrect direction is sensed. man in strength, the distance is
The MM must roll 1d8 to determine 2d4 feet for weapons heavier than 5
the direction, rerolling the die should pounds, 3d6 for weapons weighing
the correct direction result. Let 5 pounds or lighter.
1=N, 2=NE, 3=E, 4=SE, 5=S, 90 The weapon is successfully dislodged
6=SW, 7=W, and 8=NW. from the opponent’s grasp, falling to
75 The correct direction is sensed. the ground several feet away. As-
suming the disarmer is roughly hu-
man in strength, the distance is 2d6
feet for weapons heavier than 5
pounds, 3d10 for weapons weighing
5 pounds or lighter.
95 See the above entry, but the disarmer
also damages the opponent with the
damage of their attack.
99 See the above entry, but the disarmer
does Crucial Damage.

254
Disguise Divination, Anthropomancy
The skill to furnish with a false appearance The act of divining from the entrails of dead
or assumed identity can be a dangerous skill. Dis- or dying men or women. Most often, these are sac-
guise may be considered when performed on one- rificial victims. Also called splanchomancy and
self, though others may help. This skill is often used extispicy, anthropomancy is commonly outlawed
in conjunction with Acting (Drama). Whenever a among civilized cultures.
person is disguised, a Disguise skill check is made. Check: Roll percentile dice and apply the
Check: Roll percentile dice and apply the modifier from Intuition. Higher results correspond
average of the modifiers for Charisma and Com- with higher accuracy or an interpretation that
mon Sense. Higher results correspond with better matches reality more closely. Very poor results are
disguises. For each other person who actively as- proven wrong almost instantly, while very good re-
sists in establishing the disguise of a character, a sults are not falsifiable.
bonus of + 2 is incurred. For others to detect the
disguise, they must make an Intuition sub-ability
check which exceeds the Disguise skill check. Divination, Aspidomancy
The act of divining from sitting and chant-
ing while in a circle is Aspidomancy. A circle must
Dismemberment consist of at least three characters of the same spe-
This skill has no skill check, but instead the cies.
points invested in it contribute to the severity of Check: Roll percentile dice and apply the
the damage for hacking weapons on the Crucial modifier from Intuition. Higher results correspond
Damage tables in Chapter 10: Combat. with higher accuracy or an interpretation that
matches reality more closely. Very poor results are
proven wrong almost instantly, while very good re-
Divination, Alectromancy sults are not falsifiable.
Also called alectyromancy, this method of
divination is performed by drawing a circle on the
ground and inscribing letters about the perimeter, Divination, Astrology
or in the case of yes/no questions a ‘yes’ and a ‘no’. This is the study of how events on earth
Then a cock is placed inside the circle and the let- correspond to the positions and movements of as-
ters where the bird pecks are collected into sentences tronomical bodies, particularly the sun, moon, stars,
as answers. Sometimes, answers are derived from and planets. Astrologers believe that the position
the direction the cock crows, or reciting letters of of astronomical bodies at the exact moment of a
the alphabet, noting during which ones the cock person’s birth and the subsequent movements of
crows. the bodies reflect that person’s character, and there-
Check: Roll percentile dice and apply the fore destiny. Astrologers create charts called horo-
modifier from Intuition. Higher results correspond scopes, which map the position of astronomical
with higher accuracy or an interpretation that bodies. Every planet, including the sun and moon,
matches reality more closely. Very poor results are are noted for their positions upon the character’s
proven wrong almost instantly, while very good re- birth.
sults are not falsifiable. Check: Roll percentile dice and apply the
modifier from Intelligence. Higher results corre-
spond with perceptions of better astrological accu-
racy. The MM will determine the TH according to
each situation.

255
Divination, Austromancy Divination, Ceraunoscopy
The act of divining by interpreting winds The act of divining thunder and lightning is
and cloud shapes is Austromancy. ceraunoscopy.
Check: Roll percentile dice and apply the Check: Roll percentile dice and apply the
modifier from Intuition. Higher results correspond modifier from Intuition. Higher results correspond
with higher accuracy or an interpretation that with higher accuracy or an interpretation that
matches reality more closely. Very poor results are matches reality more closely. Very poor results are
proven wrong almost instantly, while very good re- proven wrong almost instantly, while very good re-
sults are not falsifiable. sults are not falsifiable.

Divination, Axinomancy Divination, Chiromancy


This act of divination is performed by plac- Also called cheiromancy, palmistry, and palm
ing an agate stone on a red-hot axe. Its motion is reading, this is the act of divining from the creases,
taken to indicate the identity of someone guilty of a lines, and bumps on the palms and fingers. The
crime. Other methods of prediction and answering hands reveal character and destiny to the seer, indi-
questions are performed with an axe as well. cating factors such as longevity, general health, in-
Check: Roll percentile dice and apply the telligence, love, money, etc.
modifier from Intuition. Higher results correspond Check: Roll percentile dice and apply the
with higher accuracy or an interpretation that modifier from Intuition. Higher results correspond
matches reality more closely. Very poor results are with higher accuracy or an interpretation that
proven wrong almost instantly, while very good re- matches reality more closely. Very poor results are
sults are not falsifiable. proven wrong almost instantly, while very good re-
sults are not falsifiable.

Divination, Belomancy
This act of divining consists of tying a mes- Divination, Cleromancy
sage to an arrow. Each message is tied to a different The act of divining by means of dice. Any
arrow, and each message suggests a different answer small object may be substituted, such as pebbles,
or piece of advice. The diviner launches each ar- beans, or bones.
row from the same bow. No other archer may launch Check: Roll percentile dice and apply the
one or more of the messages. The arrow that flies modifier from Intuition. Higher results correspond
the farthest is considered to carry the message whose with higher accuracy or an interpretation that
advise should be heeded. matches reality more closely. Very poor results are
Check: Roll percentile dice and apply the proven wrong almost instantly, while very good re-
modifier from Intuition. Higher results correspond sults are not falsifiable.
with higher accuracy or an interpretation that
matches reality more closely. Very poor results are
proven wrong almost instantly, while very good re-
sults are not falsifiable.

256
Divination, Crystalomancy Divination, Gyromancy
The act of divining from transparent bod- This act of divining is accomplished by walk-
ies such as a crystal ball, polished quartz, precious ing around a circle of letters until the diviner is too
stones (especially a beryl), or any transparent ob- dizzy to continue or falls. The letters against which
ject. By gazing fixedly and deeply into a polished the diviner stumbles or the direction of the fall are
crystal ball the seer attempts to see what will hap- supposed to spell out a prophetic message.
pen in the future or somewhere else, and to seek Check: Roll percentile dice and apply the
answers to questions. modifier from Intuition. Higher results correspond
Check: Roll percentile dice and apply the with higher accuracy or an interpretation that
modifier from Intuition. Higher results correspond matches reality more closely. Very poor results are
with higher accuracy or an interpretation that proven wrong almost instantly, while very good re-
matches reality more closely. Very poor results are sults are not falsifiable.
proven wrong almost instantly, while very good re-
sults are not falsifiable.
Divination, Hydromancy
The act of divining from water is
Divination, Dririmancy hydromancy. One method is that the diviner uses a
The act of divining by interpreting dripping basin full of water, commands it to be activated by
blood is Dririmancy. Dririmancy is outlawed in most spirits, and it vibrates to a point where it boils and
ceremonies. gives off meaningful sounds. Other techniques are
Check: Roll percentile dice and apply the to drop pebbles into bowls filled with water, foun-
modifier from Intuition. Higher results correspond tains, or other bodies of water. The diviner reads
with higher accuracy or an interpretation that from the color of the water on its surface as the
matches reality more closely. Very poor results are water ripples.
proven wrong almost instantly, while very good re- Check: Roll percentile dice and apply the
sults are not falsifiable. modifier from Intuition. Higher results correspond
with higher accuracy or an interpretation that
matches reality more closely. Very poor results are
Divination, Gastromancy proven wrong almost instantly, while very good re-
The act of divining by interpreting sounds sults are not falsifiable.
from a belly is Gastromancy.
Check: Roll percentile dice and apply the
modifier from Intuition. Higher results correspond Divination, Libanomancy
with higher accuracy or an interpretation that The act of divining by interpreting the move-
matches reality more closely. Very poor results are ments of incense smoke is Libanomancy.
proven wrong almost instantly, while very good re- Check: Roll percentile dice and apply the
sults are not falsifiable. modifier from Intuition. Higher results correspond
with higher accuracy or an interpretation that
matches reality more closely. Very poor results are
proven wrong almost instantly, while very good re-
sults are not falsifiable.

257
Divination, Lithomancy Divination, Numerology
The act of divining the light reflected by The act of divining from numbers. Numer-
precious or colored stones. The gemstones are usu- ologists believe that the universe is mathematically
ally placed on a black cloth for the reading. constructed, and that all things can be expressed in
Check: Roll percentile dice and apply the numbers. Since all letters, words, names, birthdays,
modifier from Intuition. Higher results correspond and so forth may be converted numerically and ex-
with higher accuracy or an interpretation that pressed in numbers, it is believed that a person’s life,
matches reality more closely. Very poor results are temperament, and destiny can be determined. Nu-
proven wrong almost instantly, while very good re- merologists use the numbers 1 - 9 and 0, converting
sults are not falsifiable. larger numbers into these by adding them together.
For instance, the number 14 would be the number 5
to a numerologist (1 + 4 = 5). Certain numbers are
Divination, Lunomancy not reduced, however; these are 11 and 22. Regard-
The act of divining from the shadows cre- ing alphabets, the following letters are transposed
ated by the moonlight on an character’s face. Be- into the following numbers:
fore the divining, silver dust is spread on the diviner’s 1 2 3 4 5 6 7 8 9
hands as well as the subject’s face. A B C D E F G H I
Check: Roll percentile dice and apply the J K L M N O P Q R
modifier from Intuition. Higher results correspond S T U V W X Y Z
with higher accuracy or an interpretation that
matches reality more closely. Very poor results are The above example formatted in English is
proven wrong almost instantly, while very good re- formatted identically in other languages as well.
sults are not falsifiable. Based on the information above, a word would be
translated numerologically as follows:

FATAL = 6+1+2+1+3 = 13 = 1+3 = 4.


Divination, Necromancy
The numerological number for FATAL is 4. From
The act of divining from communicating
here, a numerologist would describe the significance
with the dead is necromancy. Necromancers are
of the number 4. An example of a date would be:
often accused of witchcraft and considered immoral
08/11/1972 = 0+8+1+1+1+9+7+2 = 29 = 2+9 =
for seeking forbidden knowledge from corpses or
11.
spirits.
Check: Roll percentile dice and apply the
This skill is distinct from magic, though some
modifier from Intuition. Higher results correspond
spells of the prognostication discipline are necro-
with higher accuracy or an interpretation that
mantic as well. It is popular to refer to necroman-
matches reality more closely. Very poor results are
cers as ‘bone-conjurers.’
proven wrong almost instantly, while very good re-
Though this is a skill and not a magical spell,
sults are not falsifiable.
ceremony usually accompanies the practice of nec-
romancy. Necromancers usually don black robes
and bear gifts for the dead, such as milk, honey, holy
water, wine, and olive oil, along with a wreath.
Check: Roll percentile dice and apply the
modifier from Intuition. Higher results correspond
with higher accuracy or an interpretation that
matches reality more closely. Very poor results are
proven wrong almost instantly, while very good re-
sults are not falsifiable.

258
Divination, Omphalomancy Divination, Ornithomancy
The act of divining by observing the knots The act of divining by observing the flight
in an umbilical cord is Omphalomancy. of birds is Ornithomancy.
Check: Roll percentile dice and apply the Check: Roll percentile dice and apply the
modifier from Intuition. Higher results correspond modifier from Intuition. Higher results correspond
with higher accuracy or an interpretation that with higher accuracy or an interpretation that
matches reality more closely. Very poor results are matches reality more closely. Very poor results are
proven wrong almost instantly, while very good re- proven wrong almost instantly, while very good re-
sults are not falsifiable. sults are not falsifiable.

Divination, Oneiromancy Divination, Pyromancy


The act of divining by interpreting dreams The act of divining by fire is pyromancy.
is Oneiromancy. The presage is good if the flame was vigorous and
Check: Roll percentile dice and apply the quickly consumes the sacrifice. On the other hand,
modifier from Intuition. Higher results correspond if it is slow to consume the victim, the presage is
with higher accuracy or an interpretation that evil.
matches reality more closely. Very poor results are In addition to observing sacrifices, the flames
proven wrong almost instantly, while very good re- of torches are observed. If the flame forms a single
sults are not falsifiable. point it is good, if it splits in two, it is a bad omen.
Curiously, three is a better omen than one. Bending
of the flame is understood as sickness for the healthy
Divination, Onomancy and death for the sick. Sudden extinction suggests
The act of divining by interpreting the let- the coming of a frightful disaster or catastrophe.
ters of a name is Onomancy. Another specialty is called pyroscopy,
Check: Roll percentile dice and apply the wherein the seer burns a sheet of paper on a white
modifier from Intuition. Higher results correspond surface and examines the resulting stains.
with higher accuracy or an interpretation that One form of pyromancy is daphnomancy,
matches reality more closely. Very poor results are wherein the seer listens to the noise made by laurel
proven wrong almost instantly, while very good re- branches crackling in an open fire. The louder the
sults are not falsifiable. crackles, the better the omens. If crackles are ab-
sent, the meaning is bleak.
Finally, seers of pyromancy may practice
Divination, Oomancy capnomancy, the art of interpreting the movement
The act of divining by interpreting eggs is of smoke from sacrificial offerings. The meaning is
Oomancy. The diviner considers the outer shape good if it rises lightly from the altar and ascends
and the inner contents. straight to the clouds. The omen is bad if the smoke
Check: Roll percentile dice and apply the hangs about.
modifier from Intuition. Higher results correspond Check: Roll percentile dice and apply the
with higher accuracy or an interpretation that modifier from Intuition. Higher results correspond
matches reality more closely. Very poor results are with higher accuracy or an interpretation that
proven wrong almost instantly, while very good re- matches reality more closely. Very poor results are
sults are not falsifiable. proven wrong almost instantly, while very good re-
sults are not falsifiable.

259
Divination, Scatomancy Divination, Xenomancy
The act of divining by food that has been The act of divining by observing the first
vomited is scatomancy. stranger to be found or who appears.
Check: Roll percentile dice and apply the Check: Roll percentile dice and apply the
modifier from Intuition. Higher results correspond modifier from Intuition. Higher results correspond
with higher accuracy or an interpretation that with higher accuracy or an interpretation that
matches reality more closely. Very poor results are matches reality more closely. Very poor results are
proven wrong almost instantly, while very good re- proven wrong almost instantly, while very good re-
sults are not falsifiable. sults are not falsifiable.

Divination, Sortilege Dying


The act of divining by drawing lots is This is the skill at altering the color of an
Sortilege. object, usually cloth, by applying a dye. Whenever
Check: Roll percentile dice and apply the an object is to be dyed, a Dying skill check is made.
modifier from Intuition. Higher results correspond Check: Roll percentile dice and apply the
with higher accuracy or an interpretation that modifier from the Hand-Eye Coordination sub-abil-
matches reality more closely. Very poor results are ity. Higher results correspond with better quality
proven wrong almost instantly, while very good re- of Dying. If necessary, the MM will determine the
sults are not falsifiable. TH.

Divination, Stychomancy Enameling


Also called bibliomancy, this is the act of This is the skill at applying enamel to an
divination in which a book is thrown open and a object. Whenever an object is to be enameled, an
random passage is selected. Meaning is derived from Enameling skill check is made.
this passage. Check: Roll percentile dice and apply the
Check: Roll percentile dice and apply the modifier from the Hand-Eye Coordination sub-abil-
modifier from Intuition. Higher results correspond ity. Higher results correspond with better quality
with higher accuracy or an interpretation that of Enameling. If necessary, the MM will determine
matches reality more closely. Very poor results are the TH.
proven wrong almost instantly, while very good re-
sults are not falsifiable.
Engraving
This is the skill at carving decorations or let-
Divination, Urimancy ters into an object, usually wooden. Whenever an
The act of divining by the observation of object is to be engraved, an Engraving skill check is
urine, either by its taste, color, flow patterns, or the made.
patterns formed when it hits the ground or in a swirl- Check: Roll percentile dice and apply the
ing bowl. modifier from the Hand-Eye Coordination sub-abil-
Check: Roll percentile dice and apply the ity. Higher results correspond with better quality
modifier from Intuition. Higher results correspond of Engraving. If necessary, the MM will determine
with higher accuracy or an interpretation that the TH.
matches reality more closely. Very poor results are
proven wrong almost instantly, while very good re-
sults are not falsifiable.

260
Etiquette Fletching
This is the skill at observing and practicing Crafting arrows is a skill that must be checked
the norms of social and official life or custom. for every dozen arrows crafted.
Whenever Etiquette becomes relevant, an Etiquette Check: Roll percentile dice and apply the
skill check is made. modifier from Spatial Intelligence. Higher results
Check: Roll percentile dice and apply the correspond with arrows of better quality. Consult
average of the modifiers from Intuition, Common the table below:
Sense, and Reflection. Higher results correspond
with better observance and practice of norms. If TH Result
unfamiliar with a similar culture (such as a human in 5 These arrows incur a penalty of - 50
a human culture), then a penalty of - 5 is incurred. to Aim when used; they should be
If unfamiliar with a distinctly different culture (such discarded
as a human in ogre culture), then a penalty of - 20 is 10 These arrows incur a penalty of - 40
incurred. The MM will determine the TH of the to Aim when used; they should be
norm in question. discarded
20 These arrows incur a penalty of - 20
to Aim when used; they should be
Fishing discarded
The act of Fishing is considered here to con- 99 These arrows incur a bonus of + 5
sume a six hour period. Whenever a character fishes, to Aim when used due to fine crafts-
a Fishing skill check is made. manship
Check: Roll percentile dice and apply the
modifier Common Sense. The table below assumes
that Fishing occurs in average conditions and cli- Foresting
mate. Penalties may incur, such as when in polluted This is the skill at cutting down and remov-
water or during an inopportune time of year. Con- ing trees from a forest. Whenever a tree is to be cut
sult the table below: down, a Foresting skill check is made.
Check: Roll percentile dice and apply the
TH Example modifier from the Common Sense sub-ability.
5 Nothing Higher results correspond with better quality of
10 Half a meal for one human Foresting. If necessary, the MM will determine the
20 One meal for one human TH.
30 Two meals for one human
40 Three meals for one human
50 Four meals for one human
60 Five meals for one human
70 Six meals for one human
80 Seven meals for one human
90 Ten meals for one human
95 Twenty meals for one human Artwork Here
99 Forty meals for one human

261
Forgery Gambling
The act of falsely and with fraudulent in- The act of playing a game and consciously
tent making or altering a writing or copying a signa- risking money or other stakes on its outcome, gam-
ture, this skill can be dangerous to practice. In or- bling is a skill of risk. Whenever a bet is placed, a
der to make a Forgery, a character must be literate, Gambling skill check is made.
and therefore practiced with the use of the quill. Check: Roll percentile dice and apply the
Whenever this skill is practiced, a Forgery skill check average of the modifiers for the sub-abilities of Math
must be made. and Common Sense. Higher results correspond with
Check: Roll percentile and apply the aver- better odds of winning. If the gambler is playing
age of the modifiers from the sub-abilities of Hand- House of Fortune (see below), then the following
Eye Coordination and Language. If the forgery is adjustments are made, otherwise the following ad-
in a language foreign and unfamiliar to the forger, justment applies to the odds of other games:
then a - 10% penalty is incurred. Higher results
correspond with better forgeries. The MM will de- TH Adjustment to Odds House of Fortune
clare the TH necessary for the specific Forgery. 5 - 10% If a 2 or 12 is rolled,
the result is 7
25 - 5% If a 2 is rolled, the
result is 7
50 - -
75 + 5% If a 7 is rolled, the
result is 2
99 + 10% If a 6 or 7 is rolled,
the result is 12

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262
House of Fortune: This is a popular gam- Gemcutting
bling game that requires two dice, a board, and at Finishing stones is a tricky process that can
least two players. The board is divided into com- enhance or detract from the value of the stone.
partmentalized squares and is usually expensive and Gems are shaped by being ground on abrasive wheels
elaborately carved and painted works of art. The or disks. The first step is to saw it roughly to shape.
simple device is demonstrated below: Next, the stone to be shaped is affixed to the end
of a wooden stick called a dop and is held against
the revolving wheel or disk. When it has been
ground to the desired shape, it is brought to a high
12
polish on wooden or cloth wheels with fine abra-
The King
sives. Different cuts or shapes are more suitable to
different gems. Whenever an uncut gem undergoes
11
7
3
a finishing process, a Gemcutting skill check must
The Wedding be made.
LC: Initially, the LC is 30, though it improves
by 3 with every successful finish.
10 Check: Roll percentile dice and apply the
modifier from the Spatial Intelligence sub-ability. If
the gemcutter is dwarven, add 20 to the roll. Con-
6 9 5 sult the table below to determine the effect
gemcutting has upon the value of the uncut gem:

8 TH Result
<=30 Gem ruined and worthless.
40 Successful finish, 10% value
2 50 Successful finish, 25% value
The Luck y Pig 60 Successful finish, 50% value
70 Successful finish, 75% value
80 Successful finish, 90% value
90 Successful finish, value x1
First, players agree on a type of coin, most usually 95 Successful finish, value x2
coppers. Players take turns rolling dice. Since there 99 Successful finish, value x3.
is no compartment for when a 4 is rolled, the player
is allowed to roll again. When a player rolls a 3, 5, 6,
8, 9, 10, or 11, they place a coin in the appropriate Genealogy
compartment if it is empty, or collect any coins if it The history of the descent of a family is
is not. Upon rolling a 7, the player places a coin in often charted as a family tree by literate persons.
The Wedding compartment because it is proper to Whenever information is sought concerning a
always bring a gift to a wedding. When a player rolls character’s family, a Genealogy skill check is made.
a 2, they are The Lucky Pig and take all the coins Check: Roll percentile dice and apply the
from all the compartments, except for those of The modifier from the sub-ability Common Sense. If
Wedding in compartment 7. If a player rolls a 12, the character is literate, then a bonus of 25 is ap-
then they are The King and take all coins on the plied to the roll. The MM must decide an appropri-
board, including those in The Wedding because ate TH.
nothing is denied to The King.

263
Girdlemaking Goldsmithing
A girdle is a belt that is worn about the waist. A goldsmith is one who forges and shapes
Whenever a girdle is crafted, a Girdlemaking skill gold with an anvil and a hammer. Gold is heated in
check must be made. a forge and then hammered into the shape desired.
Check: Roll percentile and apply the modi- The process of forging improves the structure of
fier from the Common Sense sub-ability. Higher the metal. Forged metal is stronger and exhibits
results correspond with girdles of higher quality. If greater resistance to fatigue and impact. The forge
necessary, the MM will declare the TH necessary consists of an open hearth made of firebrick. Coal
for the specific girdle. is used to fuel the forge, and bellows are inserted to
fan air as needed. Broken or obsolete gold objects
can be melted down and the substance reused.
Glassblowing Whenever such metalworking is done, a
The basic ingredient of glass is silica, com- Goldsmithing skill check must be made.
prised of sand, flint, or quartz. The necessary tool Check: Roll percentile dice and apply the
for glassblowing is a hollow, iron pipe about four modifier from the Spatial Intelligence sub-ability.
feet in length with a mouthpiece at one end. The Higher results correspond with better quality met-
glassblower collects a small amount of molten glass alwork. The MM will determine the TH for each
on the end of the blowpipe and rolls it against a application.
metal plate to shape its exterior and to cool it slightly.
The glassblower then blows into the pipe, expand-
ing it into a bubble, and controlling its form with Grooming
tongs. Provided that glassblowing tools and ingre- The grooming of animals may involve nu-
dients are available, a Glassblowing skill check must merous little tasks, such as brushing, washing, trim-
be made whenever the production of glass is at- ming, etc. Whenever a creature must be groomed,
tempted. a Grooming skill check must be made.
LC: Initially, there is a LC of 30, though it Check: Roll percentile dice and apply the
improves by 3 with each successfully completed modifier from Common Sense. Higher results cor-
glassware. respond to higher quality Grooming. The MM will
Check: Roll percentile dice and apply the determine the TH of each circumstance.
modifier from Spatial Intelligence. Higher results
correspond with higher quality glassware.

Glovemaking
A glove is protection for a hand that is usu-
ally made from cloth or leather. Whenever a pair of
gloves are crafted, a Glovemaking skill check must
be made.
Check: Roll percentile and apply the modi- Artwork Here
fier from the Spatial Intelligence sub-ability. Higher
results correspond with gloves of higher quality. If
necessary, the MM will declare the TH necessary
for the specific pair of gloves.

264
Haggling Heraldry
This skill is the practice of bargaining. The This broad skill refers to several things.
act of haggling assists a negotiator with quantities Some cultures do not award coats of arms to fami-
in a bargain. The quantities involved are usually ei- lies, but instead employ a generalized symbol. Her-
ther monetary value, animals, or equipment. Once aldry entails knowledge and recognition of various
initiated by one party, both the buyer and seller are family or cultural symbols. Familial coats of arms
involved in Haggling. When selling equipment which are a recent fad in the world, serving to distinguish
is not new, and depending on where it is sold, the friend from foe on the battlefield. Usually, the fam-
equipment usually begins selling at a base of 50% ily insignia is embroidered on the surcoat worn over
the original cost of the item listed in Chapter 9: Equip- the coat of mail, and is hence why it is called a coat
ment. of arms. Unfortunately, coats of arms seem out of
Check: Roll percentile dice and apply the control, since no authority supervises the granting
average of the Skill Modifiers from Rhetorical Cha- of armorial bearings, though many would welcome
risma and Intuition. Both the buyer and seller make such an authority. As a result, individuals, families,
Haggling skill checks. The highest Haggling skill kingdoms, lordships, and towns may have coats of
check made between the buyer and seller may con- arms. Whenever heraldic information or recogni-
sult the table below to determine the outcome of tion is relevant, a Heraldry skill check is made.
the transaction: Check: Roll percentile dice and apply the
Skill Modifier from the sub-ability Common Sense.
TH Buyer Seller Higher results correspond with more knowledge and
<5 (5d20)% increase lose (5d20)% recognition of armorial bearings.
5 - lose (3d20)%
25 - lose (1d20)% TH Example
50 - - 5 Recognize the coat of arms of your
75 (1d20)% discount (1d20)% increase king or ruler
95 (3d20)% discount (3d20)% increase 25 Recognize the coat of arms of a
99 (5d20)% discount (5d20)% increase popular local
50 Recognize the coat of arms of a
foreign king or ruler
Hatmaking 75 Recognize the coat of arms of a
A hat is protection for a head that is usually popular foreigner
made from cloth or leather. Whenever a hat is 95 Recognize the coat of arms of an
crafted, a Hatmaking skill check must be made. obscure local
Check: Roll percentile and apply the modi- 99 Recognize the coat of arms of an
fier from the Common Sense sub-ability. Higher obscure foreigner
results correspond with hats of higher quality. If
necessary, the MM will declare the TH necessary
for the specific hat.

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265
Herbalism Hide
This skill is not to be confused with Toxi- The skill of hiding may save someone’s neck.
cology, the study of toxins. While toxins are usually Hiding is defined here as physically preventing oth-
derived from plants, Toxicology is a separate skill. ers from finding, and most usually deals with people,
Quite the opposite, Herbalism is concerned with though objects may also be hidden. Anytime a char-
medicinal herbs that heal or alleviate wounds and acter desires not to be found, a Hide skill check must
ailments. Whenever such knowledge is relevant or be made.
herbs are applied, an Herbalism skill check is made. Check: Roll percentile dice and apply the
Check: Roll percentile dice and apply the average of the modifiers from the sub-abilities of
modifier from the Intelligence ability. A separate Agility and Common Sense. Higher rolls correspond
check must be made for finding, identifying, and to more success at hiding. Additional modifiers may
extracting or preparing herbs. Finding an herb penalize the results. If a character remains still, there
means that the character is attempting to find it in is no penalty. If a character moves at less than ¼ of
nature, such as searching a forest for an herb. The their Sprint speed, then there is a penalty of 20 to
exact herb found is determined by the MM. Identi- the roll. If a character moves at less than ½ of their
fying an herb means that if a person beholds a sub- Sprint speed, then there is a penalty of 40 to the
stance which they suspect is beneficial such as a glass roll. If a character moves at less than ¾ of their
of wine handed to them by a moral crusader, they Spring speed, then there is a penalty of 60 to the
may possibly detect whether or not the wine con- roll. If a character is sprinting, then there is a pen-
tains an herb. Finally, extracting an herb refers to alty of 80 to the roll. A character cannot hide if
properly removing it from nature, such as removing others are watching them as they attempt to hide.
sap from a plant and converting it into a drink. Pre- Checks must be made every round to remain hid-
paring an herb means to properly prepare the ex- den. The check assumes that the environment is
tracted herb, such as how much to mix with what normal, neither hindering nor helping in an average
kind of liquids, such as wine, etc. case. So, bonuses or penalties may be applied to the
roll as determined by the MM.
TH Find Ide ntify Extr ac t Pr e par e
10 Nothing Nothing Sa mple Ruined
20 Common Nothing Simple E a sy History, Cultural
30 Common O bv ious Simple E a sy This skill deals with the history of an entire
40 Common O bv ious Simple E a sy
culture or people. Usually, this entails from where
50 Common O bv ious Modera te E a sy
60 Common O bv ious Modera te Av era ge
the people came before settling the area, as well as
70 Uncommon O rdina ry Difficult Av era ge how these people differ from and are similar to other
80 Uncommon O rdina ry Difficult Av era ge known cultures. Whenever information or knowl-
90 Ra re O bscure Difficult Ha rd edge such as that listed above is required, a Cultural
99 Very ra re O bscure Impossible Ha rd History skill check is made.
LC: While there is no LC penalty, each edu-
cational course taken formally bestows a + 5 bonus
to the Customary History skill check. Usually, hu-
Hewing mans do not formally study Cultural History, though
The digging of ditches is known as Hewing. select cultures may. Most often, elves and dwarves
Whenever a ditch is to be dug, a Hewing skill check are known to study this subject.
must be made. Check: Roll percentile dice and apply the
Check: Roll percentile dice and apply the modifier from the Intelligence ability. Higher re-
modifier from the Strength sub-ability. Higher re- sults correspond to better knowledge regarding
sults correspond to higher quality Hewing. The MM Cultural History. The MM must decide the TH de-
will determine the TH of each circumstance. pending on the circumstances.

266
History, Legendary History, Military
This skill entails the history of legends and This skill entails the history, development,
myths of an area usually larger than a town but and employment of tactics, strategies, siege engines,
smaller than its country. Whenever information or armies, battles, skirmishes, campaigning, and related
knowledge such as that listed above is required, a topics. Whenever information or knowledge such
Legendary History skill check is made. as that listed above is required, a Military History
LC: While there is no LC penalty, each edu- skill check is made.
cational course taken formally bestows a + 5 bonus LC: While there is no LC penalty, each edu-
to the Legendary History skill check. Usually, hu- cational course taken formally bestows a + 5 bonus
mans do not formally study Legendary History, to the Military History skill check. Usually, humans
though select cultures may. Most often, elves and do not study Military History, though select cultures
dwarves are known to study this subject. may. Most often, elves and dwarves are known to
Check: Roll percentile dice and apply the study this subject.
modifier from the Intelligence ability. Higher re- Check: Roll percentile dice and apply the
sults correspond to better knowledge regarding Leg- modifier from the Intelligence ability. Higher re-
endary History. The MM must decide the TH de- sults correspond to better knowledge regarding Mili-
pending on the circumstances. tary History. The MM must decide the TH depend-
ing on the circumstances.

History, Local
This skill entails local culture, customs, and
generalized history for the local region, most often
consisting of a town and the surrounding area.
Whenever information or knowledge such as that
listed above is required, a Local History skill check
is made.
LC: While there is no LC penalty, each edu-
cational course taken formally bestows a + 5 bonus
to the Local History skill check. Usually, humans
do not formally study Local History, though select
cultures may. Most often, elves and dwarves are
known to study this subject.
Check: Roll percentile dice and apply the
modifier from the Intelligence ability. Higher re-
sults correspond to better knowledge regarding Lo-
cal History. The MM must decide the TH depend-
ing on the circumstances.

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267
Hunting Hurl
The act of hunting may be performed by a This skill applies individually to different mis-
character in detail, such as utilizing other skills in sile weapons that may be hurled. Note that this skill
combination, like Hide, Sight, and Aim. This skill, is distinct from the Aim skill; Hurl is only concerned
however, is intended to provide a simple result to with weapons that may be hurled, such as daggers,
avoid an unnecessarily time-consuming routine. hatchets, knives, rocks, spears, etc. For each missile
Whenever a character desires to hunt, a Hunting weapon in which five points have been invested, a
skill check is made. weapon may be used in combat without penalty.
Check: Roll percentile dice and apply the Check: Roll percentile dice and apply the
average of the modifiers for Vision and the sub- average of the modifiers for the Strength and Agil-
ability of Hand-Eye Coordination. The table be- ity sub-abilities, and Vision. A skill check with a
low assumes that hunting occurs in average condi- missile weapon means that it is being hurled at an
tions and climate. Penalties may incur, such as when opponent or target. For those who have never be-
in a desert or the dead of winter. Consult the table fore used this missile weapon in combat or trained
below: with it, there is a penalty of - 20 on the skill check.
The TH is the opponent’s CA (Current Armor),
TH Example though each weapon has modifiers to hit certain
5 Nothing types of armors and must be included in the roll.
11 Half a meal for one human Further, every two Skill Points invested or accumu-
20 One meal for one human lated with a missile weapon beyond the first 5 will
30 Two meals for one human improve the skill check by 1.
40 Three meals for one human
50 Four meals for one human
60 Five meals for one human Impaling
70 Six meals for one human This skill has no skill check, but instead the
80 Seven meals for one human points invested in it contribute to the severity of
90 Ten meals for one human the damage for stabbing weapons on the Crucial
95 Twenty meals for one human Damage tables in Chapter 10: Combat.
99 Forty meals for one human

Inkmaking
Whenever ink is to be produced, an
Inkmaking skill check must be made.
Check: Roll percentile dice and apply the
modifier from the Common Sense sub-ability.
Higher results correspond to higher quality ink. The
MM will determine the TH of each circumstance.

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268
Intimidation Juggling
This skill entails most attempts to bully, The skill of juggling is the art of keeping
browbeat, frighten, or coerce others into submis- multiple objects in the air at the same time through
sion or obedience, inspiring a sense of inferiority. precise throwing and catching. Anytime this is at-
Often, intimidation is an attempt through threats tempted, a Juggling skill check must be made.
and/or violence to compel others to action or inac- LC: Initially with each type of object there
tion. In any case, it is a reduction to a state where is a - 20 LC, though it improves by 5 per month if
the spirit is broken or all courage lost. Some men practiced daily.
attempt rape after intimidating women to allow the Check: Roll percentile dice and apply the
man to have his way with her; oftentimes, if this modifier from the Hand-Eye Coordination sub-abil-
fails, the man changes tactics and attempts a Wres- ity. Higher results correspond to better and longer
tling skill check, hoping to overbear her. Aside from performances. The table below assumes that the
Wrestling, if any of the above is attempted, an In- objects to be juggled are simple, such as apples. More
timidation skill check must be made. difficult objects, such as knives, incur penalties. For
Check: Roll percentile dice and apply the example, juggling throwing knives or two hand axes
average of the modifiers from the Physique sub- often incurs a - 15 penalty. From the table below,
ability and the Charisma ability. The person to be the MM should determine the number of objects
intimidated must also make an Intimidation skill and duration, and not inform the player. If danger-
check. If they are physically restrained they suffer - ous items are juggled and failure occurs or the ob-
40 to their roll. If they are outnumbered by at least jects are juggled longer than allowed by the table, a
3 to 1, they suffer - 15 to their roll. The height of second juggling check must be made to determine
the two characters are compared. For each inch of whether or not the juggler is harmed. For these
difference, the character attempting Intimidation ad- second checks, jugglers must pass a skill check at
justs their skill check by 2, in whichever direction is TH 50 or be injured by a random number of the
appropriate. Finally, the Strength scores of the two objects juggled. Consult the table below:
characters are compared. For each 5 points of dif-
ference in sub-ability, the character attempting In- TH Example
timidation adjusts their skill check by 2, in which- 25 Failure, the objects fall before ever
ever direction is appropriate. If the intimidator has truly being juggled.
the higher roll, then they are successfully intimidated. 50 May juggle 2-3 objects for 1d4
Intimidating masses of people instead of individu- rounds.
als is a different matter, best determined by the MM. 75 May juggle 2-4 objects for 1d6
rounds.
90 May juggle 2-4 objects for 1d4
minutes.
99 May juggle (1d4 + 1) objects for
2d6 minutes.

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269
Jump
Skill at jumping depends heavily on Physical Fitness and practice. Two forms of jumping may be
performed: from a standstill, and from a sprint. Whenever a character jumps, they must make a Jump skill
check.
Check: Roll percentile dice and apply the modifier from the Physical Fitness sub-ability. On the
table below, both the distance and height that a character may jump are expressed as a percent of the
character’s height. Height is considered just as the Olympic High Jump event -- it is the height than an
object may be jumped over without touching it. Finally, encumbrance affects jumping as well. For ex-
ample, if a character is 50% encumbered, they may only jump 50% as far and high. Consult the table
below to determine the distance and height jumped:

TH Standing Distance Standing Height Sprinting Distance Sprinting Height


5 50% 33% 100% 70%
10 60% 45% 125% 80%
20 70% 50% 150% 85%
30 80% 55% 170% 90%
40 90% 60% 185% 95%
50 100% 67% 200% 100%
60 110% 70% 225% 110%
70 120% 72% 250% 115%
80 130% 75% 270% 120%
90 140% 77% 285% 125%
99 150% 80% 300% 130%

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270
Language, Read/Write Locksmithing
If a character receives formal education in a There is no great variety of locks; most are
language, then they may learn to read and write in very similar. However, artisans may design locks of
the language provided they are not delimited by their exquisite detail. Provided the equipment is avail-
Intelligence ability. The vast majority of the world able, each time a lock is made a Locksmithing skill
is not literate. Unless a character has been literate check must be made.
since youth, such as with the Upper Class, they will Check: Roll percentile dice and apply the
have to make a check when reading or writing. modifier from the sub-ability Spatial Intelligence.
LC: Initially, the LC is 90 after a year with The TH is 60 for a working lock to be produced.
the language, though it improves by 20 for each year
of study.
Check: Roll percentile dice and apply the Lock-Picking
modifier from the sub-ability Language. Higher re- Only with proper tools may a character at-
sults correspond to better grammar and syntactical tempt to pick a lock, and then they have to hope
accuracy. that they do not have to overcome rust. Locks are
mechanical devices opened by keys that are used to
fasten doors, chests, and lids. Keys, however, are
Language, Speak not small, but large and cumbersome. Just the same,
If a character has frequent contact with an- whenever a character and their lock-picks attempt
other race or sentient species, or through formal to open a lock, a Lock-Picking skill check is made.
education, they may learn to speak another tongue. Check: Roll percentile dice and apply the
The number of tongues that may be learned is de- modifier from Hand-Eye Coordination. Consult the
limited by the ability of Intelligence. No check needs table below:
to be made in a character’s native language. How-
ever, to be understandable to others and to under- TH Example
stand their speech, a check must be made. 5 A lock-picking tool just broke
LC: Initially, the LC is 80 after a year with 70 The lock is picked, after 3d6
the language, though it improves by 20 for each year minutes
of study or immersion in that culture. 80 The lock is picked, after 2d6
Check: Roll percentile dice and apply the minutes
modifier from the sub-ability Language. Higher re- 90 The lock is picked, after 1d6 min-
sults correspond to better fluency. utes
95 The lock is picked, after 1d20
seconds
Law 99 The lock is picked in 1d4 seconds
Most societies utilize laws or universal rules
for citizens which are reinforced by the government
or those who are in power. Since laws vary from
society to society, whenever a character makes a de-
cision based on their knowledge of the law, a check
must be made.
Check: Roll percentile dice and apply the
modifier from the Intelligence ability. Higher re-
sults correspond to more knowledge about the law.

271
Logic Math, Algebra
This is a science that deals with canons and In algebra, arithmetic relations are general-
criteria of validity in thought and principles of rea- ized and explored by using letter symbols to repre-
soning. Logic is divided into deductive and induc- sent numbers. This is used to solve linear, quadratic,
tive. Things demonstrated deductively must be true, and indeterminate equations, as well as polynomials
provided the logic is not flawed. Things demon- and binomials. Some call this the science of resto-
strated inductively are probably true. For example, ration and balancing. Any time an algebraic expres-
if all seductresses exercise fellatio, and fellatio al- sion needs to be solved, its difficulty will be assessed
ways feels good, then it follows deductively that the and the MM will declare its TH.
fellatio administered by a seductress will always feel Check: Roll percentile dice and apply the
good. Of course, each of the two premises are logi- modifier for the sub-ability Math. Higher results
cally flawed, since there may very well be seductresses correspond to better algebraic performance.
who refuse fellatio, and it is possible for fellatio to
not feel good, such as by including fierce biting.
Inductive or probabilistic logic may be character- Math, Geometry
ized by the following basic example. If seductresses This is a branch of mathematics that deals
typically give fellatio, and fellatio typically feels good, with the properties of space. It is often used to
then I probably want to meet a seductress. Any determine areas, diameters, and volumes. For ex-
time the validity of logic needs to be assessed, a Logic ample, axioms like ‘the shortest distance between
skill check must be made. to points is a straight line’ supports theories about
Check: Roll percentile dice and apply the points, lines, angles, curves, and planes.
modifier from the sub-ability of Analytic Intelli- Check: Roll percentile dice and apply the
gence. Higher results correspond to more clarity in modifier for the sub-ability Math. Higher results
logical thinking. correspond to better geometric performance.

Mangling Math, Fundamental


This skill has no skill check, but instead the The study of relationships among quanti-
points invested in it contribute to the severity of ties, magnitudes, and properties are deduced in Fun-
the damage for pounding weapons on the Crucial damental Mathematics with addition, subtraction,
Damage tables in Chapter 10: Combat. multiplication, and division.
Check: Roll percentile dice and apply the
modifier for the sub-ability Math. Higher results
Massage correspond to better geometric performance.
To caress or rub another is to Massage them.
A Massage may be performed for the purpose of
soothing or relaxing muscles, but it may also be per-
formed with erotic intentions.
Check: Roll percentile dice and apply the
average of the modifiers from Kinetic Charisma and
Hand-Eye Coordination. Higher results correspond
to a better Massage.

272
Milking Minting
Milking is the skill in removing milk from a The skill of making currency is Minting.
mammal. Cows are the most common mammal Currency may consist of both coins and bars. A
from which milk is extracted, but a variety of mam-
minter must first be fluent with whatever metal is
mals produce milk. necessary. For example, to mint gold coins or bars,
Check: Roll percentile dice and apply thethe minter must first be a skilled goldsmith. When-
average of the modifiers for the sub-abilities of
ever currency must be crafted, a Minting skill check
Hand-Eye Coordination and Common Sense. must be made.
Check: Roll percentile dice and apply the
TH Example modifier for the sub-ability Common Sense. Higher
<40 Mammal becomes upset and kicks results correspond in better Minting or knowledge
or bites (nipples were pinched) thereof.
40 Successful milking

Mountaineering
Milling Usually, mountaineering requires the use of
The skill of grinding grain is Milling. When- tools such as rope, pitons, and other specialized
ever grain must be ground, a Milling skill check must equipment. Whenever a character must climb via
be made. these tools, a check must be made.
Check: Roll percentile dice and apply the Check: Roll percentile dice and apply the
modifier for the sub-ability Common Sense. Higher average of the modifiers for the sub-abilities of
results correspond in better Mining or knowledge Physical Fitness, Strength, and Agility. Higher re-
thereof. sults correspond to better performance.

Mining
Distinct from Hewing, the goal of Mining Mounted Archery
is to extract from the earth commodities such as Although this is a skill and it may be im-
iron, gold, copper, lead, as well as ornamental and proved if practiced (and points are allotted to it),
valuable stones. This skill represents knowledge there is no skill check to speak of. Instead, a penalty
about mine shafts, ventilation, and using a pick to of 20 is applied to ground-based mounted archery,
uncover commodities without damaging them. and 30 for aerial archery, such as from the back of a
Check: Roll percentile dice and apply the dragon or Pegasus. After the attack, see the Riding
modifier for the sub-ability Common Sense. Higher skill to determine whether or not you remain
results correspond in better Mining or knowledge mounted.
thereof.

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273
Music, Counterpoint Musical Instrument
Not to be confused with music theory, coun- In order to judge the performance of the
terpoint is the study of two notes, not so much when musician with their instrument, a check is made for
they are played at the same time (the study of har- this skill.
mony), but in succession. Hence, counterpoint is LC: For every month that the instrument is
concerned with melody more than harmony. Coun- practiced regularly, and the practicing consists of
terpoint is highly respected among educated musi- structured efforts, the LC decreases by 5.
cians and can be very mathematical. In fact, the Check: Roll percentile dice and apply the
complexity and exactitude of counterpoint has led average of the modifiers for the Hand-Eye Coordi-
many to claim with strength that music is not an art, nation and Spatial Intelligence sub-abilities. The
but a science. Typically, music theory is learned prior higher the number, the better the performance.
to contrapuntal studies. Each time music is written What may be easy to perform on one instrument
or improvised, a check is required to see how well may be difficult or impossible on another. For this
contrapuntally it was written or performed. All reason, the MM is the arbiter of each performance.
music involves counterpoint to some extent, whether Many players, however, seek to be consid-
the composer or performer is aware of it or not. ered virtuosos. Virtuosity, however, is more than a
Check: Roll percentile dice and apply the skill check, it is the result of a multiplicative func-
average of the modifiers for the sub-abilities of Math tion. Following are numeric factors to determine
and Analytic Intelligence. Higher results correspond virtuosity. The factors must be multiplied together.
with better contrapuntal writing or playing. In order to be a virtuoso, a character must have a
VS (Virtuosity Score) of 25,000,000.

Music, Theory VS = (numerical and decimal equivalent of


In music theory, when two notes are played total years of playing the instrument) x (Hand-Eye
at the same time, a harmony is produced. Harmony Coordination) x (Spatial Intelligence) x (Analytic
is the study of the various possible intervals and Intelligence)
their progressions. On a larger scale, three or more
different intervals played at the same time consti- For instance, someone who has played for
tute a chord. As a study, music theory is also con- 10 years, has a Hand-Eye Coordination of 145, Spa-
cerned with the relationship between any given in- tial Intelligence of 130, and with an Analytic Intelli-
terval or chord and its scale or the tonality of the gence of 150 has a VS of 23,562,500 (10 x 145 x 130
piece of music. Each time music is written or im- x 125), and while they are close and obviously tal-
provised with an instrument capable of multiple si- ented, they are not a virtuoso with that instrument.
multaneous notes or when accompanying other mu-
sicians, a check is required to see how well harmoni-
cally it was written or performed.
Check: Roll percentile dice and apply the
modifier for the sub-ability of Math. Higher results
correspond with music exuding good music theory.

274
Nature, Animals Nature, Birds
Concerning the knowledge of natural ani- Concerning the knowledge of natural birds,
mals, this skill may be checked to determine the ex- this skill may be checked to determine the extent at
tent at the moment. the moment. This includes giant birds, but not
Check: Roll percentile dice and apply the magical birds.
modifier from the Intelligence ability. Consult the Check: Roll percentile dice and apply the
table below: modifier from the Intelligence ability. Consult the
table below:
TH Example
25 Familiar with the species on sight TH Example
50 Familiar with the species by its 25 Familiar with the species on sight
sounds 50 Familiar with the species by its
75 Familiar with the habits and routines sounds
of the species 75 Familiar with the habits and routines
90 Familiar with fine and obscure of the species
details about the species 90 Familiar with fine and obscure
details about the species

Nature, Beasts
Concerning the knowledge of beasts, such Nature, Fish
as giant animals, ogres, etc. This skill may be checked Concerning the knowledge of natural fish,
to determine the extent at the moment. Natural this skill may be checked to determine the extent at
beasts do not include magical beasts, the undead, the moment.
etc. Check: Roll percentile dice and apply the
Check: Roll percentile dice and apply the modifier from the Intelligence ability. Consult the
modifier from the Intelligence ability. Consult the table below:
table below:
TH Example
TH Example 25 Familiar with the species on sight
25 Familiar with the species on sight 50 Familiar with the species by its
50 Familiar with the species by its sounds
sounds 75 Familiar with the habits and routines
75 Familiar with the habits and routines of the species
of the species 90 Familiar with fine and obscure
90 Familiar with fine and obscure details about the species
details about the species

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275
Nature, Geography Nature, Minerals
Concerning the knowledge of geography, Concerning the knowledge of minerals, this
this skill may be checked to determine the extent at skill may be checked to determine the extent at the
the moment. moment.
Check: Roll percentile dice and apply the Check: Roll percentile dice and apply the
modifier from the Intelligence ability. Consult the modifier from the Intelligence ability. Consult the
table below: table below:

TH Example TH Example
25 Familiar with geographic feature 25 Familiar with the mineral on sight
(mountains, forests, etc.) on sight 50 Familiar with the mineral by its
50 Familiar with geographic feature color, texture, or taste
from prior studies or tales 75 Familiar with the common locations
75 Familiar with geographic feature of the mineral
from experience 90 Familiar with fine and obscure
90 Familiar with fine and obscure details about the mineral
details about the geographic feature

Nature, Mycology
Nature, Humanoids Concerning the knowledge of fungi, this skill
Concerning the knowledge of natural hu- may be checked to determine the extent at the mo-
manoids, this skill may be checked to determine the ment.
extent at the moment. Check: Roll percentile dice and apply the
Check: Roll percentile dice and apply the modifier from the Intelligence ability. Consult the
modifier from the Intelligence ability. Consult the table below:
table below:
TH Example
TH Example 25 Familiar with the species on sight
25 Familiar with the species on sight 50 Familiar with the species by its smell
50 Familiar with the species by its or taste
sounds 75 Familiar with the habitat of the
75 Familiar with the habits and routines species
of the species 90 Familiar with fine and obscure
90 Familiar with fine and obscure details about the species
details about the species

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276
Nature, Plants Painting
Concerning the knowledge of natural plants, The skill of Painting entails using pigments
this skill may be checked to determine the extent at that are carried in an egg or gum. Various minerals
the moment. are ground into powders and mixed with animal fat,
Check: Roll percentile dice and apply the egg whites, plant juices, fish glue, or blood. Most
modifier from the Intelligence ability. Consult the paintings are done on buildings, and the first step is
table below: to fill all cracks or crevices. Finally, paints are ap-
plied to the surface with a brush.
TH Example LC: Initially, the LC is 30, though it improves
25 Familiar with the species on sight by 2 with each completed painting.
50 Familiar with the species by its Check: Roll percentile dice and apply the
smell, taste, and feel average of the modifiers from the sub-abilities of
75 Familiar with the habitat of the Hand-Eye Coordination and Spatial Intelligence.
species Higher results correlate to higher quality paintings.
90 Familiar with fine and obscure
details about the species TH Example
05 Stick figures; worthless
30 Embarrassing artwork; worth 25%
Nature, Trees of the price of materials
Concerning the knowledge of natural trees, 40 Disproportionate artwork; worth
this skill may be checked to determine the extent at 50% of the price of materials
the moment. 50 Acceptable artwork; worth 75% of
Check: Roll percentile dice and apply the the price of materials
modifier from the Intelligence ability. Consult the 60 Decent artwork; worth 100% of
table below: the price of materials
70 Good artwork; worth 1d10 times the
TH Example price of materials
25 Familiar with the species on sight 80 Exceptional artwork; worth 2d10
50 Familiar with the species by its smell times the price of materials
and taste 90 Admirable artwork; worth 3d20
75 Familiar with the habitat of the times the price of materials
species 95 Astonishing artwork; worth 1d100
90 Familiar with fine and obscure times the price of materials
details about the species 99 A masterpiece; worth 1d1000 times
the price of materials

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277
Papermaking Parry
To make paper, raw materials are gathered The purpose of this combat skill is to de-
(straw, leaves, bark, rags, or other fibrous material) flect an attack of another without the intention to
and placed in a vat or trough and pounded with a harm the attacker.
heavy hammer to separate the fibers. The material LC: To Parry without a penalty due to LC, a
is washed with water to remove impurities. Next, character must be skilled in the Specific Weapon or
the material is placed within a mold in a wooden General Weapon used to deflect.
frame, coated with a thin layer of water, and shaken Check: Roll percentile dice and apply the
from side to side. The material is removed, placed average of the modifiers from the sub-abilities of
between two pieces of felt, and pressed flat. After Hand-Eye Coordination and Agility. The adjusted
it is sufficiently pressed, the sheet of paper is hung roll must be higher than the adjusted roll of the
to dry over ropes in a drying room. Next, the paper attacker in order to successfully parry the attack. If
is dipped in a solution of animal glue, so that ink the attack is successfully parried, then the attack does
will not become absorbed and fuzzy. After the glue no damage. If the adjusted roll is not higher than
dries, the paper is again pressed. This process, the adjusted roll of the attacker, then damage is taken
though used by the elves for roughly a thousand normally.
years now, is quite new among humans and has re-
placed papyrus and parchment, only having been
used for a little more than a hundred years now. Perfumemaking
Check: Roll percentile dice and apply the Perfume is a substance that smells attractive.
modifier from the Spatial Intelligence sub-ability. Whenever perfume is prepared, a Perfumemaking
Higher results correlate to higher quality pages. skill check must be made.
Check: Roll percentile dice and apply the
TH Example modifier from the Common Sense sub-ability.
5 Not drying properly, the paper is Higher results correspond with perfumes that smell
flimsy, breaks easily, and cannot be more appealing.
written upon
10 Glue was not applied properly, so
writing will be blotchy and smear

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278
Persuasion Philosophy
This is an act or the action of influencing This is the study or intellectual pursuit of
the opinions, attitudes, or beliefs of others by the wisdom and the underlying causes and principles of
attractiveness of arguments offered. However, in- reality, as well as a quest for truth through logical
stead of appealing to someone strictly through ra- reasoning. Most philosophical topics are concerned
tionality and reason such as with the skill of Logic, with epistemology (how we come to know things),
this skill appeals primarily to the emotions of oth- metaphysics (studying things beyond the physical,
ers. Persuasion is distinct from Trickery, in that its like deities, souls, morality, and ethics), organized re-
primary component is not falsehood, but emotional ligion, necessity vs. chance (determinism vs. free will),
appeal. Persuasion and trickery are often used to- and experimental applications and implications of
gether. Finally, persuasion is accomplished subtly, ether.
not with force. When persuasion occurs, the person’s Check: Roll percentile dice and apply the
inner opinions change. Forceful change in people modifier from the Intelligence ability. Higher re-
is best accomplished with the Intimidation skill, sults correlate to better knowledge about the philo-
though this form of change is still often external, sophical topic at hand.
not internal. Proficient arguers often oscillate back
and forth between using the skills of Persuasion and
Logic, between appeals to emotion and reason, de- Pick Pocket
pending on what suits them better at the moment. Usually, pockets are picked by bumping into
Check: Roll percentile dice and apply the an individual, which may or may not be coordinated
modifier from the Charisma ability. The higher the with an added distraction. The bumping is itself a
result, the more persuasive the argument. Consult distractive cover for the thieving hand.
the MM to determine whether Persuasion occurs. Check: Roll percentile dice and apply the
modifier from the sub-ability of Hand-Eye Coordi-
nation. The person whose pockets are being picked
Pewtersmithing is allowed to make a Touch skill check. The higher
A pewtersmith is one who forges and shapes of the two checks succeeds. For instance, if the roll
pewter with an anvil and a hammer. Pewter is heated for Pick Pocket is higher than their roll for Touch,
in a forge and then hammered into the shape de- then the pocket is picked successfully. If the Touch
sired. The process of forging improves the struc- roll is higher, however, they have detected the thiev-
ture of the metal. Forged metal is stronger and ex- ery. Modifiers to the Pick Pocket skill check include:
hibits greater resistance to fatigue and impact. The
forge consists of an open hearth made of firebrick. Modifier Circumstance
Coal is used to fuel the forge, and bellows are in- + 10 Bump into the person
serted to fan air as needed. Lead and tin are com- +5 Accompanying verbal dis-
bined to produce pewter. Broken or obsolete pew- traction
ter objects can be melted down and the substance +5 Accomplice offers distrac-
reused. Whenever such metalworking is done, a tion
Pewtersmithing skill check must be made.
Check: Roll percentile dice and apply the
average of the modifiers from the sub-abilities
Strength and Spatial Intelligence. Higher results
correspond with better quality metalwork. The MM
will determine the TH for each application.

279
Pottery Religion, Cultural
This skill is the act of hardening clay. Earth- This skill applies only to the religion of one
enware clay is often heated to roughly 1700-2200 specific culture. Anytime knowledge is relevant, a
degrees Fahrenheit. The potter’s wheel is a flat disk check must be made.
that revolves horizontally on a pivot. Both hands - Check: Roll percentile dice and apply the
one on the inside and one on the outside of the clay modifier from the Intelligence ability. High results
- are free to shape the pot from the ball of clay that correspond with high familiarity or knowledge re-
is centered on the rotating wheel head. A stick fits garding the culture’s religion.
into a notch in the wheel and is turned by an assis-
tant. Wood is used to fuel the kiln to the desired
temperature once the pot is shaped and dried by Religion, Specific
the air. A pot can be decorated before or after fir- This skill applies only to the specific reli-
ing. Glazes may or may not be applied. Clay pots gion of one deity. Anytime knowledge is relevant, a
serve many functions, including two-handled stor- check must be made.
age vessels for wine, corn, oil, or honey. Also, some Check: Roll percentile dice and apply the
are made as oil flasks, funeral offerings, or works of modifier from the Intelligence ability. High results
art. correspond with high familiarity or knowledge re-
Check: Roll percentile dice and apply the garding the culture’s religion.
modifier from the sub-ability of Common Sense.
Higher results correspond to higher quality pottery.
Remember Detail
The ability to remember fine, specific, and
Pursemaking distant memories is a valuable skill. When points
A purse is a mobile container, usually filled are put into this skill, they represent that the charac-
with coins. Whenever a purse is to be constructed, ter spends much time remembering details and sub-
a Pursemaking skill check must be made. stantial mental energy in both memorizing details
Check: Roll percentile dice and apply the as well as continually referring back to them to re-
modifier from the Common Sense sub-ability. fresh their memory.
Higher results correspond with purses of higher Check: Roll percentile dice and apply the
quality. modifier from the Reflection sub-ability. Higher
results correspond to clearer memories of more dis-
tant details.
Read Lips
The ability to discern what others are saying
without being able to hear them, only by seeing their Research, Library
lips move, is a valuable skill that few possess with Researching topics in a library is a skill in
any accuracy, especially if deaf. itself, especially when each library is organized dif-
Check: Roll percentile dice and apply the ferently. To search a library without assistance while
modifier from the sub-ability of Intuition. Deaf researching a topic, make a Library Research skill
characters receive a + 40 bonus to their roll. The check.
result is the percent of words understood. Check: Roll percentile dice and apply the
modifier from the Intelligence ability. Higher re-
sults correspond to better finds. If the search is
assisted by a character who is familiar with the li-
brary, the MM will assign an appropriate bonus.
Obviously, the harder the topic to find in the library,
the higher the TH will be.

280
Riding Saddlemaking
It is generally assumed that characters are A saddle is a utility for a character who rides
able to ride, just as they are able to walk. Anything horses. The saddle lies between the rider and the
beyond mere riding, however, necessitates a Riding horse. Whenever a saddle is to be constructed, a
skill check. For example, attempting to attack an Saddlemaking skill check must be made.
opponent while riding. Check: Roll percentile dice and apply the
Check: Roll percentile dice and apply the modifier from the Common Sense sub-ability.
modifier from the Agility ability. Higher results correspond with saddles of higher
quality.
TH Example
30 Able to remain on horseback while
attacking Sailing
50 Able to jump the horse successfully The proficiency a mariner has in directing a
and remain on horseback vessel as desired by manipulating sails is Sailing. Sail-
ing entails familiarity with the stars, tides, winds, cur-
rents, and seagoing vessels. The Sailing skill is not
Ritual, Complex necessary for small river craft. Any time a seagoing
Rituals that require long durations and great vessel is sailed, the decision-making sailor needs to
precision are Complex Rituals. In spellcasting, spells make a Sailing skill check.
of 6th-10th levels have complex rituals that may take LC: The initial LC is 20, though it improves
from 30 minutes to 1 week to perform. by 2 with each voyage.
Check: Roll percentile dice and apply the Check: Roll percentile dice and apply the
average of the modifiers from Intelligence and average of the modifier of Intelligence and the
Hand-Eye Coordination. Higher rolls correspond modifier for Vision. Many variables may influence
to rituals performed with greater precision. sailing, such as the direction and speed of the winds
and currents, storms, etc. The adjusted result of
the skill check equals the percentage of Wind Po-
Ropemaking tential that may be used (see Chap. 18: Warfare).
A rope is a collection of fibers that have Additionally, a Sailing skill check is neces-
been wound lengthwise. Whenever rope is to be sary when a vessel with a ram attempts to ram an-
wound, a Ropemaking skill check must be made. other vessel. For ramming, divide the feet per round
Check: Roll percentile dice and apply the of movement of the attacking vessel by 10, and add
modifier from the Common Sense sub-ability. to the check. Additionally, a deceres gains + 1d12,
Higher results correspond with rope of higher qual- septireme + 1d10, quinquereme + 1d8, and a trireme
ity. + 1d6. Consult the table below:

TH Result Chance Ram Breaks


Rope Use <30 Miss -
Rope may be used in many ways, such as for 30 1d20 IP 1%
climbing, binding prisoners, drawing and quartering 40 1d100 IP 2%
criminals, and in any occasion when a sturdy or ap- 50 2d100 IP 3%
propriate knot is necessary. 60 5d100 IP 4%
Check: Roll percentile dice and apply the 70 7d100 IP 5%
modifier from the sub-ability Hand-Eye Coordina- 80 1d1000 IP 6%
tion. Consult the MM concerning the difficulty of 90 2d1000 IP 7%
the action chosen. >99 5d1000 IP 8%

281
Sailmaking Seduction
A sail captures wind and helps propel or di- Practicing ‘Seduction’ implies intentions to
rect a waterborne vessel. Whenever a sail is to be mate an unknown subject.
constructed, a Sailmaking skill check must be made. Check: Roll percentile dice and apply the
Check: Roll percentile dice and apply the average of the modifiers from the Charisma ability
modifier from the Spatial Intelligence sub-ability. and Bodily Attractiveness sub-ability. Initially, there
Higher results correspond with sails of higher qual- is a base TH of 95 for males and 80 for females.
ity. First, since it is easier to seduce those less attractive,
the difference between the Charisma ability scores
of the seducer and subject are adjusted (1-15 = +/
Sculpture - 5, 16-30 = +/- 10, 17-45 = +/-15, etc.). Second,
Traditionally, there have been two types of the MM determines a racial and/or cultural antipa-
sculptures: freestanding and relief. Materials for thy modifier (assuming sex is physically possible)
sculptures are usually stone, metal, clay, or wood. from - 20 (orcs and elves) to 0 (same race). Third,
The method may carving, chiseling, or casting. With if the subject has been drinking, the MM assigns +
casting, usually bronze is cast. 5 (buzzing) to + 20 (drunk) bonus. Fourth, the MM
LC: Initially, the LC is 30, though it improves includes a personal adjustment from - 20 (man-hat-
by 3 with every sculpture finished. ing virgin) to + 20 (in heat). If the seducer suc-
Check: Roll percentile dice and apply the ceeds, the subject is willing to mate.
average of the modifiers from the sub-abilities of
Intuition and Hand-Eye Coordination. The higher
the result, the better the quality of the finished prod-
uct.

Search
Whenever a character needs to search for
something, such as pillaging a carcass, room, or
home, a Search skill check is made. Most often, this
skill is checked regarding corpses or rooms.
Check: Roll percentile dice and apply the
average of the modifiers from the sub-abilities of
Intuition and Common Sense. Below is a list of
examples of what may be found with a given TH: Artwork Here

TH Example
5 A carcass is patted down
25 A creature’s pockets are thoroughly
examined, chests are opened
50 A creature’s boots are emptied,
tables are turned over
75 Concealed doors, gold dental fillings
on a carcass, etc.
90 Secret doors, false bottoms, hollow
compartments, etc.
95 A needle in a haystack in daylight
99 A needle in a haystack in the dark

282
Sexual Adeptness
In the inevitable sexual encounter itself, Sexual Adeptness heavily influences the perception of the
other, from very positively to negatively.
Check: Concluding the act of sexual intercourse, a character must make a Sexual Adeptness check
concerning the quality of their performance, as does the partner(s). The higher the roll, the more the
character has satisfied their sexual partner. Roll percentile dice, apply the averaged modifiers of Bodily
Attractiveness, Facial Charisma, and Kinetic Charisma, (if male, add in the average of the length and
circumference Manhood modifiers - see Chap. 3: Body), and any points allotted to this skill and the skill of
Contortion, and consult the table below to observe the performance of your character and the typical
impression made on the sexual partner. Note that there may be instances, such as total darkness or a sack
over the head, when Facial Charisma does not apply. Finally, in the case of multiple partners, a character’s
satisfaction may be considered either partner to partner, or averaged for the entire experience.

Roll Performance Typical Impression of the Partner


<11 Dysfunctional “Can’t get it up?”
11-20 Terrible “Started yet?!”
21-30 Poor “Don’t start a conversation now!”
31-40 Below Average “You didn’t move, you just laid there!”
41-50 Average-boring “Two or three positions is NOT enough!”
51-60 Average-interesting “What was your name again?”
61-70 Above Average “Ahh, I needed that and it felt good.”
71-80 Good “That was a new and exciting position!”
81-90 Exceptional “Don’t let it end, not yet!”
91-100 Toe-curling “I won’t be able to walk for days!”
101+ God-like “Truly a memory beyond this world!”

Artwork Here

283
Sheathemaking
A sheathe is a holder for a weapon such as a sword, and is usually worn about the waist or on the
back. Whenever a sheathe is to be constructed, a Sheathemaking skill check must be made.
Check: Roll percentile dice and apply the modifier from the Common Sense sub-ability. Higher
results correspond with a sheathe of higher quality.

Shipwright
To successfully build or repair a sailing vessel, and assuming the shipwright has the necessary labor
and tools, the shipwright must make a skill check.
LC: The learning curve lessens by 5 for every ship built, and 1 for every ship repaired.
Check: Roll percentile dice and apply the modifier from the Spatial Intelligence sub-ability. Con-
sider any prior learning that has been invested. Consult the table below concerning TH’s:

TH Build Repair
10 Raft
20 Rowboat
30 Barge minor gash
40 Cargo or Fishing ship minor fire
70 Longboat major fire
80 Trireme medium gash

Sight
When it is important for characters to see well or to spot an object, a Sight skill check is made.
This is different from searching or pillaging a nearby area, which is the Search skill.
Check: Roll percentile dice and apply the modifier from Vision. Characters with near-sighted
Vision (see Chap. 3: Body) suffer penalties to Sight skill checks. Consult the table below concerning TH’s:

TH Example
10 The broad side of a barn that is fifty feet away
50 An ordinary person in a crowd of fifty characters who are fifty feet away
95 A needle in a haystack in daylight
99 A needle in a haystack in the dark

Artwork Here

284
Silence
If a character needs to be silent or move silently, they must pass a Silence check.
Check: Roll percentile dice and apply the modifier from the Health sub-ability. Further, if intend-
ing to move and maintain Silence, then the modifier for the Agility sub-ability averaged with the modifier
for the Health sub-ability must also be applied. Consult the table below for TH’s to see who or what was
fooled by the Silence:

TH Stationary Moving
10 obvious noise (hiccup, fart) obvious noise (hiccup, fart, etc.)
20 a nearby distracted drunk obvious noise (hiccup, fart, etc.)
30 a nearby drunk character obvious noise (hiccup, fart, etc.)
40 a nearby distracted character a nearby distracted drunk character
50 a nearby quiet character a nearby drunk character
60 a nearby alert character a nearby distracted character
80 a nearby alert dog a nearby quiet character
90 a nearby alert cat a nearby alert character
97 a nearby alert elephant a nearby alert dog
98 a nearby alert owl a nearby alert cat
99 a nearby alert bat a nearby alert elephant

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285
Silversmithing Sound
A silversmith is one who forges and shapes If a character needs to listen for a Sound,
silver with an anvil and a hammer. Silver is heated they must pass a Sound skill check.
in a forge and then hammered into the shape de- Check: Roll percentile dice and apply the
sired. The process of forging improves the struc- modifier from the Health sub-ability. Consult the
ture of the metal. Forged metal is stronger and ex- table below concerning TH’s:
hibits greater resistance to fatigue and impact. The
forge consists of an open hearth made of firebrick. TH Example
Coal is used to fuel the forge, and bellows are in- 5 Nearby explosion
serted to fan air as needed. Broken or obsolete sil- 10 Horses galloping past
ver objects can be melted down and the substance 20 Knight in platemail walking
reused. Whenever such metalworking is done, a 30 Someone wearing chainmaille walk-
Silversmithing skill check must be made. ing 20’ away
Check: Roll percentile dice and apply the 40 Townsperson walking 20’ away
average of the modifiers from the sub-abilities 60 Crackling campfire 20’ away
Strength and Spatial Intelligence. Higher results 70 Twig snapping 30’ away
correspond with better quality metalwork. The MM 94 Pin dropping 20’ away
will determine the TH for each application. 96 Cat on the prowl 50’ away
99 An eagle flying past 250’ away

Skinning
Skinning is the removal of skin from a crea- Spellcasting, Combat
ture, as well as removing hair from the skin. When- This skill determines whether or not con-
ever a creature must have its skin removed, a Skin- centration is broken during spellcasting in combat.
ning skill check must be made. Regardless of the spellcaster’s distance from the
Check: Roll percentile dice and apply the combat, concentration is equally likely to be bro-
modifier from the Common Sense sub-ability. ken. For example, combatants are continually chang-
Higher results correspond with higher quality Skin- ing positions, dying, screaming, bleeding, etc. If it
ning. is broken, chaotic effects may occur.
Check: Roll percentile dice and apply the
modifier from the Drive sub-ability. Consult the
Soapmaking table below:
Soap is used to clean things. Whenever soap
is to be produced, a Soapmaking skill check must be TH Example
made. 30 Concentration is broken, the spell
Check: Roll percentile dice and apply the is wasted, but the ingredients, if any,
modifier from the Common Sense sub-ability. remain unused.
Higher results correspond with soap of higher qual- 40 Concentration is broken, the spell
ity. and its ingredients are wasted.
50 Concentration is broken, the spell
and its ingredients are wasted, and
consult Appendix 3: Random Magical
Effects to determine a random effect.
60 Successful combat spellcasting
occurs.

286
Spellcasting, Familiarity Spitting
This skill is only available to those who may This skill is available to anyone capable of
become familiar with the intricacies of spellcasting: launching saliva and mucous from their mouth.
priests and wizards. Familiarity with Spellcasting al- While Spitting may serve no purpose, it may also be
lows a spellcaster a chance to identify a spell upon a valued skill when accuracy is necessary. Spitting is
observing the casting of it, usually discerning it from commonly understood across cultures as barbaric.
others due to the accompanying ritual, gestures, and For instance, Spitting into someone’s face is a sign
chants. Obviously, once a spell is cast, it is easier toof disrespect and usually meant to taunt aggression.
identify the spell by observing the effects. Instead, Many creatures are capable of Spitting things in
this skill focuses on identifying a spell prior to its addition to saliva, such as poison or fire.
enactment. Check: Roll percentile dice and apply the
Check: Roll percentile dice and apply the modifier from their Enunciation sub-ability. If ac-
modifier from the Intelligence ability. Since 1st level curacy is a consideration, then the TH of the spitter
spells have a casting time of 1 second, they are too equates to the CA hit. Armor does not figure into
brief for this skill. Otherwise, consult the table be- the CA in the case of Spitting. A creature may spit
low: once per minute without penalty. However, for each
Spitting beyond this limit, a cumulative penalty of -
TH Example 20 is incurred. Creatures that spit things in addition
5 Able to identify the school of magic to saliva may have different limitations regarding fre-
to which the spell belongs quency. Consult the table below:
10 Able to identify the casting of a 2nd
level spell in (1d6 - 1) seconds TH Example
20 Able to identify the casting of a 3rd <5 Dry, unable to muster any saliva
level spell in 1d10 seconds 5 Minimal saliva
30 Able to identify the casting of a 4th Distance = 50% spitter’s height
level spell in 1d20 seconds 50 Moderate saliva
40 Able to identify the casting of a 5th Distance = 100% spitter’s height
level spell in 2d20 seconds 75 Substantial saliva
50 Able to identify the casting of a 6th Distance = 150% spitter’s height
level spell in 1d20 minutes 95 Lugee
60 Able to identify the casting of a 7th Distance = 200% spitter’s height
level spell in 3d20 minutes 99 Green and thick lugee
70 Able to identify the casting of a 8th Distance = 300% spitter’s height
level spell in 1d12 hours
80 Able to identify the casting of a 9th Note that with some Spitting creatures, it
level spell in 1d20 hours may be more appropriate to use the spitter’s length
90 Able to identify the casting of a 10th than height.
level spell in (1d8 - 1) days

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287
Sprint of 60 or the character slows to 20% of their origi-
This fundamental skill determines how long nal Sprint (walking speed) due to exhaustion. This
a character is able to move and at different speeds, process continues as long as the character is attempt-
including sprinting, running, jogging, walking, and ing to jog, and they will eventually fail another check,
forced marches. being so winded they are forced to rest with their
Check: Roll percentile dice. Unless the char- hands on their knees. To catch their breath, a char-
acter is naked, apply the resultant modifier from the acter may attempt to pass a Sprint skill check every
Encumbrance table (see Chap. 9: Equipment) to the minute, then being able to move at 20% pace, next
number of feet sprinted per round listed in the Physi- at 50%, 75%, and finally be fully recovered.
cal Fitness sub-ability. Next, depending on the speed Walk - After two hours of walking (which is
at which the character desires to move, a check must originally 20% of a character’s Sprint speed), a Sprint
be made. Varying speeds are described below. skill check must be passed at a TH of 30 or the
Though Physical Fitness is the sub-ability for this character needs rest due to exhaustion. To rest, a
skill, its role is to determine a character’s speed, not character may attempt to pass such a Sprint skill
to adjust their skill check rolls. Any Skill Points in- check every minute, then being able to move at 20%
vested in this skill increase both the character’s speed pace, next at 50%, 75%, and finally be fully recov-
and the skill check rolls. Finally, consider the angle ered. To determine the distance in terms of miles
of elevation at which the character runs. walked per hour, adjust the Sprint speed for En-
Sprint - After every round of sprinting, a cumbrance (see Chap. 9: Equipment) and divide by
Sprint check must be passed at a TH of 75 or the 58. Difficult terrain may also impede the distance
character slows to 75% of their original Sprint (nor- traveled (see Chap. 18: Warfare).
mal running) due to exhaustion. This process con- Forced March - A forced march occurs when
tinues as long as the character is running as fast as a leader forces warriors to march beyond 10 hours
possible at the moment, and they will eventually fail in a day. After two hours of forced march or twelve
checks and slow to 50% of their original sprint (jog- hours of marching (which is originally 20% of a
ging speed), then 20% (walking speed), and finally character’s Sprint speed), a Sprint skill check must
be so winded they cannot run at all. To catch their be passed at a TH of 50 or the character needs to
breath, a character may attempt to pass a Sprint skill rest due to exhaustion. To rest, a character may
check every minute, then being able to move at 20% attempt to pass a Sprint skill check every minute,
pace, next at 50%, 75%, and finally be fully recov- then being able to move at 20% pace, next at 50%,
ered. 75%, and finally be fully recovered.
Run - After every other round of running Angle of Elevation - Since it is more diffi-
(which is originally 75% of a character’s Sprint cult to sprint uphill than downhill, angle of eleva-
speed), a Sprint skill check must be passed at a TH tion becomes relevant to all movement.
of 60 or the character slows to 50% of their origi- Uphill - If the character is attempting to
nal Sprint (jogging speed) due to exhaustion. This move uphill, acquire a calculator with a button called
process continues as long as the character is attempt- ‘sin,’ also known as sine. Make sure your calculator
ing to run, and they will eventually fail checks and is in ‘Degrees’ mode. Press ‘sin’ and then enter the
slow to 20% of their original Sprint (walking speed), degree of elevation. Multiply the result by 100 and
and finally be so winded they cannot run at all. To consider this to be a percentage of loss in speed.
catch their breath, a character may attempt to pass a For instance, if a character is capable of sprinting
Sprint skill check every minute, then being able to 200 feet in a round, but they attempt to sprint at an
move at 20% pace, next at 50%, 75%, and finally be uphill angle of 45 degrees, then [(sin 45 = 0.7071) x
fully recovered. 100] = 70% of loss in speed. Instead of sprinting
Jog - After every fifth round of jogging 200 feet in a round, this character may only sprint
(which is originally 50% of a character’s Sprint 60 (200 x .3) feet per round at an uphill angle of 45
speed), a Sprint skill check must be passed at a TH degrees.

288
Stonemasonry Surgery
This skill refers to the knowledge, experi- The skill of opening a creature with the in-
ence, and ability to perform two types of masonry: tention of saving their life is Surgery. Only a doctor
rubble and ashlar. Rubble walls are composed of may perform the skill of Surgery. Whenever Sur-
irregular and coarsely jointed field stone. Ashlar, gery is being performed, a Surgery skill check must
conversely, is a wall constructed of carefully worked be made.
stones set with fine, close joints. It is in the building Check: Roll percentile dice and apply the
of ashlar walls that stonemasons are employed, as average of the modifiers from Hand-Eye Coordi-
they painstakingly craft stones to certain measure- nation and Intelligence. Higher results correspond
ments or specifications. Stonemasonry is often re- with better surgery. The MM determines the TH
served as work for criminals. for each operation.
Check: Roll percentile dice and apply the
average of the modifiers from the sub-abilities of
Strength and Spatial Intelligence. The roll must ex- Swim
ceed TH 30 to be successful for one day’s worth of One of the healthiest skills, any humanoid
labor. A single stonemason can produce one cubic with all of their limbs is capable of swimming,
foot of fitted stone per day. though some may do so calmly and others may be
more stricken by panic. Under normal conditions,
Storytelling such as only needing to dog-paddle in a calm body
Creatures have told stories as long as lan- of comfortable water, there is no need for a check.
guage has existed. If a character is telling a story to However, if the exhaustion of a swimmer is rel-
entertain or impress, then a Storytelling skill check evant, a skill check must be made. Characters may
must be made. Storytelling may be combined with Swim as fast as their walking speed (1/4 of Sprint
other skills. For instance, not to be mistaken with speed). In calm water, a swimmer’s encumbrance
Trickery, which is telling a lie, a character may tell a (see Chap. 9: Equipment) is 1/10th of what it is on
detailed and fabricated story in an effort to fool land. If it is exceeded, the character will drown unless
someone; this is a combination of Trickery and they discard possessions.
Storytelling. Check: Roll percentile dice and apply the
Check: Roll percentile dice and apply the average of the modifiers from the sub-abilities of
modifier from the Charisma ability. The result indi- Physical Fitness and Strength. Every hour of swim-
cates the effectiveness of the story in many respects, ming, a check at TH 75 must be passed to continue
including elocution (how well it was physically de- swimming. If the check is failed, then the swim-
livered including appropriateness of gestures), logi- ming character must rest. If the result is 10 or less,
cal coherence (did it make sense or did some ele- then a leg cramp occurs. The chance of getting a
ments contradict others), organization (was there a cramp increases by 10 every hour. If desired, a d6
clear beginning, body, climax, and conclusion), etc. and 1d10 may be rolled to determine which minute
The higher the number, the more effective was the specifically within the hour the cramp occurs. Fi-
story. Unless successful Storytelling is combined nally, it should be noted that while obese characters
with other skills such as Persuasion or Trickery, the are more buoyant, they are less physically fit and
audience will not be compelled to take any new ac- will tire easier, so no adjustment to the check needs
tion; they will simply enjoy the tale. to be made based on obesity.

289
Symbology TH Magical Sigils
Symbols are representations of other things. 5 Familiar with the concept of
The study of symbols grants familiarity with reli- personal magical sigils as magical
gious and deific symbols, pictograms and ancient scripture that serves as a signature
runes, as well as magical sigils. A skill check must be of a magician (usually hierophants,
made to recognize, understand, or use symbols ap- druids, mages, or sorcerers)
propriately (not including daily language). 25 Familiar with the personal magical
Check: Roll percentile dice and apply the sigil of a famous Archmage
modifier from the Intelligence ability. Compare the 50 Familiar with the personal magical
result with the TH on the table below: sigil of a popular local magician
75 Familiar with the personal magical
TH Religious or Deific Symbols sigil of a popular foreign magician
5 Familiar with the symbol of a major 95 Familiar with the personal magical
local deity or church sigil of an obscure local magician
10 Familiar with the symbol of a mi- 99 Familiar with the personal magical
nor local deity or church sigil of an obscure foreign magician
20 Familiar with the symbol of a major
foreign deity or church
40 Familiar with the symbol of a trivial
local deity or church
60 Familiar with the symbol of a mi-
nor foreign deity or church
80 Familiar with the symbol of a trivial
foreign deity or church
99 Familiar with an obscure immortal

TH Pictograms and Ancient Runes


70 Does not understand it, even when
it is in the context of other familiar
supplemental symbols
75 Partial understanding of it, only in
the context of other familiar supple- Artwork Here
mental symbols
80 Understands it, only in the context
of other familiar supplemental sym-
bols
85 Partial understanding of the symbol
alone, without contextual aid
90 Understanding of the symbol alone,
without contextual aid
99 Understanding of the symbol as well
as its etymological history

290
Tailoring Tanning
Clothes or cloth need to fit whoever or Tanning leather takes at least 40-50 days, de-
whatever they are designed to fit. Adjusting clothes pending on the product and the hide. Leather is
or cloth for a good fit is Tailoring. Whenever cloth the result of modification of an animal hide, and it
is adjusted permanently, a Tailoring skill check must is strong, flexible, and resists decay. Most leather is
be made. from cattle hides, calfskins, goatskins, kidskins,
Check: Roll percentile dice and apply the sheepskins, and lambskins, though the hides of many
average of the modifiers from the sub-abilities of monsters yield quality leather as well. Depending
Hand-Eye Coordination and Spatial Intelligence. on how the tanning is done, leather can be as soft as
Higher results correspond with better tailoring. cloth or as hard as the sole of a shoe.
Promptly after removing the hide from the
animal, it is cured. To cure the hide, salt is applied
generously to it and it is stored for 30 days in a
moisture-free place. After 30 days, the salted hide is
thoroughly dry. Next, the cured skins are soaked in
pure water for 2-7 hours to eliminate salt, blood,
and dirt, and to replace a small amount of moisture.
After a good washing, the remaining flesh is thor-
oughly removed. Next, the hide is soaked in a solu-
tion of lime and water for nine days. The skin is
now treated with a weak solution of acid. Finally,
the skins are treated with a mixture of salt and acid
and dried under conditions that control for heat and
humidity.
LC: The LC is 20 for the first solo attempt
at tanning, and improves by 5 with each successful
tanning of a hide.
Check: Roll percentile dice and apply the
Artwork Here modifier from the Common Sense sub-ability. Con-
sider the roll to be the quality of the finished prod-
uct. The table below assumes that the hides used
will be common, not exotic. Exotic hides may be
easier or harder to work with.

TH Example
30 Successful tanning

291
Taste Tilemaking
The sense of taste can be very sensitive. If Building, repairing, or modifying tile is
a character needs to assess the sensitivity of this Tilemaking. Whenever a tile must be built, repaired,
sense at the moment, they must make a skill check. or modified, a Tilemaking skill check must be made.
Check: Roll percentile dice and apply the Check: Roll percentile dice and apply the
modifier from the Intuition sub-ability. Compare modifier from Common Sense. Higher results cor-
this result with the TH on the table below to under- respond with a better Tilemaking.
stand the sensitivity of the character’s Taste at the
moment:
Tinkering
TH Example Building, repairing, or modifying kitchen
5 Can distinguish warm urine from utensils is Tinkering. Whenever kitchen utensils must
cold water be built, repaired, or modified, a Tinkering skill check
50 Can distinguish between cow and must be made.
goat milk Check: Roll percentile dice and apply the
90 Can distinguish between fine wines modifier from Common Sense. Higher results cor-
99 Can identify any oral substance as respond with a better Tinkering.
long as they have tasted it before,
no matter how minute the differ-
ence, or the difference itself is no-
ticed and may be described in as
much detail as possible.

Teaching
To convey knowledge to another, so that the
other understands it, is to teach. Whenever attempt-
ing to teach a willing character, a Teaching skill check
must be made.
Check: Roll percentile dice and apply the
average of the modifiers from Intelligence, Intuition,
and Common Sense. Higher results correspond with
a better understanding of the learner. Artwork Here

Thatching
Building, repairing, or modifying a roof is
Thatching. Whenever a roof must be built, repaired,
or modified, a Thatching skill check must be made.
Check: Roll percentile dice and apply the
modifier from Common Sense. Higher results cor-
respond with a better Thatching.

292
Touch
The sense of touch can be very sensitive.
If a character needs to assess the sensitivity of this
sense at the moment, they must make a skill check.
Check: Roll percentile dice and apply the
modifier from the Intuition sub-ability. Compare
this result with the TH on the table below to under-
stand the sensitivity of the character’s touch at the
moment:

TH Example
5 Being raped by a well-endowed
minotaur is obvious.
10 Being pinched is obvious.
20 A hand placed on your shoulder is
obvious.
40 While lying in the shade, the hot sun
on one part of your body is
obvious.
50 A feather being dragged across your
body is obvious.
60 A fly landing on you is obvious.
80 A single hair on the skin is obvious.
95 A change of 1 degree in air tempera-
ture is obvious. Artwork Here
99 With your eyes closed, you could
pass your elbow through some
smoke, say from incense, and feel the
difference between smoke and air.

293
Toxicology
This skill allows a character to do several things: find a poison, identify a poison, and to properly
extract or prepare a poison. This is not to be confused with Herbalism, which is instead concerned with
the healing effects of plants on wounds or ailments.
Check: Roll percentile dice and apply the modifier from the Intelligence ability. A separate check
must be made for finding, identifying, and extracting or preparing poison. Finding poison means that the
character is attempting to find it in nature, such as searching a forest for a poisonous plant. The exact
poison found is determined by the MM. A list of poisons is provided in Chapter 17: Natural Substances.
Identifying poison means that if a person beholds a substance which they suspect is poisonous such as a
glass of wine handed to them by an immoral elf, they may possibly detect whether or not the wine is
poisoned. Finally, extracting poison refers to properly removing it from nature, such as from a spider’s
sac. Preparing poison means to properly prepare the extracted poison, such as how much to mix with
what kind of liquids, such as wine, etc.

TH Find Identify Extract Prepare


01 Nothing Nothing Sample ruined Sample ruined
20 Common Nothing Simple Easy
30 Common Obvious Simple Easy
40 Common Obvious Simple Easy
50 Common Obvious Moderate Easy
60 Common Obvious Moderate Average
70 Uncommon Ordinary Difficult Average
80 Uncommon Ordinary Difficult Average
90 Rare Obscure Difficult Hard
99 Very Rare Obscure Impossible Hard

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294
Tracking Transcribing
If a character needs to track another crea- To translate one text into the another lan-
ture, and knows that the trail before them is from guage and scribe it in the new language is to tran-
the creature that needs to be tracked, then a Track- scribe the text. Whenever a transcription must be
ing skill check is made. If a trail is not before them, performed, a Transcribing skill check must be made.
then they must use the Search skill to find the trail Check: Roll percentile dice and apply the
initially. modifier from the Language sub-ability. Higher re-
Check: Roll percentile dice and apply the sults correspond with a better Transcribing.
modifier from the Intelligence ability. The frequency
of checks depends on the situation, and is up to the
MM. Unless otherwise stated, checks should be Trapping
made every hour, every half-hour if in twilight, ev- If a character has traps to set, then a check
ery round in the dark, or every change of terrain. of this skill will reveal how much food was trapped.
Otherwise, consult the table below to observe how Check: Roll percentile dice and apply the
well or poorly the character tracked: modifier from the Common Sense sub-abilityl. Note
that the following results represent using traps of
TH Example average quality in average terrain under average con-
5 Unable to track footprints through ditions. If necessary, the MM will determine the
otherwise undisturbed snow. creature(s) that was (were) trapped. Results are con-
25 Able to track no less than 3 sets of sidered to be daily. Consult the table below:
footprints in one group over a field
after rainfall. TH Example
50 Able to track 1 set of footprints over 5 Nothing
marshland. 10 Half a meal for one human
75 Able to track 1 set of footprints over 20 One meal for one human
dry land. 30 Two meals for one human
99 Able to track an ant’s trail through 40 Three meals for one human
a desert during a sandstorm. 50 Four meals for one human
60 Five meals for one human
70 Six meals for one human
80 Seven meals for one human
90 Ten meals for one human
95 Twenty meals for one human
99 Forty meals for one human

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Trickery Tumble
Different than Persuasion, Trickery is a If a character needs to tuck and roll, then a
character’s skill at lying. If a character is attempting Tumble skill check must be rolled.
to lie to someone, then a Trickery skill check needs Check: Roll percentile dice and apply the
to be made. Trickery is often combined with the modifier from the Agility sub-ability. Compare this
Persuasion skill. number with the TH below to understand how well
Check: Roll percentile dice and apply the or poorly your character tumbled:
Skill Modifier from the Charisma ability. This num-
ber represents the believability of the character’s lie. TH Example
To detect the attempted Trickery, the target crea- 10 Character slips and falls to the
ture makes an Intuition sub-ability check. If the ground.
results are higher for the trickster, then the target 25 Character tumbles one revolution,
creature believes the lie. If the results are higher for then stands, but takes a moment to
the target creature, then the lie has been detected. regain their balance, suffering - 5 to
Agility for 1 round.
50 Character tumbles one revolution,
then stands, if so desired.
75 Character tumbles two revolutions,
then stands, if so desired.
99 Character tumbles three revolutions,
then stands, if so desired.

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Urinating
While every character is capable of urinating, it requires skill to urinate accurately or to maximize
the distance of a stream of urine. Generally, this skill is for males, though under certain circumstances
females may exercise their Urinating skill. This is best left to the discretion of the MM. Whenever a
character attempts to urinate on a target, and urination requires accuracy or distance, a Urinating skill
check is made.
Check: Roll percentile dice and apply the average of the modifiers from the Health and Hand-
Eye Coordination sub-abilities. If aiming at a target, then the TH also represents CA.
Two factors determine most variation in urination: time elapsed since last urination and cumulative
volume of ounces of fluids drank. Consult the first table to determine a Urination Modifier:

Ur ination Modifie r
tim e \ounc e s 0 1 2 4 8 16 32 64 12 8 256
1/2 hour -1 0 0 -8 0 -6 0 -4 0 -2 0 - +2 0 +4 0 +6 0 +8 0
1 hour -9 5 -7 5 -5 5 -3 5 -2 0 - +2 5 +5 0 +7 5 +1 0 0
2 hour s -9 0 -7 0 -4 5 -2 0 - +2 0 +4 0 +6 0 +8 0 +1 1 0
4 hour s -8 0 -6 0 -4 0 -2 0 - +2 5 +5 0 +7 5 +1 0 0 +1 2 5
8 hour s -7 0 -4 5 -2 0 - +2 0 +4 0 +6 0 +8 0 +1 1 0 +1 3 0
16 hour s -6 0 -4 0 -2 0 - +2 5 +5 0 +7 5 +1 0 0 +1 2 5 +1 5 0
1 da y -5 0 -2 5 - +2 0 +4 0 +6 0 +8 0 +1 1 0 +1 3 0 +1 6 5
2 da y s -4 0 -2 0 - +2 5 +5 0 +7 5 +1 0 0 +1 2 5 +1 5 0 +1 7 5

Next, apply the Urination Modifier to the skill check and consult the table below:

TH Example Distance Duration


<5 Do not have to go - -
5 Tinkle, tinkle 0.01 x height x 1d10 1 second
25 Minor stream 0.1 x height x 1d10 4d4 seconds
75 Major stream 0.2 x height x 1d10 6d6 seconds
95 Flood 0.3 x height x 1d10 10d10 seconds

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Ventriloquism Weapon, General Type
If a character intends to throw their voice, All weapons fall into one of several catego-
making it seem to originate from somewhere else ries: bows and crossbows; axes, clubs, and hammers;
nearby, then a Ventriloquism skill check must be knives; polearms; swords; and tools. Each time 5
made. Skill Points is invested or accumulated in this skill,
Check: Roll percentile dice and apply the they serve to negate the penalty
average of the modifiers from the Intelligence abil- LC: Every melee combat in which this spe-
ity and Enunciation sub-ability. Compare this num- cific weapon is used, though no more than one com-
ber with the TH below to understand how well or bat per day, lessens the LC by 5.
poorly your character used Ventriloquism: Check: Roll percentile dice and apply the
average of the modifiers from the Strength and
TH Distance Thrown Agility sub-abilities. A skill check with a General
5 One inch Type of Weapon means that a weapon of that gen-
10 1 foot eral type is being swung at an opponent. For those
30 2 feet who have never before swung this general type of
40 3 feet weapon in combat or trained with it, there is a - 20
50 5 feet penalty to the skill check. The TH is the opponent’s
60 10 feet CA (Current Armor), though each weapon has
70 15 feet modifiers to hit certain types of armors and must
80 25 feet be included in the roll. Further, every two Skill Points
90 50 feet invested or accumulated with a General Type of
99 100 feet Weapon beyond the first 5 will improve the skill
check by 1 for all weapons of that general type.

Wainwrighting
A character who builds wagons is a wain-
wright. Whenever a wagon is being built, a
Wainwrighting skill check must be made.
Check: Roll percentile dice and apply the
modifier from the Common Sense sub-ability.
Higher results correspond with a better quality
wagon.

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298
Weapon, Specific Weaponsmithing
This skill applies individually to different Crafting weapons is not an easy task. Be-
weapons. For each weapon in which 5 Skill Points fore any weapon may be crafted, the character must
have been invested, the weapon may be used in com- have access to the necessary tools, including a forge.
bat without penalty. Some occupations (see Chap. LC: For each weapon that the character has
7: Occupations) grant one or more Specific Weapon never before crafted, the LC is 40. Each time a
skills. Consider these granted skills as though 5 free weapon is made successfully, the LC improves by 5.
Skill Points have been invested. Check: Roll percentile dice and apply the
LC: Every melee combat in which the modifier from Spatial Intelligence. Each weapon
weapon specified for this skill is used lessens the LC crafted requires a skill check. The TH varies de-
by 5. No more than one combat per day may lessen pending on the type of weapon.
the LC.
Check: Roll percentile dice and apply the
average of the modifiers from the Strength and Weapon Mastery
Agility sub-abilities. A skill check with a Specific After investing at least 25 Skill Points into a
Weapon is necessary when the weapon specified specific weapon, mastery may be claimed regarding
when this skill is acquired is being swung at an op- that weapon. Weapon Mastery grants: an increased
ponent. For those who have never before swung likelihood of Crucial Damage and a decreased like-
this particular weapon in combat or trained with it, lihood of Crucial Fumbles. The range for Crucial
there is a penalty of - 20 on the skill check. The TH Damage is doubled, and the range for Crucial
is the opponent’s CA (Current Armor), though each Fumbles is halved.
weapon has modifiers to hit certain types of armors
and must be included in the roll. Further, every 2
Skill Points invested or accumulated with a Specific Weather Prediction
Weapon beyond the first 5 will improve the skill Predicting the weather can be very handy
check by 1. This skill does not increase damage. for sailors and navigators, as well as guides in the
wilderness, and towns along rivers in spring.
Check: Roll percentile dice and apply the
Weapon Trick average of the modifiers from the sub-abilities of
With this skill, the character has mastered a Common Sense and Reflection. By singular human-
trick with a specific weapon. The trick may have oid observation, it is possible to predict the exact
one of three effects, though it must be determined weather conditions in the next hour (TH 10), six
when the trick is learned, not for each usage of the hours (TH 20), twelve hours (TH 40), day (TH 60),
trick. The three effects include: increase damage on two days (TH 85), or three days (TH 95).
one attack per round of the character’s choice by
10%, increase the skill check with the specific weapon
when attacking one attack per round of the
character’s choice by 10%, or bedazzle opponents
as well as onlookers. Any round that a character is
performing a Weapon Trick, their Current Armor
suffers a - 5 penalty.
Check: Roll percentile dice and apply the
modifier from the Hand-Eye Coordination sub-abil-
ity. A check may be made once per round. The TH
varies with the complexity of the trick. The MM
will assign a permanent TH to the Weapon Trick.

299
Weaving Wilderness Lore
This is the skill concerning the interlacing Different from the related skills of nature,
of fiber strands into cloth. Raw materials for weav- Wilderness Lore permits a character knowledge per-
ing include animal hairs such as wool, camel hair, tinent to survival in the wilderness, such as subtle-
rabbit hair, a vegetable fiber such as cotton, and ties like which side of a tree moss grows on, or how
hemp, and a leaf fiber. Many fine tapestries and to avoid being smelt downwind.
rugs are woven by those who know this skill. Check: Roll percentile dice and apply the
LC: Initially, weaving by hand yields a LC modifier from the Intelligence ability. The MM must
of 40, though the LC improves by 5 with every com- determine the TH based on the difficulty of the
pleted attempt, whether successful or not. Weaving check to be made. As a reference point, refer to the
with the hand loom has a LC of 20, which improves following table:
by 4 with every completed effort.
Check: Roll percentile dice and apply the TH Example
modifier from the Common Sense sub-ability. Weav- 30 Imitate animal sound
ing may be either done by hand (TH 60) or by an 40 Knowledge of what animals are in-
ancient machine known as the hand loom (TH 20), digenous in the current habitat
though artistic pictorial weaves such as tapestries 50 Knowledge of which local plants are
increase the TH by 10, due to the exactness of the edible
finished product and the fact that tapestries differ 70 Avoid being smelt by normal wilder-
from normal weaving in that they have no weft or ness animals
horizontal thread spanning the width of the prod-
uct. No more than twelve threads per inch may be
attained. If multiple people weave together as a
team, only the highest roll from the group is con-
sidered for the skill check.

Wheelwrighting
A character who builds wheels is a wheel-
wright. Whenever a wheel is being built, a
Wheelwrighting skill check must be made.
Check: Roll percentile dice and apply the
modifier from the Spatial Intelligence sub-ability.
Higher results correspond with a better quality wheel.

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300
Wrestling 4. Headlock - Opponent’s head is trapped be-
Whenever two or more characters grapple tween arms or legs and the opponent may attempt
with each other in close quarters, not predominantly escape with a successful Wrestling check with a TH
to exchange blows but to force a submission, this is of 70. If failed, you may snap their little neck, re-
Wrestling. ducing their Life Points to 0, and their eyes will bulge.
Check: Roll percentile dice and apply the Otherwise, you may continue your submission hold
average of the modifiers from the Strength and and administer 2d8 subdual damage per round, un-
Agility sub-abilities. All characters involved in an less they escape the lock, though the TH increases
immediate fray must roll a Wrestling skill check. If by 10 per round.
the results are within 10 of each other among op-
ponents, then they are gridlocked, unable to enact 5. Ankle lock - Opponent’s ankle is trapped
any effective maneuver for the round. The charac- between arms or legs and the opponent may attempt
ter with the highest roll (and exceeding by 10) wins, escape with a successful Wrestling check with a TH
must now roll a 1d20, and consult the following table: of 55. If failed, you may break their ankle, reducing
their Sprint and Agility to 15%, as well as adminis-
1. Head-butt - d2 subdual damage tering 2d10 damage. Otherwise, you may continue
your submission hold and administer 2d8 subdual
2. Bear-hug - Opponent has their arms trapped damage per round, unless they escape the lock,
at their sides while you squeeze their torso with your though the TH increases by 10 per round.
arms for everything you have. The opponent may
attempt escape with a Wrestling check with a TH of 6. Wrist lock - Opponent’s wrist is trapped in
25, assuming your Strength scores are equal. Oth- an awkward position and the opponent may attempt
erwise, apply the difference between these scores to escape with a successful Wrestling check with a TH
the TH in the appropriate direction. If the check of 35. If failed, you may break their wrist, reducing
fails, the opponent loses 10% of their Strength each their Hand-Eye Coordination to 30%, as well as
round until they pass out. If freed, Strength re- administering 2d6 damage. Otherwise, you may
turns at the same rate taken. continue your submission hold and administer 2d4
subdual damage per round, unless they escape the
3. Hammerlock - One of the opponent’s arms lock, though the TH increases by 10 per round.
is braced behind their middle back against their will
and they are helpless from behind while standing 7. Suplex (released) - Opponent is grabbed
(01-30%) or preferably braced on the ground or around the waist, whether arms are trapped or not
against something solid (31-100%). Opponent may and whether grabbed from behind or the front,
attempt escape by making a successful Wrestling hoisted into the air and hurled backwards (winner’s
check with a TH of 30. If failed, you may break Dead Lift for Strength must exceed the opponent’s
their arm, administering 2d8 damage and reducing weight by 20%), and dropped on their head (01-
their Agility to 70%. Otherwise, you may continue 20%), stomach (21-50%), or back (51-100%). This
your submission hold and administer 2d6 subdual maneuver administers 1d20 damage if on the head,
damage per round, unless they escape the lock, or 1d20 subdual to the body.
though the TH increases by 5 if standing up and 10
if braced.

301
8. Leg lock - Opponent’s leg is trapped between 12. Overbearing - To overbear an opponent is
your arms or legs and the opponent may attempt to take them to the ground and pin them so that
escape with a successful Wrestling check with a TH struggling against a hold is futile. Overbearing is
of 40. If failed, you may break their leg, reducing largely determined by weight. It is not possible for
their Sprint and Agility to 10%, as well as adminis- a humanoid to overbear a heavier opponent; the
tering 2d12 damage. Otherwise, you may continue target must be lighter in weight. Multiple grapplers
your submission hold and administer 2d10 subdual may try to overbear a single opponent, in which case
damage per round, unless they escape the lock, they sum their weight. For humanoids, the target’s
though the TH increases by 10 per round. weight is subtracted from the grappler’s weight.
Next, this amount is subtrated from 100. Finally,
9. Arm bar - Opponent’s arm is trapped be- percentile dice are rolled. If the roll is higher than
tween your arms or legs and the opponent may at- the previously determined result, overbearing is suc-
tempt escape with a successful Wrestling check with cessful.
a TH of 60. If failed, you may break their arm, If a human male successfully overbears a
reducing their Agility to 70%, as well as administer- female, it is possible that rape may occur. If a male
ing 2d8 damage. Otherwise, you may continue your seeks to have his way with a woman at her expense
submission hold and administer 2d6 subdual dam- and whether she likes it or not, he may attempt to
age per round, unless they escape the lock, though Intimidate her to allow him to rape her without re-
the TH increases by 10 per round. sistance. On the other hand, he may be enraged or
prefer to continue without asking. If an Intimida-
10. Belly-to-back suplex - You have grabbed tion skill check is successful, then double the effec-
your opponent from behind, grasping their torso tive weight difference used in Overbearing above.
and the ‘outside’ arm, depending on which way you In any case, he will have to overcome her clothing
decide to thrash them. For example, thrashing some- or armor. If naked, there is no modifier to the Rape
one to the right would require you to grasp their left roll. If either of them is wearing clothes, then the
arm (outside arm) so that they are unable to block Rape roll suffers a + 5 penalty, + 10 for both. If
their fall, and vice versa. The opponent suffers 2d6 either wears light armor, then the Rape roll suffers a
subdual damage unless this action is so tastelessly + 10 penalty, + 20 for both. If either wears me-
performed upon a rock or some other solid bodily dium armor, then the Rape roll suffers a + 20 pen-
receptacle, which permits normal damage. alty, + 30 for both. If either wears heavy armor,
then the Rape roll suffers a + 30 penalty, + 60 for
11. Scissors lock - You have your legs wrapped both.
around their sides while you squeeze their torso with The Rape roll consists of rolling percentile
your legs for everything you have. The opponent dice, and the rapist wants to roll lower than the
may attempt escape with a Wrestling check with a weight difference as used in Overbearing, doubled
TH of 40, assuming your Strength scores are equal. by Intimidation if used, and the roll is modified by
Otherwise, apply the difference between these scores clothing or armor. If the roll fails, then the woman
to the TH in the appropriate direction. If the check manages to escape from the clutches of the rapist,
fails, the opponent loses 10% of their Strength each and 80% of the time manages to land a Brawling
round until they pass out. If freed, Strength re- blow with Crucial Damage to either the Penis (01-
turns at the same rate taken. 50%) or Testes (51-100%) of the would-be rapist.
Further, if the roll fails then she either escapes prior
to penetration (01-60%) or during the violation (61-
100%). If the roll is successful, then the man does
with her as he likes.

302
13. Brawling - Roll 1d100 and consult the table 16. Choking - Opponent may attempt to escape
for the Brawling skill to determine location and dam- with a successful Wrestling check at a TH of 60. If
age. failed, they lose 2 Life Points in subdual damage and
lose 10 Strength. The next round, the opponent
14. Belly-to-belly suplex - You have grabbed may again attempt escape, this time with a TH of
your opponent from the front, grasping their torso 90. If failed, they again lose 2 Life Points in subdual
and the ‘inside’ arm, depending on which way you damage and now lose an additional 20 Strength. The
decide to thrash them. For example, thrashing some- third round of choking, they may attempt to escape
one to the right would require you to grasp their left with a TH of 99. If failed, they lose 2 more Life
arm (inside arm) so that they are unable to block Points by subdual damage and also lose 40 Strength.
their fall, and vice versa. The opponent suffers 2d8 The fourth round, they may not attempt escape at
subdual damage and also temporarily stunning them all. If still conscious, they suffer another 2 Life Points
for 1d6 rounds unless this action is so tastelessly of subdual damage and lose 80 Strength. Amaz-
pulverized upon a rock or some other solid bodily ingly, if still conscious, they lose 2 Life Points in
receptacle, which permits normal damage instead subdual damage and lose 160 Strength. Continue
of subdual. this pattern if necessary.

15. Suplex (unreleased) - Opponent is grabbed 17. Fish-hook - You have successfully wedged a
around the waist, whether arms are trapped or not finger into each side of the opponent’s mouth, out-
and whether grabbed from behind or the front, side of their biting range, and begun pulling apart as
hoisted into the air, hurled backwards (winner’s Dead though you want the side of their lips to touch their
Lift for Strength must exceed the opponent’s weight ears. They may, however, attempt to escape, though
by 20%), and dropped on their head. This maneu- they need to have a higher Strength score by 10
ver administers 3d10 damage. The opponent may points than you. To escape, both combatants make
attempt to escape your grasp with a Wrestling check a Strength check. If the victim’s roll is higher, then
with a TH of 25, assuming your Strength scores are he escapes. This vicious maneuver will never be
equal. Otherwise, apply the difference between these forgotten, and if successful, administers 3d6 points
scores to the TH in the appropriate direction. If of humiliating facial damage each round it is ap-
the check fails, the opponent loses 40% of their plied. Each round of successful fish-hooking, the
Strength each round a successful suplex is given until opponent’s Facial Charisma lowers 2 points.
they pass out. If freed, Strength returns at the same
rate taken. 18. Eye-gouge - If intended to kill, roll d20 for
damage and apply appropriate modifiers. If intended
for submission, administer 1d10 subdual damage, and
the opponent must roll a TH of 50 to escape. If
failed, again administer d10 subdual damage and the
opponent must roll a TH of 90 to escape. If this is
failed, they must pass a Health check at a TH of 90
or pass out for 1d100 minutes. If passed, they may
not escape now, but will take 1d10 subdual damage
every round and must pass a Health check at a TH
of 95 to remain conscious.

19. New move - Though you have never seen


or heard of this move before, it has forced your
opponent into submission at your mercy.

303
20. Winner’s Choice - Any of the above Wres-
tling techniques may be chosen.

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304
Chapter 9: Equipment

Herein lie the goods that characters may purchase. Starting funds for characters were determined
by Social Class (see Chap. 6: Sociality). Everything on the following lists may be purchased by characters,
provided the MM declares it to be available and for sale. The prices in this chapter are recommended as
averages; the prices for goods may vary depending on the culture, degree of urbanity, and availability.
Equipment that is not new is most often sold for half price.
In order, this chapter introduces currency, a table that lists common equipment for adventurers,
then three weapon tables (melee, miscellaneous, and missile), miscellaneous equipment, armor, encum-
brance, and carrying capacity.

Integrity Points
Every object or item has a given number of Integrity Points (IP). While not likely to come up in
every game, sometimes it is relevant to know how many points of damage an item can take before losing
its integrity -- in other words, falling to pieces or being destroyed. If damage is done to a living creature,
then the damage is considered LP (see Chap. 10: Combat). However, if damage is done to an object, it is
considered IP. Therefore, every item in this chapter has a number of IP listed for it. When an item is
reduced to zero IP, it is destroyed, useless, broken, or whatever is most appropriate.
Note that some items, such as an apron, are very susceptible to some types of damage, such as
slashing or burning, but not to pounding; in fact, you can pound an apron all day and not likely ruin its
integrity. For this reason, IP for items are listed in three forms, separated by slashes. They are hacking/
pounding/burning. If an object is damaged by different means, the MM may assign an appropriate
modifier.
Finally, IP’s are not detracted from an item in normal combat. For example, if a warrior is struck,
then the armor does not lose IP, the warrior loses LP. If an item is targeted itself, however, it loses IP.

305
Currency
The currency of this game exists in two main forms: coins and bars. While different states or
countries may put different seals on their currency, usually imprints of the images of deities or rulers, over
the years all have adopted identical measures for the minting of coins and bars. All coins are the same size
and have the same weight, as is true with bars. Fifty coins equal one pound in weight. A bar equals ten
pounds and has the same value as five hundred corresponding coins. The dimensions of bars are 8" x 4"
x 3". Coins differ in value as follows:

Coin Equivale nt IP: H/P/B Com m on Use


1 gold piece (g. p. ) 1 0 silv er pieces (s. p. ) 1 /1 /1 5 Nobility a nd Roya lty
1 electr um piece (e. p. ) 5 silv er pieces (s. p. ) 2 /2 /1 2 Ancient Hoa rds
1 silv er piece (s. p. ) 1 0 copper pieces (c. p. ) 3 /3 /1 0 Serfs
1 copper piece (c. p. ) 1 0 bronze pieces (b. p. ) 4 /4 / 8 Sla v es a nd Pea sa nts
1 bronze piece (b. p. ) 1 bronze piece (b. p. ) 5 /5 /1 0 Ancient Hoa rds

Note that electrum (an alloy of gold and silver) and bronze (an alloy of copper and tin) are not
currently used as coins, though they may be found in ancient treasure hoards. When bartering for goods
and services, three coins will be encountered: copper, silver, and gold. Copper pieces are the typical
wages of peasants or the lower class, silver pieces of serfs or the middle class, and gold pieces of nobles or
the upper class.
To put currency in perspective, the average character is a peasant. Most peasants struggle to earn
enough to feed themselves and their family, earning less than a silver piece for a day’s labor, often 4 c.p.
Out of the family’s earnings, peasants usually purchase beer and bread as the daily staple, and some enjoy
nothing else. Most peasants wear the same clothes throughout the year; poverty means struggling to
survive. Outside of a town, peasants are slaves, and all belong to one serf or another. Inside towns,
peasants may be free or slaves. If free, a yearly fee must be paid to the town to live there. Typically,
peasants live in single-room huts that are often 16’ x 12’, or two-room cottages measuring 33’ x 13’. These
structures are built to last about twenty years before they need to be torn down and rebuilt. Few peasants
ever travel far from their homes.
Serfs, who own land, typically have a long house that may average 50’ in length and a byre (barn).
Most serfs earn less than a gold piece per day, and use their earnings to purchase and pay peasants or slaves
to work their land. Oftentimes, local serfs band together for the protection of a lord, a knight offering
protection in exchange for service.
Nobility, of course, usually earns at least one gold piece per day, and often more.
While coins are the popular currency for most trade, bars are usually reserved for large purchases
between nations or states. The presence of bars usually indicates royal property or stolen royal property.
Finally, before listing equipment, it may be helpful to note that there are 16 ounces in a pound and
2,000 pounds or 250 gallons in a ton. Equipment is numbered to facilitate determining Plunder in Chapter
14: Treasure.

306
Equipm e nt, Com m on
Ite m Cost We ight (lbs.) IP: H/P/B
1 . Anv il, Iron 2 g. p. 100 1 0 , 0 0 0 /1 0 , 0 0 0 /1 0 , 0 0 0
2 . Apron 3 c. p. 1 1 /NA/1
3 . Ba lla ntion 2 c. p. 1 1 /NA/1
4 . Ba ck pa ck , lea ther 1 s. p. 2 5 /NA/1 0
5 . Ba ck pa ck , stra w 4 c. p. 1 2 /4 / 1
6 . Ba rrel 1 5 c. p. 30 5 0 /2 5 /1 5
7 . Bed, double 1 g. p. 150 5 0 /5 0 /1 5
8 . Bed, single 5 s. p. 90 4 0 /4 0 /1 0
9 . Belt, lea ther 3 c. p. 1 5 /NA/5
1 0 . Belt, cha stity 5 s. p. 5 3 0 /3 0 /7 0
1 1 . Bench 3 s. p. 15 4 0 /4 0 /1 0
1 2 . Bit a nd bridle 1 s. p. 4 2 /5 / 2
1 3 . Bla nk et, wool 4 c. p. 3 5 /NA/2
1 4 . Book , 1 0 0 bla nk pa ges 2 g. p. 20 7 /2 0 / 2
1 5 . Book ca se (4 ' x 1 ' x 8 ') 3 s. p. 100 4 0 /4 0 /1 0
1 6 . Boots, thigh 4 s. p. 5 5 /NA/5
1 7 . Boots, k nee 3 s. p. 4 4 /NA/4
1 8 . Boots, ca lf 2 s. p. 3 3 /NA/3
1 9 . Bowl 3 c. p. 1 2 /4 / 5
2 0 . Bra cers, lea ther 7 c. p. 2 2 /NA/5
2 1 . Brooch 9 c. p. 2 ounces 4 /2 /5
2 2 . Buck et, meta l 6 c. p. 3 2 0 /2 0 /1 0 0
2 3 . Buck et, wood 4 c. p. 2 1 5 /1 0 / 5
2 4 . Ca ndle, 1 2 " x 1 " 1 c. p. 4 ounces 1 /1 /3
2 5 . Ca ndle, 1 0 " x 3 " 2 c. p. 2 2 /2 / 5
2 6 . Ca ndle, 8 " x 6 " 4 c. p. 5 4 /4 / 8
2 7 . Ca ne, wa lk ing 3 c. p. 3 3 /5 / 5
2 8 . Cha ir 1 s. p. 10 2 0 /2 0 /8
2 9 . Cha lk , 1 piece 1 c. p. 1 ounce 1 /1 /1
3 0 . Chest, wood 5 s. p. 25 5 0 /2 5 /1 5
3 1 . Cloa k 3 s. p. 3 5 /NA/2
3 2 . Coa l, lump of 1 c. p. 2 ounces 1 /1 /3
3 3 . Condom 1 c. p. 2 ounces 1 /2 /1
3 4 . Dice, pa ir of 2 c. p. 1 ounce 3 /2 /4
3 5 . Dice, pa ir of loa ded 5 c. p. 1 ounce 3 /2 /4
3 6 . Dildo 3 c. p. 4 3 0 /2 0 /2 0 0
3 7 . Dress, noble 3 g. p. 3 5 /NA/2
3 8 . Fishing net, 2 5 sq. ft. 1 s. p. 5 2 /NA/2
3 9 . Fla sk 4 c. p. 8 ounces 1 /1 /1 0
4 0 . Flint 2 c. p. 1 5 /5 / 5
4 1 . Flute, wood 3 s. p. 1 2 /1 / 3
4 2 . Ga rter 5 s. p. 1 1 /NA/1
4 3 . Glov es, lea ther 7 c. p. 1 2 /NA/5
4 4 . Goblet 3 c. p. 1 3 /3 / 3
4 5 . Ha t 9 c. p. 1 2 /NA/2
4 6 . Horn 1 s. p. 7 3 /2 /2 0
4 7 . Horseshoes 6 c. p. 12 3 0 /2 0 /1 0 0
4 8 . Incense stick 1 c. p. 1 ounce 1 /1 /2
4 9 . Ink , 1 Via l 5 s. p. 1 fl. ounce 1 /1 /3
5 0 . La dder, 1 0 ' 8 c. p. 20 3 /3 / 5
5 1 . La ntern 5 s. p. 3 2 /1 /1 0

307
Equipm e nt, Com m on (continued)
Ite m Cost We ight (lbs.) IP: H/P/B
52. Lock a nd k ey 4 s. p. 3 5 /5 /4 0
53. Lock -pick ing tools 5 s. p. 2 5 /5 /4 0
54. Lute 8 s. p. 3 2 /1 / 3
55. Ma na cles, Ar m 2 s. p. 8 5 0 /3 0 /1 5 0
56. Ma na cles, Leg 3 s. p. 10 6 0 /4 0 /1 7 5
57. Ma rbles, ba g of 3 0 2 c. p. 1 7 0 /3 0 /2 0 0
58. Mirror, polished iron 8 s. p. 2 2 0 /2 0 /1 0 0
59. O il fla sk 2 s. p. 2 1 /1 / 5
60. Pa nta loons 4 c. p. 2 3 /NA/2
61. Pa per 2 s. p. 1 ounce 1 /NA/1
62. Pipes, musica l 2 s. p. 3 1 /1 / 5
63. Pouch, belt 6 c. p. 1 2 /NA/8
64. Robe 1 s. p. 5 3 /NA/3
65. Rope, per 5 0 ' 1 s. p. 10 3 /NA/3
66. Sa ck 2 c. p. 4 ounces 2 /NA/2
67. S a ddl e 3 s. p. 20 1 0 /1 0 0 /3 0
68. Sa ddle bla nk et 3 c. p. 1 5 /NA/2
69. Sa ddleba gs 1 s. p. 8 5 /NA/1 0
70. Sa nda ls 4 c. p. 1 2 /NA/5
71. Sconce, wa ll 3 c. p. 4 4 0 /2 0 /1 0 0
72. Scroll 4 s. p. 3 1 /NA/1
73. Scroll ca se 5 s. p. 8 ounces 5 /5 /1 0
74. Shirt 4 c. p. 2 3 /NA/2
75. Shoes 1 s. p. 2 4 /NA/5
76. Spik e, 8 " iron 2 c. p. 3 7 5 /1 , 0 0 0 /1 5 0
77. Stool 8 c. p. 6 2 0 /2 0 / 8
78. Sundia l 5 s. p. 50 5 /3 /1 0 0
79. Symbol, religious 1 s. p. 1 5 /5 /4 0
80. Ta ble, 5 ' x 3 ' 5 s. p. 100 3 0 /3 0 /1 0
81. Ta nk a rd 2 c. p. 1 5 /5 / 5
82. Tent for two huma ns 6 s. p. 20 5 /NA/2
83. Torch 1 c. p. 1 4 /6 / 5
84. Urine, a ged 1 s. p. 1 ga llon 1 /1 /2 0 0
85. Vi a l 4 c. p. 4 ounces 1 /1 /8
86. Wa ter, holy, 1 v ia l of 6 s. p. 1 fl. ounce 1 /1 /8
87. Wa ter, unholy, 1 v ia l of 6 s. p. 1 fl. ounce 1 /1 /8
88. Whistle, Signa l 9 c. p. 4 ounces 2 /3 /1 5
89. Winesk in 6 c. p. 1 2 /NA/4

Anvil, iron - This is a heavy iron block on which metal is shaped by hammering or forging.
Apron - This is a piece of cloth used during cooking to protect one’s clothing.
Ballantion - This is a little bag for holding money that is hung on a cord about the neck. A
ballantion can hold up to ten coins.
Backpack, leather - This is leather sewn together to allow storage within. Two straps allow
people to affix this sturdy leather pack to their back.

308
Backpack, straw - This is straw woven to- Boots, knee - Serving as protective leather
gether to allow storage within. Two leather straps footwear, these boots extend as high as the knee.
allow people to affix this pack to their back. This Knee boots protect against more than merely the
pack, though cheaper, is not as sturdy as a leather cold, but also against snake bites.
backpack. Boots, calf - Serving as protective leather
Barrel - This is a round bulging vessel of footwear, these boots extend halfway toward the
greater length than breadth that is usually made of knee.
staves bound with hoops and has flat ends of equal Bowl - This is a small, hand-sized reservoir
diameter. Barrels are renowned to hold 31 gallons. which is most often used to hold beverages or food.
Bed, double - This bed is large enough to Bowls may be made of wood, metal, clay, or a vari-
accommodate two people, though not in comfort. ety of materials, though wood is most common.
One person may sleep on a double bed in moderate Bracers, leather - Leather is wrapped
comfort. around the lower forearm to reinforce the arm and
Bed, single - This bed is small, only accom- wrist.
modating one person. Brooch - A small and decorative metal pin,
Belt, leather - This is a thin strip of leather a brooch is placed over the chest where it is used to
that is tied around one’s waist to hold up one’s pan- connect the ends of a cloak or robe.
taloons. Bucket, metal - This is a small reservoir
Belt, chastity - Looking like iron underwear, with a handle that is often used to transport bever-
a chastity belt is placed on a woman and locked in ages or grains from place to place.
place so that she is unable to have vaginal intercourse. Bucket, wood - This is a small reservoir with
Bench - An object on which to sit, a bench a handle that is often used to transport beverages or
is usually made of wood, though other materials may grains from place to place.
be used. Candle, 12" x 1" - (height by diameter) A
Bit and bridle - This consists of a short Tube of wax with a wick through the middle of it is
cylindrical rod which lies across the back teeth of a burned by igniting the wick. The larger the candle,
horse. the slower the wick burns. This candle burns for 10
Blanket, wool - A wool blanket is good for hours. In sheer darkness, one candle illuminates for
preserving body heat in cold weather. a 1’ radius and incurs a cumulative -10 to Sight checks
Book, 100 blank pages - Books tend to be (see Chap. 8: Skills) for each foot. No single candle
large and weigh considerably. The pages of books illuminates beyond a radius of 10 feet. For each
are thick, as are the covers. Books are usually bound additional candle, the range of illumination is ex-
in leather and have metal strategically placed for re- tended one foot.
inforcement. Candle, 10" x 3" - (height by diameter) A
Bookcase (4' x 1' x 8') - This large piece of Tube of wax with a wick through the middle of it is
furniture consists of several shelves on which books burned by igniting the wick. The larger the candle,
may be stored. On average, 7 books may be stored the slower the wick burns. This candle burns for 30
per shelf, of which there are usually six shelves. The hours. In sheer darkness, one candle illuminates for
average bookcase of this size therefore holds 42 a 1’ radius and incurs a cumulative -10 to Sight checks
books. (see Chap. 8: Skills) for each foot. No single candle
Boots, thigh - Serving as protective leather illuminates beyond a radius of 10 feet. For each
footwear, these boots extend half-way up the thigh. additional candle, the range of illumination is ex-
Thigh boots protect against more than merely the tended one foot.
cold, but also against snake bites.

309
Candle, 8" x 6" - (height by diameter) A Dice, pair of - Two small, six-sided wooden
Tube of wax with a wick through the middle of it is cubes are known as dice. Usually, they are painted
burned by igniting the wick. The larger the candle, white and then black dots are painted on each side,
the slower the wick burns. This candle burns for 60 ranging from one to six. Dice are popular in gam-
hours. In sheer darkness, one candle illuminates for bling games.
a 1’ radius and incurs a cumulative -10 to Sight checks Dice, pair of loaded - Dice are described
(see Chap. 8: Skills) for each foot. No single candle above. Loaded dice, however, are imbalanced and
illuminates beyond a radius of 10 feet. For each therefore tend to roll some numbers more than oth-
additional candle, the range of illumination is ex- ers.
tended one foot. Dildo - Often called an olisbos, this tool is
Cane, walking - A small staff, no longer sold to single females by merchants. A dildo is made
than half the height of the person that needs it, is of stone and represents a penis in size and shape.
used to support a person as they walk. A horny female may masturbate by feverishly in-
Chair - Constructed of wood, a chair is an serting the dildo into her vagina. Prior to insertion,
object on which someone may rest their ass and olive oil is applied to the dildo as a lubricant.
their back. Dress, noble - A noble dress may be made
Chalk, 1 piece - Very small, a piece of chalk from a variety or fabrics and purchased in a variety
is typically only a few inches in length and an inch in of shapes or styles.
diameter. As chalk brushes against objects, it leaves Fishing net, 25 sq. ft. - Many thin strands
behind a mark. and cross-strands of rope comprise a fishing net.
Chest, wood - This object is used to store Flask - A small container to hold liquid,
items and to protect them from the weather or other flasks are usually used to hold oil.
people. Wooden chests may be strategically braced Flint - Oftentimes, steel is rubbed quickly
by metal, and they may also be locked. against flint to produce a spark, which is itself used
Cloak - A piece of material that is draped to ignite flammable substances.
over a person’s back is a cloak. Not quite as fully Flute, wood - A thin piece of wood is hol-
encompassing as a robe, a cloak may drape from lowed and periodic holes are drilled with precision.
the shoulders to the thighs or even to the feet. The To operate this musical instrument, one end of the
corners of a cloak are usually pinned together over flute is placed before one’s mouth and the player
the breast with a brooch. blows into the flute. As holes are covered and un-
Coal - A lump of coal measures roughly 2” covered with one’s fingers, the pitch decreases or
x 2”. Coal is used in blacksmithing forges. increases respectively.
Condom - This tool may take various forms. Garter - These are thin veiled and ruffled
The purpose of a condom is to prevent pregnancy. straps which women place strategically on a leg to
The most popular condom is the bladder of a goat. entice a male.
If unavailable, any animal intestine may be used. If Gloves, leather - Though simply designed
no condom is available, the method of coitus inter- to cover the hands, some gloves extend up the arm.
ruptus is popular, which means that the male with- Goblet - This is a drinking vessel with a foot
draws and ejaculates onto the outside of her, rather and stem and without handles which may be ornate
than inside. To practice the rhythm method means or simple.
to copulate at the time of the month when the fe- Hat - Material may be fashioned in many
male is least fertile. Some believe that applying juni- styles, though its primary purpose is to cover the
per berries to the head of the penis causes tempo- head.
rary sterility. Others believe that inserting cedar oil Horn - The hollow horn of an animal may
into the vagina is inhospitable to sperm. Magic may be used as a drinking cup or it may be blown.
be used as well.

310
Horseshoes - Iron is shaped and fitted to Marbles, bag of 30 - This bag contains little
the foot of a horse to protect the horse’s feet from balls made of a hard substance (such as agate, glass,
the ground. baked clay, or steel) typically ranging from ½ to 1
Incense stick - These sticks are material inch in diameter. These are used for a game in which
(such as gums or woods) are used to produce a fra- marbles are placed within a circle and then a marble
grant odor when burned. is pushed at them with a thumb in hopes of knock-
Ink, 1 Vial - Ink is a purplish fluid of vis- ing other marbles out of the circle or into a central
cous material that is used for writing. pit.
Ladder, 10' - Two thin boards, each ten feet Mirror, polished iron - This piece of iron
in length, are connected via many small crosspieces is polished to the point of being able to see a reflec-
which are roughly spaced a foot apart and serve to tion of oneself in it.
support a foot. Ladders are a means to climbing. Oil flask - A flask of oil is used for lanterns
Lantern - Though there are a variety of lan- or hurling at opponents among other uses.
terns, essentially this consists of a glass compart- Pantaloons - These are loosely fitting pants, tied to
ment that holds oil and a wick which burns slowly. one’s waist by a string.
The contraption has a handle and is held so that Paper - This is a substance on which ink
light is cast before its carrier. Light extends forth in and writing is applied. For information on paper,
an arc of 60 degrees until it dissipates. Each flask see the Papermaking skill in Chapter 8: Skills.
of oil and wick will burn for a total of 70 hours. In Pipes, musical - Pipes of varying lengths
sheer darkness, one lantern illuminates for 15 feet and precise pitches are arranged abreast so that a
and incurs a cumulative -10 to Sight checks (see Chap. musician may blow into them to create music. Pipes
8: Skills) for each three feet. No single lantern illu- may be made of a variety of materials, though wood
minates beyond 45 feet in front of it. For each ad- is the most common.
ditional lantern, the range of illumination is extended Pouch, belt - Leather is closed atop by a
two feet. drawstring and attached to a belt when used as a
Lock and key - In this age, there are not a belt pouch.
variety of metal locks, but one design. These locks Robe - A robe is a large piece of clothing,
are easy to pick provided that they are not rusted usually with a hood, which drapes completely around
shut. a person’s body.
Lock-picking tools - These long, thin, and Rope, per 50' - It is most convenient to sell
hooked pieces of metal are shoved into locks in place rope per 50'. Rope itself is made from strands of
of keys. The purpose of lock-picking tools is to hemp or flax twisted and braided together, usually
turn the tumblers inside the lock, thereby opening in a thickness ranging from ¼ inch to 5 inches in
without needing the key. diameter.
Lute - A lute is a stringed musical instru- Sack - Made from sackcloth, a sack may be
ment that has a large pear-shaped body and a neck used to hold and transport goods. In some societ-
with a fretted fingerboard having from 6 to 13 pairs ies, criminals are sewn into a sack and drowned.
of strings tuned by pegs set in the head and is played Saddle - This is a seat shaped to fit the in-
by plucking the strings with the fingers. side contours of the buttocks of a rider on horse-
Manacles, Arm - This is a lockable iron back and made of a leather-covered wooden frame
brace which is affixed to the wrist and chained to an that is padded to comfortably span the back of a
immovable object or each other. horse, raised in front and in back, provided with
Manacles, Leg - This consists of two lock- stirrups, and secured by a girth passing under the
able iron braces which are affixed to the ankles, con- belly of the horse.
nected by a thick chain, and sometimes chained to Saddle blanket - This blanket is worn be-
an immovable object. tween the horse’s back and the saddle to prevent
chaffing.

311
Saddlebags - These long bags are attached Tent for two humans - A tent consists of
to the sides of a saddle to carry goods. heavy cloth, some support poles, some stakes, and
Sandals - Leather footwear consisting of a possibly some animal skins. Typically, the perimeter
sole and one or more leather straps are sandals. of the cloth is driven into the ground by stakes and
Sconce, wall - A sconce is a mount for a the middle is supported by poles. If it is cold enough,
torch and is usually mounted on a wall. skins of animals are often draped over the outside
Scroll - A scroll is a long strip of leather, of it.
papyrus, or parchment, depending respectively on Torch - A torch is a straight piece of wood
the degree of civilization and technology achieved with a cloth wrapped around one end that has been
within the culture in which the scroll was created. dipped in oil. An ignited torch burns for 3 hours.
Scroll case - Made of ivory, leather, wood, In sheer darkness, one torch illuminates for a 10’
or any number of materials, a scroll case serves to radius and incurs a cumulative - 10 to Sight checks
protect a scroll. (see Chap. 8: Skills) for each additional two feet. No
Shirt - Though many designs or styles are single torch illuminates beyond 30 feet radius. For
possible, a shirt consists of cloth draped over one’s each additional torch, the range of illumination is
upper body. extended two feet.
Shoes - A compromise in footwear between Urine, Aged - This bodily fluid is highly val-
sandals and boots, shoes are made of leather and ued, and most towns and castles store urine of hu-
cover a person’s feet, but not their legs. manoids and animals to age it. Aged urine is ap-
Spike, 8" iron - An iron spike may be used plied atop objects to prevent the object from catch-
for many purposes, but is most often driven into ing fire. Examples include wallwalks and the top of
the ground. a cat (siege engine).
Stool - Constructed from wood, a stool is Vial - The smallest container of liquids, a
an object on which someone may rest their ass. vial hold only a gulp or two -- one fluid ounce. Vials
Sundial - A sundial consists of a flat dial may be made from many materials, but most of them
with twelve numbers evenly spaced around its pe- are made from glass.
rimeter. A central arm extends upward, causing a Water, holy, 1 vial of - This water has been
shadow to fall on the dial when outdoors. The dial consecrated on holy or moral ground, such as in a
is placed so that the shadow corresponds with the temple devoted to goodness. Upon contact, holy
time of day. Most sundials are accurate to within a water burns immoral creatures, and a vial of it will
quarter hour. cause 1d6 Life Points of damage.
Symbol, religious - Most deities have their Water, unholy, 1 vial of - This water has
own religious symbols, and most priests carry a reli- been consecrated on unholy or immoral ground,
gious symbol representing their deity or their faith such as in an evil temple. Upon contact, unholy
to their deity. These symbols may be made of vari- water burns moral creatures, and a vial of it will cause
ous materials and come in a variety of shapes. 1d6 Life Points of damage.
Oftentimes, they are hung about the neck on a neck- Whistle, Signal - A small piece of crafted
lace. metal, a whistle may be blown into which creates a
Table, 5' x 3' - The corners of a 5' x 3' loud, piercing noise. Militia and military often use
wooden slab are each supported by a pole known as signal whistles to signal various problems or convey
a table leg. Tables are used in a variety of manners commands.
as convenient places on which work is done or food Wineskin - Consisting of leather which is
consumed. sewn around a nozzle, a wineskin holds wine, water,
Tankard - This is a mug in which ale or beer or other liquids. Most travelers bring a wineskin so
is poured. Tankards are popular in most taverns. that they may drink on their journey.

312
Be ve r age s Mead - This is a fermented beverage made
Be ve r age Cost We ight of water and honey with malt, yeast, and sometimes
other ingredients. Mead usually has more alcoholic
1 . Ale, ta nk a rd of 2 c. p. 1 pint (2 lbs. )
content than ale, beer, or wine. The first alcoholic
2 . Beer, ta nk a rd of 1 c. p. 1 pint (2 lbs. )
beverage discovered was mead. Consuming mead
3 . Mea d, bottle of 1 s. p. ½ ga llon (3 . 5 lbs. ) affects one’s body (see Intoxication in Chap. 3: Body).
4 . Milk , buck et of 5 c. p. 1 ga llon (7 lbs. ) Milk - This is a white or yellowish fluid se-
5 . Wa ter, buck et of 1 c. p. 1 ga llon (8 lbs. ) creted from the mammary glands of female mam-
6 . Wine, bottle of 1 g. p. ½ ga llon (3 . 5 lbs. ) mals for the nourishment of their young. Usually, it
is drawn from cows and drank.
Ale - This is a malted and hopped beverage Water - This liquid falls from rain clouds
that is usually higher in alcoholic content than beer, and fills streams, rivers, and seas. As a drinking bev-
heavier in body, more bitter, and is brewed by top erage, water may range from clear and pure to brown
fermentation. Consuming ale affects one’s body (see and cloudy, from healthy to disease-ridden.
Intoxication in Chap. 3: Body). Wine - This is fermented juice of grapes.
Beer - This is a malted and hopped bever- Wine usually has more alcoholic content than ale or
age that is somewhat bitter and brewed by bottom beer, but less than mead. Since a container of wine
fermentation. Beer usually has less alcoholic con- cannot be fully sealed, wine tastes best when fresh
tent than ale. Consuming beer affects one’s body and spoils within a year; vintage wine is not appreci-
(see Intoxication in Chap. 3: Body). ated. Consuming mead affects one’s body (see In-
toxication in Chap. 3: Body).

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Food Food is anything that is edible and may sus-
Food Cost We ight IP: H/P/B tain a creature when it is eaten. Not all food may be
1 . Bla ck berry 1 c. p. 1 lb. 1 /1 /2 obtained in all locations. For instance, many fruits
2 . Brea d, loa f 2 c. p. ½ lb. 2 /4 / 2 trees only grow where it is warm. Even then, not all
3 . Broccoli 1 c. p. 1 lb. 1 /1 /2 foods are available during all seasons. Even though
4 . But t e r 2 s. p. 1 lb. 1 /1 /2 it seems as though there are a variety of foods, the
5 . Ca bba ge 1 c. p. 1 lb. 1 /2 /2 daily staple of most peasants is a loaf of bread, and
6 . Ca rrot 1 c. p. 1 lb. 3 /2 /3 their diet seldom varies. Foods may be combined
7 . Ca v ia r 2 g. p. 1 lb. -/3 /2 and cooked according to recipes (see Chap. 6: Social-
8 . Celery 1 c. p. 1 lb. 1 /1 /2
ity). Despite the many forms of food available in
9 . Cheese, hunk 8 c. p. ½ lb. 2 /4 / 3
nature, most peasants starve. Eating should only be
1 0 . Cherry 1 c. p. 1 lb. 1 /1 /2
1 1 . Chestnut 1 c. p. 1 lb. 4 /4 /2
done to replenish the body. Overeating results from
1 2 . E g g, chick en 1 c. p. 1 ounce 1 /1 /1 intemperance, which is a vice (see Chap. 4: Disposi-
1 3 . Fig 2 c. p. 1 lb. 1 /1 /2 tion). Following are descriptions of each food:
1 4 . Fish 9 c. p. 1 3 /1 0 / 3
1 5 . Gra in for horses 1 c. p. 5 lbs. NA/NA/5 Blackberry - This fruit is purplish-black in
1 6 . Gra pe 1 c. p. 1 lb. 1 /1 /2 color and is picked and eaten. Even though they
1 7 . Honey 2 c. p. 1 lb. NA/NA/3 taste great, blackberries are rarely grown in gardens.
1 8 . Lettuce 1 c. p. 1 lb. 1 /2 /2 Bread, loaf - This is a food made of a dough
1 9 . Mea t, chunk 7 c. p. ½ lb. 3 /5 / 5 of flour or meal from grain with added liquid, short-
2 0 . O liv e 1 c. p. 1 lb. 1 /1 /2 ening, and a leavening agent. The dough is kneaded,
2 1 . O liv e oil 2 c. p. 1 lb. NA/NA/5
shaped, allowed to rise, and baked. The darker the
2 2 . Plum 1 c. p. 1 lb. 1 /1 /2
bread, the healthier and cheaper it is.
2 3 . Ra pe 2 c. p. ½ lb. 2 /4 / 4
2 4 . Ra pe oil 3 c. p. ½ lb. NA/NA/5 Broccoli - This is a branching plant that
2 5 . Ra peseed 1 c. p. 1 lb. NA/NA/5 grows about two feet high with edible green heads
2 6 . Ra spberry 1 c. p. 1 lb. 1 /1 /2 and thick stems.
2 7 . Sa lt 1 s. p. 1 lb. NA/NA/5
2 8 . Stra wberry 1 c. p. 1 lb. 1 /1 /2
2 9 . Wa lnut 1 c. p. 1 lb. 4 /4 /2

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314
Butter - This is an important food consist- Cherry - This fruit grows on a cherry tree.
ing of a solid emulsion mainly of fat globules, air Cherries range in taste from sweet to sour. The tree
bubbles, and water droplets made to coalesce by grows as high as 50 feet tall. Each cherry contains a
churning the cream obtained from milk and used single seed.
especially as a spread on bread and in cooking. Chestnut - This fruit grows on a chestnut
Cabbage - Also called, “big head,” this veg- tree. The nut is edible.
etable is a biennial herb that has a dense head of Egg, chicken - This is the hard-shelled re-
leaves, a short stem, and additional edible leaves. The productive body produced by a chicken, though
leaves are large and may be wrinkled or smooth. other birds produce eggs as well. The content of
Carrot - This is a common name for both an egg is used as food. Most often, it is cracked
the plant and its root. The root is the edible por- open, the contents are spilled into a pan, and the
tion of the plant. Carrots grow in the ground. The dead embryonic chicken is cooked.
color of a carrot is purple (not orange, originally). Fig - This fruit comes from a fig tree. Fig
Caviar - The eggs of lumpfish and sturgeon trees are usually 15-25 feet tall. Figs may be sold
are edible, expensive, bitter, and an acquired taste. fresh or dried.
More specifically, the eggs of a specific sturgeon Fish - A wide variety of fish may be found
called the beluga are significantly more expensive, in bodies of water. The types of fish differ de-
selling for 2 gold pieces per pound. pending on the body of water. Most of this varia-
Celery - The stalks are eaten raw or cooked tion depends on whether it is saltwater or freshwa-
as a vegetable or part of a salad. Grown naturally, ter. Fish are caught, cleaned, cooked, and eaten.
the stalks are greenish in color and have a bitter taste. Grain for horses - This consists of small,
Cheese, hunk - This is curd that has been hard seeds such as wheat and oats. Horses eat grain.
separated from whey, consolidated by molding for Grape - This fruit grows on a grapevine. A
soft cheese or subjected to pressure for hard cheese, popular food, the juice of grapes is also used to make
and ripened for use as a food. Numerous kinds of wine. Grapes vary widely in taste.
cheese are available, such as Brie, Camembert, Muen-
ster, cheddar, and Gouda.

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Honey - This is a sweet viscid material that Olive oil - Olives yield an edible oil. To
is elaborated out of the nectar of flowers in the extract this oil, the seeds of olives are pressed. The
honey sac of various kinds of bees and stored in first pressing produces oil that tastes bitter.
the nest for use during the winter as food for the Plum - This fruit grows on a tree that
larvae or especially in the case of the honey bee for reaches a height of no more than 33 feet. In color,
the colony. Honey has a color and a flavor that plums are most often purplish-blue. Dried plums
depends largely on the plants from which the nec- are called prunes.
tar is gathered. As a food, it is a sweet, sticky, syr- Rape - Sometimes called a turnip, a rape is
upy liquid. Honey is the main ingredient of a bev- an herb of the mustard family. A rape is grown for
erage called mead, the world’s oldest alcoholic drink. its edible root. Rapes are grown for food and to
Lettuce - This vegetable has a slightly prickly feed livestock.
stem, and the leaves have soft-prickled margins. Rape oil - This oil is a byproduct of rape-
Garden lettuce is a hardy annual herb. seeds. Rape oil is used for lubricating and some-
Meat, chunk - This is a portion of a dead times in cooking. Rape oil is the proper name, not
animal that has been cleaned, cooked, and sold. Meat canola oil.
may be obtained from all animals, though perhaps Rapeseed - This is the seed of rape. A rape
the most common include chickens, cows, and pigs. is sometimes called a turnip. Rapeseed is often used
However, in an orkish society, human meat is likely to feed birds, hogs, and sheep.
to be available and a delicacy. Raspberry - This fruit is red in color. Rasp-
Olive - This fruit grows on an olive tree. berries may be eaten fresh or mixed into other foods
Each olive contains a single seed. Olives are picked for flavoring.
and eaten. Each olive contains 20% oil. Olives may Salt - This is a colorless or white crystalline
be picked and eaten when they are either unripe or compound that occurs abundantly in nature and it
ripe. Unripe olives are green. Ripe olives are dark has various uses, from preserving meat to seasoning
bluish when fresh and turn black during pickling. food and making glass and soap. Salt has a bitter
In cooking, the seed is often removed and the cav- taste and grains of it are sprinkled onto foods.
ity is filled with spices. Olive trees only grow where Strawberry - This fruit is red and eaten.
it is warm and moist. Strawberries come from low, perennial herbs of the
rose family.
Walnut - This nut grows on a walnut tree.
This fruit is a one-seeded nut or a winged nutlet.

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A nim al and Slave Tr ading Before a citizen may buy or sell slaves, they
A nim al/Slave Cost must register with the local government, paying 3
1 . Bul l 1 g. p. g.p. as a fee that is good for the rest of the master’s
2 . Ca mel 1 0 g. p. life in that locale. Masters are obligated to properly
3 . Ca t 3 c. p. feed and take care of their slaves, and masters may
4 . Chick en 2 c. p. be executed for murdering their own slaves (see Jus-
5 . Cow 2 s. p. tice in Chap. 6: Sociality).
6 . Dog, domestica ted 2 s. p. There are many reasons why slaves are so
7 . Dog, wild 2 c. p. numerous. The most popular claim is that slaves
8 . Donk ey 3 g. p. are prisoners of war. Once slaves reproduce with
9 . Fa lcon 5 g. p.
other slaves, the slave population self-perpetuates.
1 0 . Goa t 1 s. p.
Less popular is the fact that many slaves are citizens
1 1 . Goose 5 c. p.
who are abducted by pirates and sold elsewhere as
1 2 . Ha re 4 c. p.
slaves. Another prevalent source of slaves is when
1 3 . Ha wk 3 g. p.
1 4 . Horse, Bedouin 5 g. p.
a husband acquires a debt, and must sell his wife
1 5 . Horse, Bra ba nt 7 g. p. and children into slavery to pay his debt. Finally,
1 6 . Horse, Percheron 6 g. p. since baby boys are valued far more than baby girls,
1 7 . Horse, Pony, Da rtmoor 2 g. p. female infants are often abandoned. When found,
1 8 . Horse, Pony, E xmoor 2 5 s. p. the child is usually raised as a slave.
1 9 . Mule 5 s. p.
20. Ox 1 g. p.
2 1 . Pigeon 6 s. p.
2 2 . Sheep 1 s. p.
2 3 . Sla v e, a dult fema le* 8 c. p.
2 4 . Sla v e, a dult ma le* 1 s. p.
2 5 . Sla v e, boy* 8 c. p.
2 6 . Sla v e, girl* 6 c. p.
2 7 . Swine 1 s. p. Servi aut nascuntur,
2 8 . Wolf 2 g. p.
aut fiunt.
*Prices for slaves vary by race and specialty

Descriptions of these animals may be found


in Grimoirium Monstrum, a companion book that
details animals and beasts. The animals listed above
are considered to be sold alive or as food; the prices
are not set here for skins or pelts.
Slave trading is popular in many cultures.
Due to their abundance, slaves are often worth less
Slaves are either born
than most animals. Slaves may be obtained of nearly
any age and race, and for nearly any purpose rang-
or made.
ing from farming, housekeeping, physical labor, and
sexual favors. Slaves may only become free if the
master dies of natural causes with no heirs and the
local community does not claim them, or if the
master chooses to free the slave.

317
Ve hic le s Cart - This is an open and heavy two-
wheeled vehicle used for the ordinary purposes of
Ve hic le Cost IP: H/P/B farming or for transporting freight. A cart may be
1 . Ca rria ge 8 g. p. 1 2 0 /6 0 /2 0 drawn by horses, ponies, dogs, or characters.
2 . Ca rt 6 s. p. 8 0 /5 0 /1 5 Chariot - This is a two-wheeled vehicle usu-
ally drawn by two horses and used in warfare, pro-
3 . Cha riot 1 0 g. p. 2 0 0 /2 0 0 /2 0 0
cessions, and races. All chariots measure exactly 4'
4 . Lectica 3 g. p. 8 0 /4 0 /2 0 8 ½” in width, the perfect width to accommodate
5 . Sled 4 s. p. 7 0 /3 0 /1 0 two horses.
Lectica - Also called a litter, this vehicle is
6 . Wa gon 1 g. p. 1 0 0 /7 5 /2 0 for hire at city gates. A lectica consists of a couch
A vehicle is an object crafted to facilitate with a canopy and draw curtains. The rider lolls at
travel over land. Each vehicle must be powered by ease while six or eight burly slaves bear it along on
an animal and/or character. Each vehicle is de- their shoulders.
scribed as follows: Sled - This is a vehicle that moves by slid-
ing, usually on a pair of runners, especially over snow
or ice.
Carriage - This is an enclosed four-wheeled Wagon - This is a heavy four-wheeled ve-
vehicle that is drawn by at least two horses and used hicle that is usually uncovered and designed espe-
to transport characters or goods. A carriage is de- cially for transporting bulky commodities and drawn
signed for private use, comfort, or elegance. Mer- by oxen or horses.
chants and royalty often travel by carriage.

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318
Ve sse ls Bireme - Descendant from the unireme, the
bireme is a war galley that measures about 100 feet
Ve sse l Cost IP: H/P/B
long, with a maximum beam or width of about 16
1 . Ba rge 1 0 g. p. 5 0 0 /4 0 0 /5 0 0 feet. The bireme has 2 rows of 40 oars. It derives
2 . Bireme 7 5 0 g. p. 7 , 5 0 0 /7 , 5 0 0 /8 0 0 its name from the 2 rows of oars, one atop the other.
3 . Cog 5 0 0 g. p. 7 5 0 /5 0 0 /5 0 0 A bireme is a purely rowing vessel. The bireme is
low at the bow and high at the stern. This vessel
4 . Deceres 1 0 , 0 0 0 g. p. 2 0 , 0 0 0 /2 0 , 0 0 0 /2 , 5 0 0
possesses a heavy, pointed ram, which is fastened to
5 . Fishing Boa t 2 g. p. 2 0 0 /1 2 5 /2 0 0 the keel beam on the front of the ship, just below
6 . Ka r v e 5 0 0 g. p. 3 0 0 /2 0 0 /3 0 0 the waterline. In fact, the massive, bronze-covered
7 . Kna rr 7 5 0 g. p. 4 0 0 /3 0 0 /4 0 0
battering ram is the main weapon of this narrow,
high-speed vessel. The battering ram is usually made
8 . Log 1 s. p. 5 0 /4 0 /5 0 in the shape of a trident or the head of a wild boar.
9 . Longship 1 , 0 0 0 g. p. 5 0 0 /4 0 0 /5 0 0 The narrow prolate hull consists of two floors. The
1 0 . Quinquereme 2 , 0 0 0 g. p. 1 2 , 5 0 0 /1 2 , 5 0 0 /1 , 5 0 0 upper floor is for the helmsmen and warriors. A
tower exists toward the rear. The balustrade of the
1 1 . Ra ft 2 g. p. 1 2 5 /1 0 0 /1 2 5
battle platform of this tower is usually covered with
1 2 . Septireme 5 , 0 0 0 g. p. 1 5 , 0 0 0 /1 5 , 0 0 0 /2 , 0 0 0 the shields of warriors for reinforcement. A single,
1 3 . Trireme 1 , 0 0 0 g. p. 1 0 , 0 0 0 /1 0 , 0 0 0 /1 , 0 0 0 central mast holds a small sail, though it is virtually
1 4 . Unireme 5 0 0 g. p. 5 0 0 /4 0 0 /4 0 0 ineffective. In the past, the bireme reigned as the
most popular warship, though currently it is very
rare. War galleys follow the coasts and put into har-
A vessel is a vehicle crafted to permit travel bor every night, where the crew enjoys a shore-based
on the water. Many vessels, however, are not built meal and a night’s sleep in a stable bed. While small
merely for travel, but for trade or war. More infor- changes may be argued, a bireme may also be known
mation is available in Chapter 18: Warfare. Each ves- as a pentekonter.
sel is described as follows: Cog - Arguably the most common type of
vessel in the water, the cog measures about 90 feet
Barge - This is a flat-bottomed vessel used in length, with a maximum beam or width of about
principally in harbors or inland waterways, though a 25 feet. The cog has a single mast, deep draft, and a
barge may also be seagoing. The main purpose of a broad beam. The deep draft and broad beam hinder
barge is to transport goods. its speed, but allows the cog to carry considerable
cargo, between 250-300 tons. The mast bears a large
sail.

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319
Deceres - A descendant of the quinquereme Log - While arguably a tree was the first
and septireme, the deceres is the largest vessel in waterborne vessel, since trees and craftsmen are
the water. A deceres measures 145 feet long, with a readily available, and since a tree and a log do not
maximum beam or width of about 20 feet, and a substantially differ as a vessel, a log is presented. The
draft of 6-7 feet. The deceres is powered by 572 measurements of a log may vary, but they are typi-
oarsmen. The oars are 48 feet long and arranged in cally 10 feet long, 2-3 feet wide, and have a draft of
three decks. As a compliment, the crew also con- 1-2 feet. A portion of a large log can be carved
sists of 15-30 sailors and 200-250 warriors. A deceres away so that a character may sit inside. These are
has 2 fighting towers and 2-6 catapults. If the vessel known as dug-outs.
must flee, the fighting towers are jettisoned over the Longship - Arguably this is the most popu-
side. However, with the fighting towers, it is pos- lar warship. The longship measures about 75-120
sible to fire arrows down upon an adjacent vessel or feet long, with a maximum beam or width of about
invaders. War galleys follow the coasts and put into 24 feet, and has a shallow draft. Due to the shallow
harbor every night, where the crew enjoys a shore- draft, a longship may be beached easily. Longships
based meal and a night’s sleep in a stable bed. are often called dragons, and most have a dragon’s
Fishing Boat - This vessel measures 12 feet head carved on the front of it. They are made of
long, with a maximum beam or width of 5 feet. A northern oak and pine. Longships may have 30 row-
fishing boat has two oars per side, and two oars- ing benches aboard. Up to 60 oarsmen may be
men. A fishing boat may function to ferry charac- aboard, one per oar. Because of the extreme nar-
ters across a river. However, the most popular use rowness of the vessel, it may achieve great speeds
is to fish. and penetrate many narrow waterways, allowing war-
Karve - A smaller relative of the knarr, a riors aboard to invade nearly anywhere. Unfortu-
karve is a workship that measures 45 feet long, with nately, it is limited as a warship because it does not
a maximum beam or width of about 10 feet. A have a battering ram. In warfare, a longship must
karve has a carrying capacity of about 10 tons. This run alongside an enemy vessel, grapple, and board.
vessel is made from oak. A karve has 7 oars per A large, square sail hangs from a single mast amid-
side, with one oarsman per oar. 14 oarsmen power ships. A single side rudder on the starboard quarter
a karve. The front of the vessel is beached. is used for steering. Horses may be brought aboard.
Knarr - This trading vessel measures about This ship is deemed unseaworthy if it needs bailing
55 feet long, with a maximum beam or width of thrice in two days. A longship is constructed of
about 15 feet, and a draft ranging from 2 to 4 feet overlapping planks, forced together with iron nails
depending on whether it is empty or fully loaded. and caulked with tarred rope.
This vessel displaces 34 tons and has a cargo carry-
ing capacity between 20-25 tons. A knarr has only 2
oars per side, one oarsman per oar. Therefore, 4
oarsmen are required. Otherwise, a commander or
sailor manipulates the sail. A crew for a knarr ranges
from 5 to 8. The knarr is primarily a sailing vessel,
and has a single mast with a large sail amidships.
The average speed of a knarr is 5-6 knots, and the
maximum speed is 13 knots. A knarr is constructed Artwork Here
of massive pine planks, and the rest is built from
oak and lime. It has decks fore and aft, while amid-
ships is an open cargo compartment.

320
Quinquereme - Descendant from the Trireme - Desendant from the bireme, the
trireme, this is a war galley that measures about 120 trireme is a war galley that measures about 125 feet
feet long, with a maximum beam or width of about long, with a maximum beam or width of about 20
17 feet, and a draft of 5 feet. Known as “five,” the feet, and a draft of 3 feet. The trireme has 3 rows
quinquereme potentially has 3 rows of oars, though of oars. It derives its name from the 3 rows of oars,
only one row is preferred. There are 270 oarsmen. one atop the other. A trireme is powered by oars-
They may be distributed among three decks, such men as well as sails, when wind is favorable. A
as: 112 on the upper, 108 on the middle, and 50 on trireme is manned by 170 oarsmen (85 per side), a
the lower. The bottom rows of oars are powered captain (called a Trierarch), 3 oarsman chiefs (called
by one oarsman apiece, while two oarsmen control Hortators, who 'encourage' the oarsmen), and 25
each oar on the second and third decks. However, warriors who are either spearmen, archers, slingers,
the most efficient manner is to only use one row of or a combination. Oarsmen are divided between
oars and assign five oarsmen per oar. One oarsman the tiers as follows: 31 on top, 27 in the middle, and
per oar needs to be highly trained, while the rest are 27 in the bottom. Each oarsman controls one oar.
mere labor -- most often slaves encouraged by the Most strong oarsmen are placed on the upper decks.
whip. Oars for a quinquereme are roughly 15 feet in The oarsmen of a trireme are not slaves, but highly
length. Otherwise, there are 30 sailors and 40-120 trained. The trireme can reach 7-8 knots under oars.
warriors. Each oarsman pulls his own oar. The This vessel has scant room for provisions. It is used
vessel is built in large numbers. Additionally, one for short naval trips. Even the largest triremes puts
sail exists on a mast amidships. The sails are low- into shore and beaches, stern first for the night, re-
ered for battle, when the oarsmen and the bronze suming passage in the morning, weather permitting.
ram become the main armament. The quinquereme The hull is a thin shell of planks joined edge-to-
is equipped with a corvus for boarding (for more edge, and then stiffened by a keel and light, trans-
information, see Chap. 18: Warfare). Quinqueremes verse ribs. Such light construction enables the
are made from cedar. War galleys follow the coasts trireme to displace only 40 tons. Square-rigged sails
and put into harbor every night, where the crew are used for power when the ship is not engaged in
enjoys a shore-based meal and a night’s sleep in a warfare. The principal armament of the trireme is
stable bed. a bronze-clad ram, which extends from the keel at
Raft - This is a collection of logs or timber or below the waterline and is designed to pierce the
that are fastened together for transportation by float- light hulls of enemy warships. The function of a
ing. Although they vary, most rafts measure 10 feet trireme in warfare is to advance to maximum speed
long by 10 feet wide. A raft has a flat structure, a and attack the side of an enemy vessel with its bat-
floating platform, for the conveyance of characters tering ram. If this fails, the enemy vessel is usually
or cargo on a body of water. boarded. Triremes are made from wood from fir
Septireme - Desendant from the trees.
quinquereme, this vessel measures 135-140 feet long, Unireme - The unireme is a war galley that
with a maximum beam or width of about 18 feet, measures about 150 feet long. The unireme has 1
and a draft of 5-6 feet. The frame is reinforced, row of 50 oars. It derives its name from the single
making this vessel much less susceptible to ramming. row of oars. A unireme is a purely rowing vessel
However, due to the increased weight of this large with no sails. The unireme is powered by 100 oars-
vessel, it is very effective at ramming. This vessel men, each to his own oar. There are no multiple
has 2 rows of oars, which are 32 feet long on top decks aboard this vessel. The unireme is fast and
and 28 feet long on bottom. The crew consists of graceful, with a high, curving stem and stern. The
350 oarsmen, 15-20 deck hands, 150-200 warriors, unireme sometimes carries an embolon (a beak or
and the trierarch and officers. The ram is reinforced ram). In its day it was a formidable war galley, but
with bronze and iron. Finally, the septireme may now, this light warship is mainly used for scouting.
have up to 5 catapults.

321
Sie ge Equipm e nt With a 30 lb. rock, this weapon inflicts 1d100 IP or
Sie ge Equipm e nt Cost IP: H/P/B LP. With a 170 lb. rock, this weapon inflicts 2d100
1. Ba l l i st a 2 0 0 g. p. 3 0 /4 0 /3 0 IP or LP.
2. Ba ttering Ra m 1 0 0 g. p. 2 0 , 0 0 0 /2 0 , 0 0 0 /5 , 0 0 0 Manuballista: A ballista is essentially a large
3. Ca ta pult 4 0 0 g. p. 2 0 0 /2 0 0 /2 0 0 crossbow that projects a spear which weighs around
4. Cheiroba llista 2 0 0 g. p. 2 0 /3 0 /2 0
a hundred pounds and has a metal head over a foot
5. Lithobolus 3 0 0 g. p. 1 5 0 /1 5 0 /1 5 0
in length. The entire projectile is five feet long. A
6. Ma nuba llista 1 5 0 g. p. 2 0 /3 0 /2 0
manuballista is a small torsion arrow-throwing en-
gine that is stationary and without wheels. It is fired
7. O na ger 4 5 0 g. p. 2 5 0 /2 5 0 /2 5 0
by heavily pressing down on a pad on the back. The
8. Trebuchet 1 , 0 0 0 g. p. 2 5 0 /2 5 0 /2 5 0
range of a manuballista is about 300 yards; it is more
Ballista: Often mounted on seagoing ves- accurate than a regular ballista. This weapon inflicts
sels as well, a ballista is essentially a large crossbow 4d100 IP or LP.
that projects a spear which weighs around a hun- Onager: Named after a pig that kicks rocks
dred pounds and has a metal head over a foot in behind itself when chased, an onager is an ancient,
length, launching it between 300-400 yards, though heavy catapult. The frame of the onager is com-
unfortunately never with great accuracy. Overall, posed of thick rectangular pieces of wood flat on
the projectile is five feet in length. This weapon the ground. Through each side of the frame are
inflicts 4d20 IP or LP. bored two holes through which run the skeins of
Battering Ram: A battering ram is the rope. The ropes are held in place by a washer and
trunk of a tree suspended by large ropes or chains counter-plate. In the middle of the sinew ropes
from a wooden box-like structure. Sometimes, they stick a single arm that ends in a cup or a sling fitted
have iron heads. Battering rams are placed before for a stone. The arm is cranked down with a lever,
the closed doors of an enemy and the trunk is rocked further torsioning the skein, and is held in place by
back and forth, and pounded against the doors to a ratchet and pawl. When released the arm snaps
break them. The largest ram is 100 feet in length, 4 forward into a supported upright crossbar, which
1/2 tons in weight, and needs over 200 men to swing halts the arm and drives the shot toward its intended
it effectively. The largest ram inflicts 5d100 IP. target. Onagers hurl 100 lb. rocks as far as 350 yards.
Catapult: An ancient weapon, a well-built This machine is very powerful and heavy. Due to
catapult launches a projectile up to 700-800 yards. its weight, it is difficult to move and is therefore
The catapult functions by torsion. The heaviest used as a stationary defensive or siege weapon. This
stone that may be hurled is 180 lbs. With this pro- weapon inflicts 6d20 IP or LP.
jectile, a catapult inflicts 2d100 IP or LP. Trebuchet: A recent creation, this siege
Cheiroballista: A ballista is essentially a large weapon looks and functions similar to a catapult,
crossbow that projects a spear which weighs around though performs far better. Instead of functioning
a hundred pounds and has a metal head over a foot by torsion, this machine uses gravity to its advan-
in length. A cheiroballista is small and easily moved, tage. A large and heavy counterweight (up to 12,000
since its frame rests on wheels. The range is roughly lbs.) is dropped, which propels the wooden arm (a
300 yards. This weapon inflicts 4d20 IP or LP. massive tree trunk) very quickly. These machines
Lithobolus: The earliest torsion siege ma- cast their missiles with precision. Various missiles
chine, the lithobolus is a stone-thrower that is de- may be utilized, including stones, barrels of pitch,
signed to smash walls as well as men. By appear- bodies of dead horses and other animals often in a
ance, this machine looks like a larger ballista. This state of decomposition, barrels of offensive or pu-
rock-thrower needs a special bowstring with a trid matter, and other missiles designed to cause pes-
braided pouch. Typically, this machine is used to tilence. A trebuchet is capable of hurling 1,400 lbs.
hurl rocks that are either 30 or 170 pounds in weight. up to 87 yards, and 100 lbs. up to 235 yards. With
The longest range with this weapon is 700 yards. 1,400 lbs., this weapon inflicts 1d1000 IP or LP.

322
Tor tur e D e vic e s Rack: This device consists of two thick
Tor ture D e vic e s Cost IP: H/P/B metal poles about eight feet apart. The tortured
1. Cha ir of spik es 3 g. p. 1 0 0 /1 0 0 /4 0 person lies down between these poles. Their wrists
2. Hea dcr usher 5 s. p. 7 5 /4 0 /7 5 and ankles are affixed to ropes, which are in turn
3. Pea r 6 s. p. 5 /5 /1 5 affixed to the poles. One torturer stands at each
4. Ra c k 5 g. p. 2 0 /3 0 /4 0 end and tightens the pole. This device stretches the
5. Stock s 1 g. p. 2 0 /2 0 /2 0 body, typically while a torturer seeks a confession.
6. Thumbscrews 4 s. p. 5 /5 /4 0 If the tortured person does not die of their injuries,
7. Wa k e 2 g. p. 7 5 /5 0 /4 0 they are usually so injured cannot take part in their
8. Whirligig 4 g. p. 1 0 0 /4 0 /1 5 0 later public confessions, such as being unable to lift
their arms to swear their confession.
Chair of Spikes: This is a large chair, but Stocks: Sometimes called the Pillary, the
instead of having cushions, there are numerous small Stocks consist of two large boards which, when
spikes. The victim is seated in the chair. Wooden closed together, leave holes for legs and arms. As
bars are placed over parts of the body and each end public torture, a person’s limbs would be trapped
screws into the chair. A wooden bar exists for the between the stocks and the townspeople poke, slap,
chest, the lower legs, and one which comes down and besmirch the victim with feces and urine. Feces
on the knees. In addition, leather straps restrain the is often smeared into their mouth, ears, nose, and
wrists, but also may be tightened further, driving hair. More often, though, the victim is badly beaten,
the arms and hands down on spikes as well. The stoned, cut, burnt, and severely mutilated. Once in
spikes are probably about the thickness of ordinary a while someone would survive their term with only
nails and an inch in length. The chair of spikes a few bruises and a couple of bumps.
doesn’t usually kill its victims, but tetanus often claims Thumbscrews: Two metal plates, roughly
victims days or weeks after the ordeal. six inches wide, are joined by a screw passing verti-
Headcrusher: Used to extract a confession cally through each end. In the middle of these two
or as a means of execution, this device looks like a plates, the victim must place their thumbs. The two
vice, except instead of crushing the head from the screws are then tightened on the victim’s thumbs.
sides, the victim’s jaw is placed on the bottom and Wake: Three chains are affixed to the cor-
the top is screwed down onto the top of their head. ner of a room, one on each wall and one from the
Pear: A torture device that damages orifices, ceiling. The three chains connect to a harness which
this is a long, thin shaft along which two spoon-like is used to suspend a person in the air several feet
objects are affixed. The end of the shaft with the above the ground. Next, the ankles are bound and
spoon-like objects is inserted into the orifice of the one torturer pulls this rope to raise the legs. Finally,
torturer’s choice: either the mouth, vagina, or anus. a point is placed underneath the victim’s anus, va-
The protruding end has a ring that may be screwed gina, scrotum, or lower back, depending on the whim
down along the shaft, which forces the spoon-like of the torturer. The torturer can lower the person
objects apart, stretching the orifice from inside. onto the point, varying the weight from zero to the
Death may result from substantial ruptures. victim’s full body weight. Further, they may be gen-
tly dropped or may fall repeatedly onto it.
Whirligig: Looking like a large and cylin-
drical bird cage, this torture device accommodates a
human. The center of the top and bottom of this
cylinder were affixed to a sturdy external structure.
Once a person was placed inside the cage, the cage
is spun quickly, which results in dizziness, nausea,
and then vomiting.

323
Weapons Reach indicates that some weapons may not
be used within a foot or two of the wielder, but that
There are three categories of weapons: me-
they reach several feet in normal use before con-
lee weapons for armed combat in close quarters,
necting. This weapon category assists role-playing
miscellaneous weapons in which adventurers usu-
with miniatures with more accurate combat. For
ally do not train but may use nonetheless, and mis-
instance, a footman’s flail needs 5' of swinging room
sile weapons for distant combat. The weapons on
and connects with the opponent 5' away from the
the tables are numbered to facilitate determining
wielder.
Plunder in Chapter 14: Treasure.
Damage is the numerical damage deter-
mined by dice that the opponent suffers, should the
Cost is normally listed in silver pieces (sp),
wielder successfully connect with their opponent.
though may appear in other coins, such as copper
Delivery Penalty lists a number that is to
or gold pieces. Therefore, a dagger costs three sil-
be subtracted from the initiative roll (see Chap. 10:
ver pieces.
Combat) each round, which serves to make combat-
Weight is listed in pounds, so a dagger
ants with weapons likely to be slower in attacking
weighs one pound.
than combatants using only natural weapons, such
Size of the weapon is Tiny (less than 2’),
as brawlers, animals, or many beasts. For instance,
Small (2-3’), Medium (3-4’), or Large (>4’). For ex-
with an Agility of 100 (so, no initiative adjustment)
ample, a battle axe is a weapon of medium size (4’),
a combatant rolls a 72 for initiative. If this combat-
while a hand axe (hatchet) is a tiny weapon (15”).
ant is wielding a footman’s military flail, then 90 is
Type determines whether the weapon is a
subtracted, for an adjusted initiative of -18. Though
Stabbing, Hacking, or Pounding weapon, or a com-
this combatant’s roll, and therefore initiative, was
bination of these three. For example, a horseman’s
fairly fast which would normally enable quick ac-
battle axe is primarily a hacking weapon, though due
tion, the act of swinging the heavy weapon slows
to its back spike the wielder may also reverse their
them down considerably.
grip and use it for stabbing.
Penetration is a listing of modifiers against
Range lists the range increments of the
penetrating Light/Medium/Heavy armors for that
weapon. For each increment of this range, a pen-
specific weapon. Light armors are nakedness, cloth-
alty of -5 is applied to the attack roll. Maximum
ing, gambeson, studded leather, and leather. Me-
effective range of the weapon is equal to ten times
dium armors include brigandine, scalemail,
the range listed. For example, if a dagger (10' range
chainmaille, and banded mail. Heavy armors include
increment) were thrown at a target 80 feet away, it
chainmaille with breastplate, platemail, and ceremo-
would incur a -40 penalty (-5 x 8). Conversely, if a
nial platemail.
shortbow (60' range increment) were utilized against
a target 80' away, it would only incur a penalty of -5.
Their maximum effective ranges would be 100' for
the dagger and 600' for the short bow.

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324
Me le e We apons
Wt. D e live r y Pe ne tr ation
Me le e We apons Cost
(lbs)
Siz e Ty p e Re ac h D am age
Pe nalty L/M/H
1 . Axe, Ba ttle, Footma n's (2 H) M
5 s. p. 4 H - 2 d1 2 + 2 40 -/-5 /-1 0
(w/o ba ck spik e) 4'
2 . Axe, Ba ttle, Horsema n's S
3 s. p. 3 S /H - 1 d1 2 + 1 30 -/-5 /-1 5
(w/ba ck spik e) 2'
3 . Axe, Ha nd (Ha tchet) T
1 s. p. 2 H - 1 d1 0 20 -/-1 0 /-2 0
(a lso thrown) 15"
S
4 . Club - 2 P - 2 d6 20 -/-/-5
2'
M
5 . Club, Grea t (2 H) 1 s. p. 4 P - 3 d6 40 -/-/-5
3 -4 '
6 . Da g ger (double-edged) T
3 s. p. 1 S - 1 d1 0 10 -/-5 /-2 0
(a lso thrown) 1 1 -1 8 "
S
7 . Da g ger, Dirk (single edge) 2 s. p. 2 S - 1 d1 2 20 -/-1 0 /-2 5
1 7 -2 1 "
T
8 . Da g ger, Stiletto(triple edge) 5 s. p. 1 S - 1 d2 0 5 -/-/-1 0
1'
9 . Fla il, Footma n's, Holy Wa ter
M
Sprink ler (2 H) [swiv el
5 s. p. 12 3' P 5' 2 d1 2 + 3 85 -/-/-5
end link (no cha in) w/
sta ff+8 "
a tta ched 8 " spik ed ma ce]
1 0 . Fla il, Footma n's Milita ry
M
(2 H) [swiv el end link (no
7 s. p. 13 3' P 5' 3 d1 0 + 2 90 -/-/-5
cha in) w/ a tta ched 1 5 "
sta ff+1 5 "
sectioned + spik ed rod]
S
1 1 . Fla il, Horsema n's (w/
3 s. p. 6 2' P - 2 d1 0 + 1 60 -/-5 /-1 0
cha in a nd one spik ed ba ll)
sta ff
S
1 2 . Fla il, Horsema n's (w/
4 s. p. 7 2' P - 2 d1 0 + 3 70 -/-/-1 0
cha ins + two spik ed ba lls)
sta ff
1 3 . Ga rrote (2 H) S 3 d8 ( s e e
5 c. p. 1 - - 5 -/-/-5 0
(thin wire for chok ing) 2' description)
1 4 . Ha mmer, Ma ul (2 H) M
1 2 s. p. 10 P - 2 d2 0 + 4 100 -/-/-5
(milita ry sledge of stone) 3'
1 5 . Ha mmer, Wa r, Footma n's M
4 s. p. 3 S /P - 2 d1 2 + 2 30 -/-5 /-1 5
(2 H) (with ba ck spik e) 3 0 -3 3 "
1 6 . Ha mmer, Wa r, Horsema n's
S
(with ba ck spik e) 3 s. p. 2 S /P - 1 d2 0 + 2 20 -/-5 /-1 5
2'
(a lso thrown)
1 7 . La nce, Light (blunted end, L
2 s. p. 5 P 5' 1 d1 2 + 2 50 -/-5 /-1 0
hollow pole) 5'
L
1 8 . La nce, Hea v y (x2 cha rge) 8 s. p. 10 S 15' 1 d2 0 + 3 85 -/-5 /-1 0
14'
1 9 . La nce, Jousting (x2 set L
1 g. p. 6 P - 1 d1 2 + 3 75 -/-/-
cha rge) (blunted end) 14'
M
2 0 . Ma ce, Footma n's (2 H) 4 s. p. 6 P - 2 d1 2 + 3 60 -/-/-1 0
3'
S
2 1 . Ma ce, Horsema n's 2 s. p. 4 P - 1 d2 0 + 3 40 -/-5 /-1 5
2'
M
2 2 . Ma ce-a xe (2 H) 6 s. p. 7 H/P - 2 d1 2 + 4 70 -/-/-1 0
3'
2 3 . Morgenstern (Morningsta r) M
4 s. p. 8 S /P - 2 d1 2 + 3 80 -/-5 /-1 0
(2 H) 4'

325
Me le e We apons (continued)
Wt. D e live r y Pe ne tr ation
Me le e We apons Cost
(lbs)
Siz e Ty p e Re ac h D am age
Pe nalty L/M/H
2 4 . Pick , Milita ry, Footma n's
M
(2 H) (a lso ca lled the 4 s. p. 6 S - 2 d1 2 + 3 60 -/-5 /-1 0
4'
Bisa cuta , O ucin, Besa gue)
S
2 5 . Pick , Milita ry, Horsema n's 3 s. p. 4 S - 1 d2 0 + 3 40 -/-5 /-1 5
2'
2 6 . Polea r m, Awl Pik e (2 H) L
2 s. p. 12 S 20' 2 d1 0 + 2 80 -/-5 /-1 5
(x2 set cha rge) 1 8 -2 2 '
2 7 . Polea r m, Berdeesh (2 H) L
3 s. p. 7 H 5' 2 d1 2 + 3 50 -/-5 /-1 0
(Ba rdiche or Spa rth Axe) 5'
2 8 . Polea r m, Bec de Corbin L
4 s. p. 6 S /P 5' 2 d1 0 + 1 40 -/-5 /-1 5
(Ra v en's Bea k ) (2 H) 6'
2 9 . Polea r m, Bill-Guisa r me L
3 s. p. 9 S /H 10' 2 d1 2 + 2 60 -/-5 /-1 5
(2 H) 8 '+
L
3 0 . Polea r m, Bill (2 H) 5 s. p. 10 S /H 10' 2 d1 2 + 2 80 -/-5 /-1 5
8 '+
3 1 . Polea r m, Bipennis (2 H) L
9 s. p. 12 H 5' 3 d1 0 + 2 90 -/-/-1 0
(double-bla ded pole a xe) 6'
L
3 2 . Polea r m, Fa ucha rd (2 H) 2 s. p. 7 H 10' 2 d1 2 + 2 50 -/-/-1 5
8 '+
L
3 3 . Polea r m, Gla iv e (2 H) 3 s. p. 8 H 10' 2 d8 60 -/-1 0 /-2 0
8 '+
3 4 . Polea r m, Gla iv e-Guisa r me L
5 s. p. 9 S /H 10' 2 d1 0 + 1 60 -/-5 /-1 0
(2 H) 8 '+
L
3 5 . Polea r m, Guisa r me (2 H) 2 s. p. 8 H 5' 2 d1 2 + 2 60 -/-5 /-1 0
6 '+
3 6 . Polea r m, Guisa r me-Voulge L
4 s. p. 10 S /H 10' 2 d1 0 + 1 70 -/-5 /-1 0
(2 H) 7 '+
3 7 . Polea r m, Ha lberd (2 H) L
5 s. p. 10 S /H 10' 2 d1 0 + 1 70 -/-5 /-5
(x2 set cha rge) 5 -8 '
3 8 . Polea r m, Hook -Fa ucha rd L
5 s. p. 8 H 10' 3 d8 60 -/-5 /-1 0
(2 H) 8 '+
3 9 . Polea r m, Lucerne ha mmer L
4 s. p. 10 S /P 5' 3 d6 70 -/-5 /-1 0
(2 H) (x2 set cha rge) 5'
L
4 0 . Polea r m, Ma nca tcher (2 H) 7 s. p. 11 - 10' 1 d6 80 -/-/-5
8'
4 1 . Polea r m, Milita ry Fork L
2 s. p. 7 S 10' 2 d1 2 50 -/-5 /-1 0
(2 H) (x2 set cha rge) 7 '+
4 2 . Polea r m, Pa rtisa n (2 H) L
5 s. p. 8 S 10' 2 d1 0 60 -/-5 /-1 5
(x2 set cha rge) 7 '+
4 3 . Polea r m, Polea xe (single-
L
bla ded Bipennis w/spik es 6 s. p. 10 S /H 5' 3 d1 0 70 -/-/-1 0
5 -6 '
on ba ck a nd tip) (2 H)
4 4 . Polea r m, Ra nseur (2 H) L -/-5 /-1 0
3 s. p. 7 S 10' 2 d1 0 + 1 50
(x2 set cha rge) 8 '+
4 5 . Polea r m, Spetum (2 H) L -/-5 /-1 0
2 s. p. 7 S 10' 2 d1 0 + 1 50
(x2 set cha rge) 8 '+
4 6 . Polea r m, Voulge (2 H) L -/-5 /-1 0
3 s. p. 10 H 10' 2 d1 0 + 2 70
(Locha ber a xe) 8 '+
4 7 . Qua rtersta ff L
1 c. p. 3 P - 1 d8 30 -/-2 0 /-8 0
(iron end-ca ps) 5 -6 '
T
4 8 . Sa p 2 c. p. 3 P - 1 d6 10 -/-5 /-5 0
1'

326
Me le e We apons (continued)
Wt. D e live r y Pe ne tr ation
Me le e We apons Cost
(lbs)
Siz e Ty p e Re ac h D am age
Pe nalty L/M/H
4 9 . Spea r, Long (2 H) L
2 s. p. 5 S 10' 2 d1 0 50 -/-5 /-1 5
(x2 set cha rge) <1 3 '
5 0 . Spea r, Medium L
1 s. p. 3 S 5' 2 d1 0 20 -/-5 /-1 5
(a lso thrown) 5 -7 '
5 1 . Spea r, Short (ha lf-spea r or S
5 c. p. 3 S - 2 d1 0 20 -/-5 /-1 5
gua rd spea r) 27"
M
5 2 . Spea r, Trident (2 H) 8 c. p. 6 S 5' 3 d6 40 -/-5 /-1 0
4 -8 '
Subdua l- ( se e
5 3 . Strik e, Una r med
- - - P Da ma ge- Bra wling - -/-5 0 /-9 0
(see Bra wling sk ill)
O nly sk i l l )
5 4 . Sword, Ba sta rd L
1 2 s. p. 7 H - 3 d1 0 + 1 60 -/-5 /-1 0
(Ha nd-a nd-a -Ha lf) 4 3 -5 1 "
5 5 . Sword, Broa dsword
M
(seemingly, the a v era ge of 5 s. p. 3 H - 1 d2 0 30 -/-5 /-1 5
3 4 -4 6 "
swords)
5 6 . Sword, Cut + Thr ust(thick M
9 s. p. 4 S /H - 2 d1 0 40 -/-/-1 5
sword of medium length) 3 7 -4 0 "
5 7 . Sword, Fa lchion (cur v ed
S
bla de, weighted end, single 6 s. p. 4 H - 3 d6 40 -/-5 /-1 5
2 8 -3 0 "
edge)
5 8 . Sword, Fla mberge (2 H) L
3 g. p. 10 S 5' 3 d1 0 90 -/-/-1 0
(wa v y bla de) 4 8 -6 4 "
S
5 9 . Sword, Gla dius 6 s. p. 3 S /H - 4 d6 30 -/-5 /-1 5
28"
6 0 . Sword, Long (thin bla de
M
tha t is long for a one- 7 s. p. 4 S - 1 d2 0 40 -/-5 /-1 5
3 4 -4 2 "
ha nded sword)
6 1 . Sword, Scimita r M
8 s. p. 4 H - 3 d8 40 -/-1 0 /-2 0
(cur v ed bla de, single edge) 36"
6 2 . Sword, Short (sometimes S
5 s. p. 3 S - 3 d6 30 -/-5 /-1 5
ca lled a n Archer's sword) 2 2 -3 1 "
L
6 3 . Sword, Z weiha nder (2 H) 2 5 s. p. 15 S /H 5' 2 d2 0 100 -/-/-1 0
5 8 -7 5 "
M
6 4 . Whip (subdua l da ma ge) 1 s. p. 2 H 5' 1 d4 20 -/-8 0 /-9 5
8'
L
6 5 . Whip, Bull 2 s. p. 3 H 10' 1 d6 30 -/-7 0 /-9 0
14'
6 6 . Whip, Ca t-o-nine ta ils T
5 c. p. 1 - - 1 d2 10 -/-8 0 /-9 5
(subdua l da ma ge) 18"
6 7 . Whip, Scourge (a Ca t-o- T
1 s. p. 1 H - 1 d6 10 -/-7 5 /-9 0
nine ta ils with ba rbs) 18"

Artwork Here

327
Misc e llane ous We apons
Wt. Range / D e live r y Pe ne tr ation
Misc e llane ous We apons Cost (lbs)
Siz e Ty pe
Re ac h
D am age
Pe nalty L/M/H
T
1 . Axe, Ha nd (Ha tchet) 1 s. p. 2 H 1 0 ' /- 1 d1 0 20 -/-1 0 /-2 0
15"
2 . Bottle T
1 c. p. 1 P 1 0 ' /- 1 d8 10 -/-5 /-1 5
(if brok en, trea t a s a k nife) 1'
T
3 . Buc k e t 2 c. p. 2 P -/ - 1 d4 30 -/-1 0 /-2 0
15"
L
4 . Cha in 4 c. p. 5 P -/5 ' 1 d6 50 -/-1 0 /-2 0
5'
M
5 . Cha ir (2 H) 3 c. p. 3 P -/- 1 d8 25 -/-1 0 /-2 0
3'
T
6 . Clea v er 1 s. p. 1 H 1 0 ' /- 1 d1 0 10 -/-1 0 /-2 0
1'
T
7 . File, Meta l 2 c. p. 1 P -/- 1 d4 10 -/-1 0 /-2 0
<1 '
8 . Fla il, Gra in S
3 c. p. 2 P -/- 1 d8 20 -/-1 0 /-2 0
(wood joined by rope) 2 ' sta ff
L
9 . Fork , Pitch (2 H) 9 c. p. 6 S -/1 0 ' 2 d6 50 -/-5 /-1 5
7 '+
T
1 0 . Fork , Ser v ing 6 c. p. 1 S -/- 1 d6 10 -/-5 /-2 5
1'
T
1 1 . Ga untlet 2 g. p. 2 P -/- 1 d4 20 -/-5 /-1 5
<1 '
1 2 . Ha mmer, Tool T
1 g. p. 2 P 1 0 ' /- 1 d1 2 20 -/-5 /-1 0
(w/o ba ck spik e) 15"
M
1 3 . Ha mmer, Sledge (2 H) 3 s. p. 8 P -/- 2 d2 0 80 -/-/-5
3'
M
1 4 . Hoe (2 H) 5 c. p. 3 S -/- 1 d6 25 -/-1 0 /-2 0
3 -4 '
T
1 5 . Hook , Gra ppling 4 s. p. 4 S /P 1 0 ' /- 1 d6 40 -/-5 /-1 0
18"
1 6 . Knife, Hunting or Tool T
8 c. p. 1 S 1 0 ' /- 1 d8 10 -/-1 5 /-2 5
(single edge) 8 -1 3 "
T
1 7 . Ma llet (a ll wood) 2 c. p. 2 P -/- 1 d4 20 -/-5 /-2 0
1'
T
1 8 . Quill 4 s. p. - S -/- 1 d2 - -/3 0 /-9 5
1'
S
1 9 . Pa n, Frying (Iron) 8 c. p. 4 P -/- 1 d8 40 -/-5 /-1 5
18"
T
2 0 . Pry ba r (Crowba r) 4 c. p. 3 P -/- 1 d8 30 -/-5 /-1 5
18"
T
2 1 . Rolling Pin 2 c. p. 2 P -/ - 1 d4 20 -/-5 /-2 0
1'
T
2 2 . Scissors 9 c. p. 0.5 S -/- 1 d6 5 -/-5 /-2 5
<1 0 "
L
2 3 . Scythe (2 H) 3 s. p. 5 S /H -/5 ' 2 d8 40 -/-1 0 /-2 0
5'
2 4 . Shield v a ries v a ries v a ries P -/- 1 d2 v a ries -/-5 /-1 0
T
2 5 . Shoe 2 c. p. 0.5 P 1 0 ' /- 1 d2 5 -/-5 /-2 5
<1 '
T
2 6 . Shoe, Horse 5 c. p. 2 P 1 0 ' /- 1 d4 20 -/-5 /-2 0
<8 "

328
Misc e llane ous We apons (continued)
Wt. Range / D e live r y Pe ne tr ation
Misc e llane ous We apons Cost (lbs)
Siz e Ty p e
Re ac h
D am age
Pe nalty L/M/H
M
2 7 . Shov el (2 H) 8 c. p. 4 H/P -/- 1 d6 35 -/-5 /-1 5
3 -4 '
T
2 8 . Sick le 1 s. p. 2 H -/- 1 d1 0 20 -/-1 5 /-2 5
18"
M
2 9 . Spa de (2 H) 7 c. p. 3 H/P -/- 1 d6 25 -/-5 /-1 5
3 -4 '
S
3 0 . Ta rge (Spik ed Shield) 2 s. p. 6 S -/- 1 d8 60 -/-5 /-2 0
2'
S
3 1 . Torch (a burning club) 1 c. p. 1 P -/- 2 d8 10 -/-5 /-1 5
2'

Artwork Here

329
Missile We apons
Wt. D e live r y Pe ne tr ation
Missile We apons Cost
(lbs)
Siz e Ty pe Range D am age
Pe nalty L/M/H
S See See See
1 . Arrows (1 2 w/quiv er) 1 s. p. 2 S See Wea pon
30" Wea pon Wea pon Wea pon
T
2 . Axe, Ha nd (Ha tchet) 8 c. p. 2 H 10' 1 d1 0 20 -/-1 0 /-2 0
15"
S
3 . Bola s 1 s. p. 2 P 20' 3 d4 20 -/-2 0 /-9 0
2'
T See See See
4 . Bolts (2 0 w/ quiv er) 2 s. p. 3 S See Wea pon
18" Wea pon Wea pon Wea pon
5 . Boomera ng T
1 s. p. 1 P 20' 1 d6 10 -/-1 0 /-2 0
(does not return to thrower) 18"
6 . Bottle T
1 c. p. 1 P 10' 1 d8 10 -/-5 /-1 5
(if brok en, trea t a s a k nife) 1'
7 . Bottle, O il (with ignited T 1 d2 0 /
5 c. p. 2 P 10' 20 -/-5 /-1 0
wick ) (Molotov cock ta il) 1' then 1 d1 0
8 . Bow, Short (2 H) M
1 5 s. p. 2 S 60' 1 d1 2 20 -/-2 0 /-5 0
(ca n use mounted) 4'
9 . Bow, Long (2 H) L
4 g. p. 3 S 100' 1 d2 0 30 -/-5 /-1 0
(too big to use mounted) 6'
T
1 0 . Clea v er 1 s. p. 1 H 10' 1 d1 0 10 -/-1 0 /-2 0
1'
1 1 . Crossbow, Ha nd (2 H)
(dra wn by the ha nd)
M
Crossbows a nd cross- 1 8 s. p. 7 S 80' 2 d1 0 + 1 70 -/-/-5
3'
bowmen a re a lso ca lled
a rba lests + a rba lestiers.
1 2 . Crossbow, Wheel + Ra tchet
(2 H) (must be cra nk ed)
Crossbows a nd cross- M
2 5 s. p. 14 S 120' 3 d1 0 + 2 100 -/-/-
bowmen a re a lso ca lled 3'
a rba lests + a rba lestiers.
4 0 0 dra w lbs. required.
T
1 3 . Da g ger (double-edged) 1 s. p. 1 S 10' 1 d1 0 10 -/-5 /-2 0
1 1 -1 8 "
T
1 4 . Da rt 2 s. p. 0.5 S 20' 1 d8 5 -/-2 5 /-7 5
18"
T
1 5 . Fl a s k 1 c. p. 1 P 10' 1 d4 10 -/-1 0 /-2 5
6"
1 6 . Fla sk , O il (with ignited T 1 d8 /
2 s. p. 1 P 10' 10 -/-1 0 /-2 0
wick ) 6" then 1 d4
1 7 . Ha mmer, Tool T
1 s. p. 2 P 10' 1 d1 2 20 -/-5 /-1 0
(w/o ba ck spik e) 15"
1 8 . Ha mmer, Wa r, Horsema n's S
3 s. p. 2 S /P 10' 1 d2 0 + 2 20 -/-5 /-1 5
(with ba ck spik e) 2'
T
1 9 . Hook , Gra ppling 4 s. p. 4 S /P 1 0 ' /- 1 d6 40 -/-5 /-1 0
18"
S
2 0 . Hurlba t (a ll meta l ha nd a x) 2 s. p. 4 S /H 10' 1 d2 0 40 -/-5 /-1 5
22"
2 1 . Ja v elin 1 s. p. 2 M S 30' 1 d1 2 20 -/-1 0 /-2 5
2 2 . Knife, Hunting or Tool T
7 c. p. 1 S 10' 1 d8 10 -/-1 5 /-2 5
(single edge) 8 -1 2 "
2 3 . Knife, Throwing T
9 c. p. 0.5 S 20' 1 d6 5 -/-1 0 /-2 0
(double-edged) <8 "

330
Missile We apons (continued)
Wt. D e live r y Pe ne tr ation
Missile We apons Cost
(lbs)
Siz e Ty p e Range D am age
Pe nalty L/M/H
L
2 4 . Net, Weighted 5 c. p. 10 P 10' - 100 -/-/-
10'
L
2 5 . Pi l u m 2 s. p. 1 S 30' 1 d1 2 10 -/-5 /-1 0
6 -7 '
T
2 6 . Rock - 1 P 30' 1 d8 10 -/-5 /-2 5
3"
S
2 7 . Sling (2 H) - 1 P 70' 1 d8 + 1 5 -/-5 /-2 5
2 -3 '
L
2 8 . Spea r, Medium 1 s. p. 3 S 20' 2 d1 0 30 -/-5 /-1 5
5 -7 '
T
2 9 . Vi a l 5 c. p. 0.5 P 20' 1 d4 5 -/-1 0 /-5 0
4"

Artwork Here

331
Axe, Battle, Footman’s - Attached at the Bottle - Though bottles may come in all
end of a 4' pole is the head of an axe with a blunt shapes and sizes, a wine bottle is approximated here.
back and tip; there is no back-spike. This large two- Bottle, Oil (with ignited wick) - Also called a Molotov
handed axe is used to cleave objects in half. cocktail, this weapon consists of a bottle filled be-
Axe, Battle, Horseman’s - Attached at the tween a third and halfway with oil. A rag or wick is
end of a 2' pole is the head of an axe with a back- dipped in oil and stuffed into the mouth of the
spike. This one-handed axe is used to cleave ob- bottle. To use the weapon, the rag or wick is lit on
jects in half. However, the grip may be reversed fire and the bottle is hurled at an opponent or tar-
and the spike may be used instead, inflicting stab- get. From personal experience, these are harder to
bing damage if desired. use than it seems. Molotov cocktails are impeded
Axe, Hand - Also called a hatchet, a small by two factors:
axe is attached to a 15" pole. A hand axe may be 1. The bottle is harder to break than
used as both a melee and a missile weapon. one may think. Whenever one is hurled, an
Bolas - This weapon consists of several additional roll must be made to see if it
separate small leather pouches filled with sand; the breaks, not just if the hurled bottle connects
pouches are connected by thin ropes. This weapon with the target. If the bottle does not break,
is used by spinning above one’s head and then hurl- as determined below, then it only does d8
ing at a target. If the target is hit, numerous sand- damage from the impact and eventually the
filled pouches will hit in succession and cause dam- wick will burn itself out. Below are differ-
age. ent circumstances:
Boomerang - This weapon consists of a a. If hurled against a solid,
piece of wood that has been carved flat, is roughly hard, and unmoving object such as
2-3" across, and otherwise is shaped like a ‘V’. Hav- a tree or a wall, there is only an 20%
ing a skill with this weapon means that it will return chance the bottle does not break.
to the thrower if it misses its target. Without a skill b. If hurled against an object
in this weapon, the boomerang is will land randomly. of medium hardness such as a hu-
man standing up and wearing any-
thing but platemail or carrying a
tower shield, there is only a 60%
chance the bottle does not break.
c. If hurled against a soft, mov-
able object such as hay, there is a 95%
chance the bottle does not break.
2. If hurled during moderate or stron-
ger winds, the wick is 90% likely to be extin-
guished before the bottle contacts the tar-
get.
Artwork Here
Bow, Short - This two-handed weapon con-
sists of a thin wooden pole and a tendon connect-
ing the two ends. When the tendon is attached to
both ends, the pole must be bent for it to reach.
This creates pressure on the tendon. This weapon
projects arrows at targets. Short bows are widely
known to be ineffective against humanoid troops.

332
Bow, Long - This two-handed weapon con- Club - This one-handed weapon consists
sists of a thin wooden pole and a tendon connect- of a piece of wood that is usually two feet in length.
ing the two ends. When the tendon is attached to One of the most ancient of weapons, it is com-
both ends, the pole must be bent for it to reach. monly used to bash creatures in the head.
This creates pressure on the tendon. This weapon Club, Great - This two-handed weapon con-
projects arrows at targets. The long bow is a new sists of a piece of wood that is usually four feet in
invention, it is fast, and surprisingly effective at pen- length. One of the most ancient of weapons, it is
etrating armor and creatures. commonly used to bash creatures in the head. Mon-
Bucket - This weapon consists of a metal sters at least 12' tall may use this weapon effectively
or wooden structure and a handle. Normally, a with one hand.
bucket is designed to carry liquids such as water. In Crossbow, Hand - A hand crossbow is one
threatening situations, a bucket may be swung at an that may be reloaded by hand or without needing a
opponent. mechanism. After a bolt is projected at an oppo-
Chain - This weapon consists of numerous nent, the tip of the crossbow is placed on the
small metal links which are strung together one af- ground, the user places the tip of their foot in a
ter another. Chains are swung above the head and stirrup at its base, and the user pulls back on the
one end is whipped at a target. sinew, cocking it again.
Chair - This two-handed wooden weapon Crossbow, Wheel and Ratchet - Once
consists of something crafted on which people rest fired, this weapon must be cocked again by using a
their asses. In a threatening situation, a chair may mechanism consisting of a wheel and a ratchet.
be picked up and swung at an opponent, or it may While it is timely to cock this crossbow, the bolt is
be used effectively to keep an opponent at a dis- projected with incredible force.
tance. Dagger - Ranging from 11-18" in length,
Cleaver - This weapon consists of a handle this weapon consists of a handle and a blade with
and a long, thick blade extending from it. The blade two edges. This weapon may be used for both me-
only has one edge, but it has a lot of steel behind it. lee and missile combat. Daggers are very popular
Cleavers may be used in melee or missile combat. weapons, often used as eating utensils, and com-
monly hidden in boots.

333
Dagger, Dirk - Essentially, a dirk is a larger Flail, Footman’s, Military - This two-
dagger that has only one sharpened edge. Dirks are handed flail consists of a 3' pole and a swivel link at
not balanced and may not be thrown properly. the end, upon which swings a 15" metal rod. Peri-
Dagger, Stiletto - This weapon is usually odically, the thin metal rod (1" diameter) has a ring
illegal wherever one may go, since it is so popular of spikes around its circumference. This flail has
among assassins, easily hidden, and very lethal. The no chain.
blade of this dagger has three edges, appearing tri- Flail, Grain - Not the everyday flail, this
angular if observed from the tip. An edge of the weapon is almost strictly used to pound grain. This
blade is no more than ¾” across at its widest near weapon consists of a wooden pole and wooden balls,
the thin handle, and the blade tapers to a very fine which are connected to the pole with rope.
point. Flail, Horseman’s - These one-handed
Dart - Very similar in size and shape to ar- flails consist of a 2' pole and either one or two spiked
rows, darts do not have fletching, but only a pole metal balls. The pole and the balls are connected by
and a metal tip. Darts are hurled at opponents. a sturdy chain. Flails are surprisingly hard-hitting
Flask - This is a small, glass fixture designed weapons.
to hold a small amount of liquid. If need be, flasks Fork, Pitch - Used for baling hay, this is
may be hurled at opponents. commonly used by peasants as a weapon. The tines
Flask, Oil - This is a small, glass fixture de- of a pitch fork are curved, so they don’t pierce flesh
signed to hold a small amount of liquid. In this as well as those of a military fork, which is simply
case, it is filled with oil. The oil-filled flask is hurled this weapon with straightened tines.
at opponents. Fork, Serving - This weapon, usually used
File, Metal - This weapon is a long, thin to serve food to others, may be used to stab crea-
piece of metal that has a rough texture. Normally, tures. To use in this manner, simply realize the op-
this utensil is used to file away at metal, but it may ponent for what they are - a piece of meat.
be used as a small club.
Flail, Footman’s, Holy Water Sprinkler -
This two-handed flail consists of a 3' pole and swivel
link at the end, upon which swings an 8" metal rod
with a spiked ball at the end. This flail has no chain.

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Garrote - This is an atypical weapon con- Hammer, Maul - This two-handed weapon
sisting of a thin wire and it is used for strangulation. consists of a 3' pole, and at the end of it is affixed a
Though the garrote is a weapon which is easy to use stone block. This weapon is very slow, and the dam-
quickly, the act of strangulation takes some time. A age done is due to force, not speed. This rare weapon
successful attack on an opponent that has their back is incredibly effective at smashing things.
to the attacker means that the garrote is firmly Hammer, Sledge - This two-handed
around their neck and that damage begins to occur weapon consists of a 3' pole, and at the end of it is
immediately. If the defender does not have their affixed a steel block, not unlike an oversized double-
back to the attacker, then the defender’s CA increases headed tool hammer. This weapon is incredibly ef-
by 60, 70 if they are familiar with the garrote and fective at smashing things, and it is common among
the fact that their neck needs special defense. Once peasants.
the garrote is firmly in place around the opponent’s Hammer, Tool - One of the most com-
neck, it causes 3d8 Life Points of damage per round, mon tools, a hammer is a small pole with a blunt
though the defender may attempt to escape with a piece of metal affixed to one end. Normally, ham-
successful Wrestling skill check of TH 80. If failed, mers are used to drive nails through wood, though
they lose 10 Strength. The second round of stran- it is pleasingly effective at deadening foes.
gulation, they may attempt escape with a TH 90. If Hammer, War, Footman’s - This two-
failed, they lose 20 Strength. The third round of handed weapon consists of a pole, usually 30-33",
strangulation, they may attempt escape with a TH with a steel head affixed to one end. The front of
99. If failed, they lose 40 Strength. Beyond this the steel head is flat and used for pounding things.
point, no attempts at escape may be made, damage The other side usually has a straight spike, roughly
will continue every round, and the loss in Strength 6" long, which may be used to stab things. Since
will continue to double every round. this weapon may be used for pounding or stabbing,
Gauntlet - This is the metal glove of a suit these are popular weapons of war.
of platemail and is designed to protect a hand. In
times of duress, however, it may be impacted upon
an opponent in hopes of damaging them.

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Hammer, War, Horseman’s - This one- Javelin - Much lighter than a spear, javelins
handed weapon consists of a pole, usually 2' long, are also wooden poles with sharp metal points. Be-
with a steel head affixed to one end. The front of cause of flimsiness, they are virtually worthless in
the steel head is flat and used for pounding things. melee combat, but have good range as a missile
The other side usually has a straight spike, roughly weapon.
4" long, which may be used to stab things. A Knife, Hunting or Tool - A common knife
horseman’s war hammer may be thrown as a missile may has only a single edge and may be used as a
weapon or used in melee combat. Since this weapon melee or a missile weapon.
may be used for pounding or stabbing, melee or Knife, Throwing - Throwing knives look
missile combat, these are very popular weapons of like small daggers since they have two edges. Even
war. more than daggers, throwing knives are well-bal-
Hoe - Quite different from a prostitute, a anced. The handle of a throwing knife has no leather
hoe is a common gardening tool. on it, and it is impractical as a melee weapon.
Hook, Grappling - Only rarely used as a Lance, Heavy - This version of the lance
weapon, this item consists of a series of metal poles was adapted for warfare against foot soldiers and
extending upward and outward from a central hub cavalry alike. This lance weighs a lot and has a sharp
before sharply curving back down. Normally, a rope tip, but it is very sturdy and successful in unhorsing
is attached to the hub and the grappling hook is armored combatants and piercing foes on the
hurled atop a castle wall where the sharp ends catch, ground.
embed themselves firmly, and allow others to Climb. Lance, Jousting - The original version of a
It is also hurled from one vessel to another so that lance, the jousting lance, was an alteration from the
boarding may occur. As a weapon, a grappling hook success of spears and javelins. This is no different
is simply hurled at an opponent. from a spear, except that the head is blunted. The
Hurlbat - This weapon is similar to a hatchet pole is of uniform thickness from end to end with a
made entirely of steel, including the handle. How- lozenge-shaped head. Sometimes the blunted end
ever, virtually any part of this all-metal axe is sharp has special points on it, though they do not pierce,
and dangerous. Hurlbats are hurled at opponents. but give a grip on plate armor.

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Lance, Light - The newest version of the Mace-Axe - This odd two-handed weapon
lance, a light lance is short, only five feet in length, consists of a 3' wooden pole and a metal head af-
and is hollowed out. These are lighter weight, but fixed to one end. The metal head has two sides:
also splinter, breaking into pieces easily. For every one like a battle axe, the other wide and blunt like a
hit on an upright armored humanoid, the weapon mace. Accordingly, the weapon may be used for
has a 30% chance of splintering. either hacking or pounding.
Mace, Footman’s - This two-handed Mallet - A thick cylinder of wood is attached
weapon consists of a 3' pole, either wooden or metal, to a small handle. Mallets are normally used to pound
and a metal head affixed to one end. The metal stakes into the ground. In times of need, they may
head may vary widely in its design. Some consist of be used against opponents.
a metal ball that is either spiked, studded, or blunt. Morgenstern - Also called a morningstar,
Another popular design is to reduce weight is to this two-handed weapon consists of a 4' pole. At
have a large, ribbed end. Whatever is attached, the one end of the pole, nails are driven through it in all
purpose of a mace is to dash the brains out of op- directions. This spiked weapon is easy to make, com-
ponents with primarily pounding force. This weapon mon among peasants, and often considered a mace
is popular with many hierophants, because numer- with a spiked head. It is most appropriate for foot
ous deities prohibit their worshippers from using soldiers, though both cavalry and infantry may be
edged weapons. armed with it.
Mace, Horseman’s - This one-handed Net, Weighted - Small weights are affixed
weapon consists of a 2' pole, either wooden or metal, to the perimeter of this net and it is hurled at fish,
and a metal head affixed to one end. The metal wild animals, and sometimes opponents. The pur-
head may vary widely in its design. Some consist of pose of the weighted net is to take the opponent to
a metal ball that is either spiked, studded, or blunt. the ground, so that others may approach and de-
Another popular design is to reduce weight is to prive the opponent of consciousness or life as de-
have a large, ribbed end. Whatever is attached, the sired while the opponent struggles for freedom. If
purpose of a mace is to dash the brains out of op- hit by a net, an opponent must pass a Balance skill
ponents with primarily pounding force. This weapon check at TH 70 or fall to the ground. Next, reverse
is popular with many hierophants, because numer- the sign of the opponent’s Intelligence Skill Modi-
ous deities prohibit their worshippers from using fier (such as positive to negative and vice versa) and
edged weapons. multiply this result by 1d10 to determine the num-
ber of rounds it takes for them to find their way out
of the weighted net.

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Pan, Frying - Normally, frying pans are iron Polearm, Awl Pike - This two-handed
cooking utensils. If need be, this iron pan may be weapon consists of a pole that averages twenty feet
pounded against an opponent. in length with a spearhead attached at one end.
Pick, Military, Footman’s - This two- Essentially a very long spear, this weapon is useful
handed weapon consists of a 4' pole and a long, because it allows one to reach over other combat-
thin blade that is attached in a perpendicular fash- ants. To resist cavalry or other charges, the base of
ion to one end of the pole. The footman’s military the pike is fixed into the ground. Long strips of
pick was originally used for mining and has been steel down the shaft may be considered one of its
adopted for warfare. special features, as it cannot be put out of action by
Pick, Military, Horseman’s - This one- any ordinary (natural 90 or higher on attack dice)
handed weapon consists of a 2' pole and a long, cuts of the sword, axe, etc. Those impaled in this
thin blade that is attached in a perpendicular fash- way receive double damage and are twice as likely to
ion to one end of the pole. The horseman’s mili- receive Crucial Damage (see Chap. 10: Combat).
tary pick was originally used for mining and has been Polearm, Berdeesh - Also called a bardiche
adopted for warfare. or a Sparth axe, this weapon consists of a pole typi-
Pilum - This weapon consists of a pole, half cally five feet in length with a large, elongated axe-
of which is wooden, half of which is steel. The like blade attached to one end. This weapon is popu-
steel half has a sharp tip and is front-heavy when lar for beheading at executions, and so is the zwei-
hurled. Therefore, it is not effectively thrown long hander.
distances, but creates an impressive impact at lesser Polearm, Bec de Corbin - Also called a
distances. The pilum often embeds itself into an Raven’s Beak, this weapon consists a hammer-like
opponent’s shield and is heavy enough that the op- head, a small spike on top, and a small back spike.
ponent must either discard the shield or pause to All of these are affixed on the end of a pole.
remove the pilum from it. Polearm, Bill-Guisarme -

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Polearm, Bill - Although the term ‘bill’ is Polearm, Glaive - Differing from the bill,
applied to all shafted weapons of peculiar form this weapon has the cutting edge upon the convex
which do not fall readily under any particular head- instead of the concave curve of the blade, and it is
ing, the bill is a polearm that was most popular about also much broader. Essentially, this weapon con-
four hundred years ago. The most common bill sists of a blade attached to the end of a pole.
consists of a long and thin blade attached to the Polearm, Glaive-Guisarme -
end of a pole. In the middle of one side of the Polearm, Guisarme - This weapon may be
blade is a hook that points downward, usually six claimed with confidence to be one of the most an-
inches in length. Roughly one-third up the other cient of weapons, originating when bronze was the
side of the blade, a straight spike extends roughly predominant material of which weapons were made.
four inches perpendicularly. These proportions and More fancy than a fauchard, a guisarme consists of
locations vary somewhat. a blade resembling a short sword attached to the
Polearm, Bipennis - This two-handed end of a pole. Oftentimes, the blade will have a
weapon is the double-bladed pole axe. At the end hook extending from the back of the blade or other
of a 6' pole is affixed a large double-bladed axe-head. unusual designs along the back of the blade.
This fierce weapon hits hard due to the consider- Polearm, Guisarme-Voulge -
able weight and the leverage offered by the pole. If Polearm, Halberd - Perhaps the handiest
a weapon is needed to cleave through something, of all polearms, a halberd consists of an irregularly
the Bipennis is highly recommended. Conversely, shaped blade affixed to the end of a pole. One long
the disadvantage of this weapon is that a large area blade exists, suitable for hacking. A point is at the
is necessary for it to be swung effectively. end, suitable for stabbing. Other points often ap-
Polearm, Fauchard - This weapon is a pear in the back of the blade which are useful for
more recent version of an old glaive, and it is cur- removing plate armor from fallen opponents. A
rently very popular. The weapon consists of a blade common technique with a halberd is to knock a
resembling a short sword attached to the end of a heavily armored foe to the ground and then, using
pole. There is nothing fancy about this weapon, the back spikes, pry an opening in their armor and
but many folks seek to abolish the weapon due to stab them to death. There are many variations on
the deadly and ghastly nature of the wounds inflicted the design of the halberd. This weapon originated
by this weapon. in the northern climes and dates back considerably
far, though it has only been recently introduced to
more southerly regions.

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Polearm, Hook-Fauchard - Polearm, Ranseur - The ranseur is a ver-
Polearm, Lucerne hammer - sion of the partisan, which is new itself, being in-
Polearm, Mancatcher - troduced for the first time in the last few years. Both
Polearm, Military Fork - This weapon is partisans and ranseurs are gaining popularity quickly.
the pitchfork adapted for warfare. The tines, either This weapon consists of a sharp tip at the end of a
two or three, of the pitchfork are straightened. Cur- pole, similar to a spear. This spearhead, however,
rently, it is a very popular polearm and is in wide- also has a barbed tip extending forward and out-
spread use. ward a short distance of three to five inches from
Polearm, Partisan - This weapon is new, its base on each side. This weapon is always sym-
being introduced for the first time in the last few metrical.
years, and it is gaining popularity fast. Essentially, Polearm, Spetum - The spetum is a ver-
this weapon consists of a sharp tip at the end of a sion of the partisan, which is new itself, being in-
pole, similar to a spear. This spearhead, however, troduced for the first time in the last few years. Both
also has a barbed tip extending outward a short dis- partisans and spetums are gaining popularity quickly.
tance of an inch or two from its base on each side. This weapon consists of a sharp tip at the end of a
This weapon is always symmetrical. Specific names pole, similar to a spear. This spearhead, however,
of some designs of partisans are the corseque and also has a barbed tip extending outward a short dis-
the spontoon. tance of three to five inches from its base on each
Polearm, Poleaxe - The battle-axe and the side. This weapon is always symmetrical.
poleaxe may be claimed to be the same weapon, sim- Polearm, Voulge - This weapon may be re-
ply differing in the length of the shaft. The poleaxe garded as a cousin to the guisarme, and has at times
consists of a single axe-blade, accompanied by a large been very similar. Although this weapon has been
spike on top and the back. Poleaxes always require used since a very early period by those high in the
both hands. This weapon is essentially from north- mountains, people on the plains below have not
ern climes. Recently, it is becoming one of the fa- started using it until very recently. The voulge con-
vored weapons for encounters on foot. sists of a thick and straight single-edged blade with
a sharpened tip that is attached to the end of a pole.

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Pry Bar - This is an iron bar with one curved, Scythe - This tool consists of a long, thin,
flattened tip. The tip is inserted between two ob- arching blade that is attached to the end of a pole.
jects which are difficult to separate, and then lever- Normally, a scythe is used as a tool for harvesting.
age is applied on the bar. In emergencies, this is Combatively, a scythe may be used to attempt to
suitable as a weapon and is most often used to club harvest the soul of a creature; it is a formidable slash-
someone in the head, smashing their skull. ing weapon.
Quarterstaff - Nothing more than a Shield - Normally, the purpose of a shield
wooden pole, a quarterstaff is handy, though it only is to protect someone, shielding them from harm.
inflicts light damage. A quarterstaff may be spun in Shields may also be useful in rushing opponents, or
one hand, but two hands are needed to effectively more directly, punching them. Shields cause only
strike objects. little damage, but there are times when this tech-
Quill - This writing utensil consists of a large nique may prove necessary and useful.
feather such as a black plume from a raven. Nor- Shoe - A shoe is a piece of footwear crafted
mally, a quill is dipped in ink, but in times of duress, from leather. Normally, a shoe is worn on the foot,
it may be used to stab an opponent. but if necessary, it may be hurled at an opponent.
Rock - Underneath most people’s feet, de- Shoe, Horse - This iron shoe is meant to
pending on the location of course, are rocks. As a protect a horse’s hooves from the ground. If de-
weapon, a rock is typically picked up and hurled at sired, this weapon may be swung and hurled at an
an opponent. opponent, though usually underhanded and with as
Rolling Pin - Normally a rolling pin is used little of an arc as possible.
in the kitchen. However, under duress, a rolling pin Shovel - This tool consists a curved metal
may be used as a pounding weapon and swung at an plane attached to the end of a pole. Shovels are
opponent. intended to dig into the earth, but they may be swung
Sap - A sap consists of roughly a handful at an opponent to either hack them with its fairly
of sand wrapped in leather. The sap is then most dull edge or pound them with the blunt side.
commonly used to sap someone in the head. Sickle - This is a curved, hemispherical,
Scissors - This tool consists of two parallel handheld blade used for agriculture. However, it
blades connected at a central revolving joint. As may also be used to reap life.
the two blades are brought together, objects are cut
apart. Scissors may be used combatively, if need be,
as a capable stabbing weapon.

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Sling - This ancient two-handed weapon Spear, Short - Also called a half-spear or a
consists of two leather or sinew straps, between two guard-spear, this is identical to the popular medium
and three feet in length. One end of each strap is spear, except that the pole is only half as long. This
attached to the sides of a small piece of leather or weapon is too short to hurl it any distance effec-
cloth. The ends of the straps are held by the slinger. tively.
One strap is wrapped securely around a finger or Spear, Trident - This weapon is a medium
the wrist. The other, usually knotted to provide a spear, though the tip branches widely and offers
grip, is held freely between the thumb and forefin- three sharp points to an enemy.
ger of the throwing hand. The missile was placed Sword, Bastard - Also called the hand-and-
on the piece of leather or cloth, and the straps were half or hand-and-a-half, the bastard sword is claimed
pulled taut, so that the material became a pocket as belonging to the two-handed variety, though it is
snugly containing the projectile. With the sling possible to swing it effectively with one hand; in
loaded and poised in the launching position above such a case, to give extra effect to a blow, both hands
the slinger’s head, a rotary motion of both wrists are brought into action near the pommel. This
sets the sling whirling. When it has acquired suffi- weapon is very new and most have not heard of it
cient momentum (usually within three or four rota- yet.
tions), the unlooped strap is released, thereby dis- Sword, Broad - This is a double-edged
charging the missle at high speed toward its distant sword that is moderately long. It is wide-bladed and
target. The centrifugal force gained in the whirling designed to deal hacking blows. The crossguards
action gives power and range to the shot. are usually straight.
Slings project either a small pebble, an al- Sword, Cut and Thrust - Similar in shape
mond-shaped pebble the size and shape of a small to a broadsword, this sword has a blade that is even
egg, or a man-made missile called a glandes. A glan- thicker. The concept behind this sword is that the
des is made of lead and has a greater range and im- additional weight of this blade allows a defender to
pact. The missile is often inscribed in Common overpower an opponent’s swing and to counter with
Speech on one or both sides the name and number a thrust.
of the slinger’s military formation, the command- Sword, Falchion - This sword is most of-
ing officer’s name, or even sarcastic slogans such as ten used by archers and men-at-arms. It has a blade
“a nasty present,” “take that,” or “ouch.” On many wide at the point. The edge is curved and convex,
others appear emblems of deities. Sling missiles and the back is concave.
range from one to two ounces. Sword, Flamberge - This weapon is iden-
When members of an infantry, slingers com- tical to the zweihander (see below), except that the
monly carry their missiles in a bag on their hip. blade is wavy instead of straight. Upon designing
Unfortunately, slingers require substantial room to this variation of the zweihander, it was thought that
use this weapon effectively. this style of blade will inflict more deadly wounds.
Spade - Normally this is a tool. A spade is It does not, but, it is effective and attractive. While
a curved unit of metal attached to the end of a pole. they vary in size, the most common flamberge is
Spear, Long - Some call this a small pike, smaller than a zweihander, having a handle roughly
but originally it was referred to as a long spear, since just over twelve inches and a blade of 50 inches, for
it is nothing more than a common medium spear an overall length of 62 inches.
with a longer pole. This weapon is too long to hurl. Sword, Gladius - This weapon is similar to
Spear, Medium - The most common of a sturdier shortsword. It is a standard issue to some
spears, this weapon consists of a small blade, called soldiers, who are renowned for getting close, block-
a spearhead, attached to the end of a pole. The ing with their large shields, and stabbing with their
spear is used to stab opponents and it may be hurled. gladius.
Sword, Long - This sword is double-edged
and the blade is long and narrow.

342
Sword, Scimitar - Distinct from the Whip, Bull - Consisting of long strips of
falchion (see above), the scimitar is curved at the leather wrapped together, the end is thin and usu-
back with a cusp at the point. A finger-guard is ally frayed. The end is hurled at an opponent and at
often added by bending back the extended cross- the precise moment of contact it is pulled back very
piece. quickly. This sudden reversal causes the end of the
Sword, Short - One of the most common whip to crack, making a loud noise as it moves ex-
swords, a short sword has an edge on each side and ceedingly fast. This weapon is most effective on
is mostly used for stabbing. This is one of the ear- unarmored skin. The damage from this weapon is
liest swords, back when heavier metals were used real, or that is to say, it is not subdual damage.
and larger swords were impractical. Now, it is prac- Whip, Cat-o-nine-tails - This weapon con-
tical only in very close quarters. sists of a leather handle to which nine short strands
Sword, Zweihander - Typically, this two- are attached. Each strand is the same length, usu-
handed sword consists of a handle that is 21 inches ally just over a foot, and they consist of strips of
in length and a blade that is 51 inches, for an overall leather wrapped together, with a knot tied toward
length of six feet. It is a new weapon and is begin- the end of each strand. This weapon is not capable
ning to be one of the ordinary weapons of the foot of real damage, but only subdual damage. While
soldier. To wield it, cutting sweeps are made, and the wound is felt at the moment, the pain disap-
consequently room must be available for such a pears (and Life Points return) within 1d12 minutes,
swing. Cavalry may carry it attached to the saddle as regardless of the blow. This weapon is commonly
a reserve weapon in case of being dismounted. used for torture or sexual stimulation.
Currently, it is most commonly used by elite foot Whip, Scourge - This weapon is identical
soldiers as shock troops that disrupt formations of to the cat-o-nine-tails, except that a metal barb or
enemy infantry. small hook is attached to the end of each of the
Targe - This is a round, wooden shield strands. This weapon is used for torture. It is com-
wrapped in leather that is periodically interrupted mon to flay a character’s back as they are restrained.
with metal studs. The main feature of a targe is a Those trained in the use of this weapon will throw
thin spike protruding from the middle by several the barbs over the victim’s shoulder, and upon pull-
inches. This shield is often used to rush opponents, ing back violently, skin is ripped from the shoulders.
hoping to both pound and stab them at once.
Torch - Torches are nothing more than
burning clubs, in effect.
Vial - Though these containers are extremely
small, they may be hurled at opponents for minimal
damage.
Whip - Consisting of long strips of leather
wrapped together, the end is thin and usually frayed.
The end is hurled at an opponent and at the precise
moment of contact it is pulled back very quickly.
This sudden reversal causes the end of the whip to
crack, making a loud noise as it moves exceedingly
fast. This weapon is most effective on unarmored
skin. This whip is short and the damage is not per-
manent, although it is certainly felt at the moment.
For this reason, it is considered subdual damage,
though each wound will heal fully within 1d12 hours.

343
Armor Armor Bonus is cumulative among armor
types. For instance, if a character were wearing
Several types of armor are available to be
platemail (which itself assumes clothing, gambeson,
worn or carried, and they are listed individually so
and chainmaille are underneath the plates and in-
that suits of armor may be custom designed to an
cluded in the Armor Bonus) and carrying a steel
extent, which is common in this period. The MM
round shield, their Armor Bonus from this table is
must exercise great judgment, since players often
100 (80 + 20). However, no character is ever able to
try to stack different kinds of armor in hopes of
be armored 100%, so Current Armor must be trun-
maximizing Current Armor. For convenience, total
cated at 99. Similarly, no living creature may have a
suits or outfits have been listed separately, at the
CA less than 1, and no conscious humanoid charac-
bottom of the following table. The table is num-
ter less than 10. Since it would be extremely rare to
bered to facilitate determining Plunder from Chap-
have a naked adventurer, 10 is considered the norm.
ter 14: Treasure.
Agility refers to the temporary penalty that
Armor Type lists the type of armor avail-
must be applied to the Agility sub-ability while the
able, such as leather, chainmaille, or various types
armor in question is worn. Armor may limit Agility.
of shields.
Current Armor is calculated after Agility is adjusted.
Cost is the price of the armor the character
Hide considers the shininess of the armor
must pay to purchase it.
when attempting to use the Hide skill (see Chap. 8:
Weight is listed in pounds, so a suit of
Skills). Bright, shiny, reflective armor inhibits
platemail weighs seventy pounds.
chances to hide. When appropriate, the numbers
listed in this column are subtracted as a penalty from
the check for the Hide skill.
Silence refers to how noisy armor can be,
especially when a character wants to avoid sound,
such as with the Silence skill (see Chap. 8: Skills).
When appropriate, the numbers listed in this col-
umn are subtracted as a penalty from the check for
the Silence skill.

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344
A r m or
A r m or
A r m or Ty pe Cost We ight A gility Hide Sile nc e
Bonus*
Individual Pie c e s
0 . Na k ed, birthda y suit - - - - - -
1 . Ar ming Ca p 1 s. p. - - - - -
2 . Clothing 2 s. p. 3 1 - - -1
3 . Bra cers, Lea ther (forea r ms) 1 s. p. - 1 - - -
4 . Bra cers, Steel (forea r ms) 3 s. p. 1 2 - -2 -
5 . Ga mbeson (Pa dded) 1 s. p. 2 5 - - -1
6 . Lea ther, Studded 5 s. p. 5 7 - - -1
7 . Lea ther 7 s. p. 7 10 -1 - -2
8 . Cha inma ille Coif (4 -in-1 ) 2 g. p. 5 4 - -2 -3
9 . Cha inma ille Ha uberk (4 -in-1 ) 1 0 g. p. 18 15 -2 -3 -4
1 0 . Cha inma ille Cha usses (4 -in-1 ) 5 g. p. 13 8 -1 -3 -4
1 1 . Ga untlets, Bell-cuffed** 1 0 0 g. p. 1 2 - -1 -2
1 2 . Ga untlets, Cla mshell** 7 g. p. 1 2 - -1 -2
1 3 . Muscle Ma il(brea st/ba ck pla te) 6 0 g. p. 20 10 -2 -2 -2
1 4 . Briga ndine 2 g. p. 25 30 -6 - -2
1 5 . Sca lema il 4 g. p. 35 40 -5 -7 -8
1 6 . Pla te, neck (Gorget) 9 g. p. 1 3 - -1 -3
1 7 . Pla te, shoulder (Pa uldrons) 1 0 g. p. 1 2 -1 -1 -3
1 8 . Pla te, a r m (Articula ted Ar ms) 1 8 g. p. 2 8 -1 -2 -2
1 9 . Pla te (Brea st a nd Ba ck pla te) 4 5 g. p. 9 10 -2 -3 -2
2 0 . Pla te, leg (Articula ted Legs) 6 5 g. p. 12 15 -2 -2 -3
2 1 . Pla te, lower leg (Grea v es) 1 8 g. p. 3 4 - -1 -1
2 2 . Pla te, feet (Sa ba tons) 1 0 g. p. 1 1 -1 -1 -3
2 3 . Helm, Conica l w/na sa l gua rd 3 s. p. 2 2 - -1 -
2 4 . Helm, Ribbed 3 s. p. 2 2 - -1 -
2 5 . Helm, Spa ngenhelm*** 2 g. p. 3 3 - -2 -2
2 6 . Helm, Corinthia n*** 5 g. p. 5 4 - -1 -1
2 7 . Helm, Gla dia toria l*** 6 g. p. 4 4 - -1 -1
2 8 . Helm, Grea t*** 5 g. p. 3 4 -1 -2 -1
2 9 . Buck ler, Wood 2 s. p. 2 5 -1 - -
3 0 . Buck ler, Steel 4 s. p. 3 7 -1 -3 -
3 1 . Shield, Round, Wood 5 s. p. 3 15 -2 - -
3 2 . Shield, Kite, Wood 6 s. p. 3 15 -2 - -
3 3 . Shield, Hea ter, Wood 7 s. p. 3 15 -2 - -
3 4 . Shield, Round, Bronze 2 g. p. 15 25 -8 -2 -
3 5 . Shield, Round, Steel 8 s. p. 6 20 -3 -4 -
3 6 . Shield, Hea ter, Steel 1 g. p. 7 25 -4 -4 -
3 7 . Shield, Body, Wood 2 g. p. 6 70 -1 5 - -
Suits of A r m or
38. Cha inma ille Suit (4 -in-1 ) 2 0 g. p. 40 35 -3 -8 -1 2
39. Cha inma ille Suit (6 -in-1 ) 3 0 g. p. 60 53 -5 -8 -1 2
40. Ba nded Ma ille 5 0 g. p. 50 55 -4 -6 -8
41. Cha inma ille w/Brea stpla te 6 5 g. p. 49 45 -5 -9 -1 3
42. Pla tema il Suit 2 0 0 g. p. 70 80 -1 2 -1 2 -2 8
43. Pla tema il Suit, Ceremonia l 1 0 , 0 0 0 g. p. 65 90 -1 0 -1 5 -2 5

345
* Regardless of combined armors, magical, Banded Maille - This armor consists of
and dexterity modifiers, 99 is the highest any numerous metal rings placed on belts. As each belt
character may be armored and 10 is the mini- is strapped to the person, the rings lay sideways, af-
mum CA that a conscious character may fording metallic protection. These ringed belts are
have. strapped over a character’s clothes to their arms, legs,
** Hand-Eye Coordination is adversely af- and torso. No helmet is included in this suit of
fected. See the item description. armor. This armor may be donned in (10 + 1d10)
*** Vision and the Sound skill suffer - 10 rounds.
while wearing. Bracers, Leather - This is a strip of leather
that is tied to each forearm. They may not be worn
in addition to any other armor on the arm. Each
Arming Cap - Like a gambeson, this piece bracer may be donned in (4 + 1d4) seconds.
of armor consists of two pieces of linen that are Bracers, Steel - This is two plates of steel
sewn together. Inside, straw pads the layers, offer- per forearm that are curved to accommodate the
ing protection to the head. The purpose of an arm- outer limb, connected by hinges on one side and
ing cap is not to protect someone from blows, but tied together with leather straps on the other. They
to protect against chaffing while wearing other ar- may not be worn in addition to any other armor on
mor, namely a chainmaille coif. This armor may be the arm. Each bracer may be donned in (4 + 1d4)
donned in (2 + 1d4) seconds. seconds.
Articulated Arms - Consisting of several Breastplate and Backplate - Two plates
plates, this combination serves to protect the bicep, fasten together by hinges on one side and leather
elbow, and forearm. Typically, these plates are fas- straps on the other to provide protection for the
tened over a chainmaille hauberk as well as a torso that ranges from the waist to the collarbones.
gambeson. Each articulated arm may be donned in Usually, this is worn over chainmaille and may not
(8 + 1d6) seconds. be worn effectively over other armors such as banded
Articulated Legs - Consisting of several maille, brigandine, and scalemail. These plates only
plates, this combination serves to protect the thigh, fit characters who are 80% similar in Height, Weight,
knee, and lower leg. Typically, these plates are fas- and Physical Fitness to the owner for whom they
tened over chainmaille chausses. Each articulated were crafted. This armor may be donned in (4 +
leg may be donned in (8 + 1d6) seconds. 1d4) seconds.

Artwork Here

346
Brigandine - This armor consists of metal Chainmaille Coif (4-in-1) - Chainmaille
plates of only several inches in diameter that are consists of numerous, small interlocking rings of
sewn between a front and a backing of leather. steel in a pattern in which four outer rings pass
Brigandine is quiet for the amount of protection through one central ring. Due to the amount of
provided, though the inner layer of leather quickly steel exposed to the air, this armor rusts more quickly
begins to smell of body odor. This armor may be than any other. The 4-in-1 pattern provides great
donned in (5 + 1d8) seconds. flexibility, though only moderate protection.
Buckler, Steel - Roughly one foot in diam- Chainmaille is most effective in protecting against
eter, a steel buckler is strapped to a forearm for mini- hacking attacks, such as against the blades of swords.
mal protection. This shield may be strapped in (4 + Coifs are essentially chainmaille head protection that
1d4) seconds. also covers the neck and shoulders. The face re-
Buckler, Wood - Roughly one foot in di- mains open and accessible. Unfortunately, this ar-
ameter, a wooden buckler is strapped to a forearm mor is abrasive to wear, and usually an arming cap is
for minimal protection. This shield may be strapped also purchased and worn underneath. This armor
in (4 + 1d4) seconds. may be donned in (1 + 1d4) seconds.
Chainmaille Chausses (4-in-1) - Chainmaille Hauberk (4-in-1) -
Chainmaille consists of numerous, small interlock- Chainmaille consists of numerous, small interlock-
ing rings of steel in a pattern in which four outer ing rings of steel in a pattern in which four outer
rings pass through one central ring. Due to the rings pass through one central ring. Due to the
amount of steel exposed to the air, this armor rusts amount of steel exposed to the air, this armor rusts
more quickly than any other. The 4-in-1 pattern more quickly than any other. The 4-in-1 pattern
provides great flexibility, though only moderate pro- provides great flexibility, though only moderate pro-
tection. Chainmaille is most effective in protecting tection. Chainmaille is most effective in protecting
against hacking attacks, such as against the blades against hacking attacks, such as against the blades
of swords. Chausses are the portion of a suit of of swords. Unfortunately, this armor is abrasive to
chainmaille that protect the legs and feet, extending wear, and usually a gambeson is also purchased and
half-way up the thigh. The top of the chausses are lies between the maille and the clothes of the wearer.
strapped to the belt for support. Typically, there A hauberk is a tunic that extends to mid-thigh and
are over 4,000 links in each legging. This armor also covers most of the arms. Hauberks have been
may be donned in (10 + 1d20) seconds. in use for over a thousand years. This armor may
be donned in (2 + 1d4) seconds.

Artwork Here

347
Chainmaille Suit (4-in-1) - Chainmaille Chainmaille Suit w/Breastplate - Given
consists of numerous, small interlocking rings of the popularity of 4-in-1 chainmaille, many have be-
steel in a pattern in which four outer rings pass gun to experiment with strapping plates on top of
through one central ring. Due to the amount of it, the most common of which is the breastplate. It
steel exposed to the air, this armor rusts more quickly was this experimentation that led to the very recent
than any other. The 4-in-1 pattern provides great development of platemail. The combination of
flexibility, though only moderate protection. chainmaille with breastplate is very popular. This
Chainmaille is most effective in protecting against outfit of armor consists of a gambeson, chainmaille
hacking attacks, such as against the blades of swords. chausses, hauberk, coif, breastplate and backplate,
Unfortunately, this armor is abrasive to wear, and and a ribbed helm. This armor may be donned in
usually a gambeson lies between the maille and the (22 + 7d6) seconds.
clothes of the wearer. This suit consists of a Clothing - Usually, peasant clothing con-
gambeson underneath, an arming cap, a coif, ribbed sists of some form of pantaloons and a shirt. Oth-
helm, hauberk, and chausses. This armor may be ers wear only robes. Only the upper class has cus-
donned in (18 +6d6) seconds. tomized clothing of any kind. Clothing may be
Chainmaille Suit (6-in-1) - Chainmaille donned in (5 + 1d4) seconds.
consists of numerous, small interlocking rings of Gambeson - Also called padded armor, a
steel in a pattern in which six outer rings pass through gambeson consists of two pieces of sturdy material
one central ring. Due to the amount of steel ex- sewn together and the layers are padded on the in-
posed to the air, this armor rusts more quickly than side by straw and hay. The shirt-like garment has
any other. The 6-in-1 pattern provides moderate sleeves to the middle of the forearm and it hangs
flexibility, though only acceptable protection. This down to the middle or upper thigh. Gambesons do
type of chainmaille is rare. Chainmaille is most ef- not last very long and quickly begin to stink of body
fective in protecting against hacking attacks, such as odor. Just the same, it is considered the armor of
against the blades of swords. Unfortunately, this the masses, because almost any character can afford
armor is abrasive to wear, and usually a gambeson it or make it if needed. Alone, the armor is very
lies between the maille and the clothes of the wearer. quiet when worn, though it is typically worn under-
This suit consists of a gambeson underneath, an neath heavier armors, such as chainmaille. This ar-
arming cap, a coif, ribbed helm, hauberk, and mor may be donned in (2 + 1d4) seconds.
chausses. This armor may be donned in (18 + 6d6)
seconds.

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348
Gauntlets, Bell-cuffed - These expensive Helm, Corinthian - This helm is ancient
gauntlets are articulated for every joint. They cover and currently rare to find or encounter. This helm
three sides of every finger. While wearing bell-cuffed is made of bronze, so it weighs upon the head, but
gauntlets, Hand-Eye Coordination suffers - 10. Each it offers nearly full protection of the head. The top
gauntlet may be donned in 1d4 seconds. of the helm fits the head rather well, and eyeholes
Gauntlets, Clamshell - The common exist. The front of the helm extends down quite
gauntlet, these do not allow individual finger move- far and restricts side to side neck movement. This
ment, but have articulated plates so that the fingers helm may not be worn with other headgear such as
may bend in unison. While wearing clamshell gaunt- a chainmaille coif. This helm may be donned in 1-2
lets, Hand-Eye Coordination suffers - 15. Each seconds.
gauntlet may be donned in 1d4 seconds. Helm, Gladiatorial - This grandiose helm
Gorget - This consists of two pieces of ar- has a grating visor and large metal rims extending
mor, a front and a back. They are strapped together upward. This helm is made of bronze, so it weighs
to cover the neck and collarbones. Customarily, a upon the head, but it offers nearly full protection
gorget is fastened over a hauberk, which is worn of the head. It has no specific eyeholes. The wearer
over a gambeson. This is only one component of a looks and breathes through the grating. This helm
suit of platemail. This armor may be donned in (4 may not be worn with other headgear such as a
+ 1d4) seconds. chainmaille coif. This helm may be donned in 1-2
Greaves - These are rounded pieces of metal seconds.
consisting of a front and back that hare hinged to- Helm, Great - This helm has no visor and
gether and serve to protect the lower leg from above is boxy, but fully covers the head, having only nar-
the ankle to below the knee. Each greave may be row horizontal slits for the eyes and periodic small
donned in (3 + 1d4) seconds. holes for breathing. This helm is usually worn over
Helm, Conical w/nasal guard - This helm a chainmaille coif, which is in turn worn over an
is solid steel and fitted to the wearer’s head. The arming cap to prevent chaffing. This helm may be
top of the helm reaches a point and a nasal guard donned in 1d4 seconds.
extends downward in front. Otherwise, there is no Helm, Ribbed - This all-metal helm is
protection for the ears, eyes, or rest of the face. closely fitted to the wearer’s skull, and offers no pro-
This helm may be worn without additional armor, tection to the ears or face. This helm is usually placed
but is often worn over an arming cap and chainmaille directly on the head. This helm may be donned in
coif. The origins of this helm are in the northern 1-2 seconds.
clime. This helm may be donned in 1-2 seconds.

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349
Helm, Spangenhelm - This is essentially a Naked - When no armor or clothing is
ribbed helm that extends low enough in front to worn, the character is naked. Observe that even
cover the eyes and most of the nose. Round eye- when naked, a character maintains the minimum of
holes exist. Around the bottom rim of the helm is a Current Armor of 10.
camail, which is a chainmaille girdle hanging down Pauldrons - Consisting of many articulated
that conceals the lower face of the wearer and also plates, pauldrons offer protection to the shoulders.
covers the neck. This helm is usually placed directly Customarily, they are fastened over a hauberk, which
on the head, though it may be worn over an arming is worn over a gambeson. This is only one compo-
cap and chainmaille coif as well. The origins of this nent of a suit of platemail. Each pauldron may be
helm are in the northern clime, and it is popular on donned in (4 + 1d4) seconds.
plundering raids. This helm may be donned in 1-2 Platemail Suit - Platemail consists of nu-
rounds. merous plates strapped over the course of the body
Leather - This armor consists of a shirt of of the defender. The plates are custom made for
thick leather that has been tanned and is now hard- each person, so platemail may not easily be sold or
ened. This armor lasts a long time, repels body odor worn by others. In fact, the Height, Weight, Physi-
well, is very quiet, and fairly cheap. Since this is only cal Fitness, Strength, and Bodily Attractiveness of
a shirt, this is only one piece of armor, and it af- the owner of the platemail must all be at least 90%
fords no arm, leg, or head protection. This armor similar to anyone else attempting to wear it. Other-
may be donned in (4 + 1d4) seconds. wise, a majority of plates will not fit correctly or at
Leather, Studded - This armor consists of all, and the new wearer will only be effectively wear-
thin, soft leather, is often sleeveless, and comes down ing Chainmaille w/Breastplate. Underneath, either
to the middle to upper thigh. Roughly every two to an entire suit or only a skirt of chainmaille is worn,
three inches the soft leather is interrupted with a and beneath that a gambeson and clothing. Other-
metal stud. The armor is very quiet when worn. wise, a suit of platemail consists of sabatons, articu-
Since this armor is only a shirt, this is only one piece lated legs, breastplate, backplate, pauldrons, articu-
of armor, and it affords no arm, leg, or head pro- lated arms, clamshell gauntlets, gorget, and great
tection. This armor may be donned in (3 + 1d4) helm. This armor may be donned in (50 + 6d6)
seconds. seconds.
Muscle Mail - Identical to breastplate and
backplate, the only difference is that muscle mail is
ancient, rare to encounter, made of bronze and
therefore heavy, and fitted to the naked skin of its
owner so that each muscle indentation is represented
to foes. Just like breastplate and backplate, in order
to wear it someone must be 80% similar in Height,
Weight, and Physical Fitness to the owner for whom
it was crafted. This armor may be donned in (4 +
1d4) seconds.
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350
Platemail Suit, Ceremonial - This kingly Shield, Heater, Wood - Typically, wooden
and rare armor is entirely custom made for each heater shields are only used for jousts, tournaments,
owner, and may be worn by no other, unless they and training. The shape of a heater shield is square
are at least 99% similar in Height, Weight, Physical on top, it continues straight for over a foot, and
Fitness, Strength, and Bodily Attractiveness. Essen- then tapers widely to a point below.
tially, this is perfectly fitting platemail crafted of a Shield, Heater, Steel - Quickly growing in
superior alloy and laden with gold and articulate popularity, the steel heater shield is proving to be a
designs. Underneath this suit is worn clothing, a practical defense. The shape of a heater shield is
gambeson, and a suit of chainmaille. Otherwise, a square on top, it continues straight for over a foot,
suit of ceremonial platemail consists of sabatons, and then tapers widely to a point below.
articulated legs, breastplate, backplate, pauldrons, Shield, Kite, Wood - A kite shield is
articulated arms, bell-cuffed gauntlets, gorget, and rounded at the top, and the bottom slowly tapers
great helm. This armor may be donned in (50 + into a point. Often, a metal boss is affixed to the
6d6) seconds. middle of the shield. The owners of kite shields
Sabatons - These are articulated plates that strongly prefer not to have a metal rim added to the
are curved to fit the top and sides of the foot. With wooden shield, because they want to use the wood
a suit of platemail, they are strapped over the foot, to catch an opponent’s weapon, and while the op-
which is already protected by shoes and customarily ponent struggles to pull their weapon free from the
chainmaille chausses as well. Another character’s wood, the owner of the kite shield delivers a blow.
foot must be within one shoe size in order to wear Whenever an opponent uses a hacking weapon
the sabatons of others. Each sabaton may be against a bearer of a wooden kite shield, if the op-
donned in (2 + 1d4) seconds. ponent misses the CA of the bearer by less than 5,
Scalemail - Looking like scales of a fish, then the hacking weapon is tempoarily caught in the
this armor consists of numerous, small pieces of wood of the shield. In this case, the bearer gains a
steel or other metals that are sewn together in nu- free attack. Thereafter, the opponent, if still alive,
merous, overlapping layers. The armor provides pulls their weapon free.
decent flexibility, is noisy to wear, and also allows air Shield, Round, Bronze - Larger than the
through the armor as the wearer moves. This ar- other round shields, this shield averages three feet
mor is most popular in a warm climate. Only cloth- in diameter, and bronze is very heavy. Typically, the
ing is worn underneath this armor. Alone, scalemail upper lip is rested on the soldier’s shoulder.
does not provide protection for the arms, head, or Shield, Round, Steel - Possibly the most
legs. This armor may be donned in (5 + 1d4) sec- common shield, the steel round shield is two feet in
onds. diameter, very solid, and either a leather strap is held
Shield, Body, Wood - Also called the inside or a metal crossbar, or a combination of the
scutum, this enormous shield usually measures be- two.
tween five and six feet in height and averages three Shield, Round, Wood - Round shields av-
feet in width. The body shield has its name because erage two feet in diameter, and some are called targes,
the bearer may hide their entire body behind the having a thin layer of leather stretched over the
shield, if necessary. Some military commanders have shield, though it provides no additional protection.
created formations of soldiers armed with body
shields, who, when advancing upon a fortification,
all hold their shields in the air, creating a wall of
impenetrable wooden cover.

351
Encumbrance
The more weight a character carries, the slower they move. To determine a character’s maximum
movable weight, consult Dead Lift under the sub-ability of Strength (see Chap. 1: Abilities). The total
weight of the character’s load or possessions is compared to their Dead Lift. If their weight is less than
25% of their Dead Lift, then they are unencumbered, moving at their full potential. If their weight is
between 26% and 50% of their Dead Lift, then they are lightly encumbered, moving at ¾ their unencum-
bered pace. If their weight is between 51% and 75% of their Dead Lift, then they are moderately unen-
cumbered, moving at ½ their unencumbered pace. If their weight is between 76% and 95% of their Dead
Lift, then they are heavily encumbered, moving at ¼ their unencumbered pace. If their weight is between
95% and 100% of their Dead Lift, then the character may not move effectively and must reduce their
encumbrance to be able to move. Agility also diminishes accordingly (see Appendix 1: Character Sheets).
Two other limitations of movement are noted below: Pull and Push.
Pull - The most amount of weight that a character can Pull is the sum of the character’s Dead Lift
(see Chap. 1: Abilities) and their body weight (see Chap. 3: Body). The duration a character may Pull weight,
before needing rest, may be calculated as follows:
1. Divide the amount of a character’s maximum Pull by the weight actually pulled.
For example, if a character is pulling a 100 lb. female carcass, but can Pull a maxi-
mum of 500 lbs., then this ratio is divided and the result is a 5.
2. Multiply the result from above times d4 rounds.
Push - The most amount of weight that a character can Push is the sum of the character’s Bench
Press (see Chap. 1: Abilities) and their body weight (see Chap. 3: Body). The duration a character may Push
weight, before needing rest, may be calculated as follows:
1. Divide the amount of a c haracter’s maximum Push by the weight actually pushed.
For example, if a female character is pushing a 200 lb. bookcase across the floor,
but can Push a maximum of 250 lbs., then this ratio is divided and the result is 1.25.
2. Multiply the result from above times d4 rounds.

Carrying Capacity
Below is a table which lists the carrying capacity per item of equipment. Physical dimensions are
listed for each item, as well as the amount of weight and coins the item is capable of carrying.

Car r y ing Capac ity


Ite m D im e nsions We ight Capac ity Coin Capac ity
Ba lla ntion 2" x 2" x 3" 1 10
Ba ck pa ck , lea ther 18" x 12" x 2' 30 400
Ba ck pa ck , stra w 2' x 2' x 2' 10 500
Ba rrel 4' x 30" x 30" 2 1 7 (3 1 ga llons) 10,850
Buck et, meta l 1' x 1' x 1' 20 250
Buck et, wood 1' x 1' x 1' 10 250
Chest, wood 3' x 2' x 2' 100 5,000
Fla sk 4" x 4" x 5" 1 pint (2 lbs. ) -
Pouch, belt 6" x 2" x 8" 5 50
Sa ck 8" x 8" x 8" 4 200
Sa ddleba g 24" x 10" x 10" 20 1,000
Ta nk a rd 4" x 4" x 8" 1 pint (2 lbs. ) 50
Vi a l 1" x 1" x 2" 1 fluid ounce -
Wine bottle 4" x 4" x 10" ½ ga llon (3 . 5 lbs. ) -
Winesk in 4" x 4" x 10" ½ ga llon (3 . 5 lbs. ) -

352
Chapter 10: Combat

This chapter covers combat between a small number of foes. Combats of a larger scale are
covered in Chapter 18: Warfare. Combat occurs in rounds. Each round in the game represents 10 seconds.
Since rounds are based on time, so are actions. Many actions may occur in a round, while some may take
multiple rounds. Following is a table explaining the duration of actions:

353
Table 10-1

A c tion D ur ation
Atta ck with body (fists, feet, elbows, cla ws, etc. ) 1 second (or 1 0 /round)
Atta ck with bow (includes loa ding, a iming, a nd firing) 5 seconds (or 2 /round)
Atta ck with crossbow (a iming a nd firing, not loa ding) 3 1 /3 seconds (or 3 /round)
Atta ck with wea pon, deliv ery pena lty of 1 0 or less 3 1 /3 seconds (or 3 /round)
Atta ck with wea pon, deliv ery pena lty of 1 1 -3 0 5 seconds (or 2 /round)
Atta ck with wea pon, deliv ery pena lty of 3 1 or grea ter 1 0 seconds (or 1 /round)
Ba nda ge wounds 2 rounds/wound
Ca st spell, 1 st lev el 1 second
Ca st spell, 2 nd lev el 5 seconds
Ca st spell, 3 rd lev el 1 round
Ca st spell, 4 th lev el 3 rounds
Ca st spell, 5 th lev el 1 minute
Ca st spell, 6 th lev el 3 0 minutes
Ca st spell, 7 th lev el 1 hour
Ca st spell, 8 th lev el 1 2 hours
Ca st spell, 9 th lev el 1 da y
Ca st spell, 1 0 th lev el 1 week
Cha rge 3 + seconds + a tta ck
Drink potion 5 seconds
Drop item from gra sp Negligible
Drop to prone position on ground 1 second
E xtinguish yourself (stop, drop, a nd roll) 1 round
Loa d ha nd crossbow 5 seconds
Loa d wheel a nd ra tchet crossbow 1 round
Mount or dismount a horse 2 seconds
O pen a door in ha ste 1 second
Retriev e item from ba ck pa ck or sa ck 1 round
Shea the a sword 2 seconds
Sta nd up from a prone position 2 seconds
Turn a nd retrea t 1 second
Unshea the a sword 1 second

354
Surprise Life Points
The beginning of each combat may not be A character’s Life Points (LP) are a measure
announced by the attacker, such as in an ambush. of how much damage the character can sustain be-
In fact, it often is not. If one party is unaware that fore falling unconscious or dead. As characters in-
they are being attacked, then the aggressor or crease in occupational level they do not gain addi-
aggressing party may attack once without the possi- tional Life Points. Upon character creation, the Life
bility of retaliation; an aggressor who attacks with Point Modifiers from Strength, Health, and Drive
surprise gains a free attack. After the single surprise (see Chap. 1: Abilities)are directly applied to the Base
attack, initiative must be rolled by all parties involved Life Points, which are determined according to race
who are able to respond. (see Chap. 2: Gender and Race). The result is the LP
Maybe most importantly, however, when an of the character. When a character is reduced to
attacker surprises an opponent, a bonus of 10-100 20% of their LP, they are unconscious; upon being
(1d10 x 10) is applied to the attack skill for the first reduced to 0, the character is dead.
and only the first attack. Thereafter, provided the
initial attack did not debilitate or kill the opponent,
the opponent may respond normally or without Unconsciousness
penalty, voiding the bonus to the attack skill. When a character is reduced to 20% of their
Life Points, the character falls unconscious. Upon
falling unconscious, the character must roll percen-
Initiative tile dice, rolling higher than a TH of 30, though the
At the beginning of each round, an initia- Skill Modifier for Health applies to the roll. If the
tive roll is made to determine the order of attacks. player’s roll exceeds the TH, then the character sta-
High initiative rolls are desirable, allowing a com- bilizes and remains at their current Life Points, not
batant to react before those with lower initiative. deteriorating any further. If the roll fails, however,
Consult the Reaction Speed sub-ability (see Chap. 1: the character continues to lose one Life Point per
Abilities) to obtain a modifier. Depending on the round, usually from blood loss or internal bleeding.
scale of the combat, the MM may opt for each player Finally, if an 01 was rolled, the character falls into a
to roll separately, or for one roll to be made for coma, and the MM must secretly determine the du-
each group of combatants. If the group rolls are ration by rolling 1d20 years. To avoid death, a player
used, no individual modifiers are included. Nor- may continue to roll every round to see if they sta-
mally, each player rolls for their own character, ad- bilize, though the TH is now 95. Bandaging a fallen
justing their initiative according to the Skill Modi- character will stabilize them.
fier listed under the Reaction Speed sub-ability.

Initiative = (1d100) +/- (Reaction Speed Skill


Modifier) - (Delivery Penalty)

The results of the initiative rolls of all com-


batants and/or groups are announced, and those
with the higher initiative act first. Weapons may
Artwork Here
never be used as quickly as fists or one’s own body,
so each weapon has a Delivery Penalty (see Chap. 9:
Equipment). This penalty negatively affects initiative.
If a character must move in order to execute a me-
lee attack on a target, then a penalty of - 10 is ap-
plied for each unit of distance the character must
move before striking, divisble by their Height.

355
Natural Healing
Characters naturally heal a percentage of their potential Life Points at a daily rate according to the
following table:

Table 10-2
Infant Child Pube r ty Young A dult Middle A ge Old A ge Ve ne r able
Da ily
30% 25% 20% 10% 5% 3% 1%
Recov ery

Character Death
When a character dies, usually they are permanently dead. However, if others care for the dead
character and are either capable of powerful magic or have the necessary funds to hire a spellcaster to cast
revivification, it is possible though difficult to return from the dead. If the character is not able to be
revivified, the character sheet must be passed to the MM for review, and many things may happen: the
character sheet may be returned to the owner for the memories, it may instead by ripped up to prevent
further adventuring with a dead character, their possessions may be distributed to others nearby, etc. Most
humanoid cultures do not bury or embalm the deceased, but instead cremate them. Below are some facts
about death:
Livor Mortis: The color of the skin of a carcass begins to turn reddish-purple to purple within 30
minutes to 2 hours, and the discoloration of the corpse is complete in roughly 8 to 12 hours. This
discoloration is a definitive sign of death.
Rigor Mortis: This is a gradual stiffening of the muscles consistent with the position of the body.
Rigor mortis, like livor mortis, is a definitive sign of death. Eventually, the body will become limp again
due to decomposition. The onset of rigor mortis is influenced by many factors including disease pro-
cesses, effects of violent exercise, temperature, poisoning, and electrocution. In cold temperatures, a
carcass will be stiff from 8 to 36 hours after death before becoming limp again. In warm temperatures, a
carcass will be stiff between 3 and 8 hours after death. Small muscles are affected first. The typical order
is the jaw, followed by the upper appendages, followed by the lower appendages. Juveniles and the elderly
develop less rigor mortis.
Algor Mortis: Immediately upon death, the body temperature begins to adjust to the surrounding
environment, usually cooling down. However, after putrefaction begins (about two days after death - see
below), body temperature increases again due to the activity of decomposing organisms.
Decomposition: Several stages of decomposition are noted below:
· Initial Decay: Initially, the carcass appears fresh externally, but is decomposing internally.
The skin will now begin to display a greenish discoloration. This period is from the time of death
until about two days afterwards. A brownish-black band on the eyes is noticeable after 24 hours.
· Putrefaction: Roughly 2-14 days after death, the cadaver or corpse becomes swollen by
gas produced internally, and is accompanied by the odor of decaying flesh. Marbling of the blood
vessels is visible through the skin. At this time, several different insects are attracted to a corpse,
namely blow flies and flesh flies. The female blow flies lay their eggs on the body, especially
around the natural orifices such as the nose, eyes, ears, anus, vagina, and penis. If the body is
wounded, the eggs are also laid in each wound. After one to two weeks, maggots will be seen
crawling about. Flesh flies do not lay eggs, but deposit larvae instead, which live on the dead tissue.
· Black Putrefaction: From 14-20 days after death, the flesh becomes creamy and the body
collapses as gases escape. The body turns a uniform greenish-black, and the original skin color

356
may be impossible to discern at this point. Attacking Opponents
The odor of decay is very strong. A bloody To physically attack an opponent, a charac-
purge of fluid often occurs through the ter must make a skill check with the appropriate skill:
nostrils and other orifices. Aim, Brawling, Hurl, Weapon (General), Weapon
· Butyric Fermentation: From 20-60 (Specific), and Wrestling. Additional skills may be-
days after death, the cadaver or corpse is come included, such as Ambidexterity, Balance,
drying out. Some flesh remains and a cheesy Blindfighting, Disarm, Dismemberment, Impaling,
odor develops. Beetles are attracted to the Mangling, Parry, Tumbling, and Weapon Trick,
exposed bones. among others.
· Dry Decay: From 2-18 months af- Skills for making attacks differ from other
ter death, the cadaver is almost dry and there skills only in that instead of the roll needing to ex-
is a slow rate of decay. ceed a TH declared to be appropriate by the MM,
adjusted attack skill rolls must exceed the Current
Armor of the defender. For more detail, see each
Current Armor skill individually in Chapter 8: Skills.
Different characters and creatures have dif- If an attack succeeds, damage is subtracted
fering degrees of protection. Current Armor (CA) from the opponent’s Life Points according to the
represents protection with a number ranging from type of weapon used. Consult Table 10-4 below to
1 to 99 -- the higher the number, the more protec- adjust the damage according to cumulative armor.
tion. No creature may ever have a CA less than 1. If a 90 or higher is rolled on the attack skill before
Therefore, even if the target creature is asleep, the any adjustments are made, proceed to the Crucial
attacking creature must make an attack skill check. Damage tables at the end of this chapter before
No creature may ever have perfect protection, so making adjustments due to armor on Table 10-4.
CA may never exceed 99.
Humanoids have a base CA of 10. Many
modifiers may be applied to this base, such as from Multiple Attacks
armors worn, the Agility sub-ability, some spell ef- As indicated in Table 10-1, different forms
fects, and some magical items. Modifiers may indi- of attack allow for a different number of attacks to
rectly affect CA, such as sobriety. More informa- be made per round. For instance, humanoids may
tion concerning CA and armor is available in Chap- make up to 10 brawling attacks, 3 attacks with a melee
ter 9: Equipment. fast weapon, 5 attacks by hurling missile weapons,
load and fire 2 arrows with a bow, or load and fire 1
hand crossbow bolt per round.
The attacker with the higher initiative sim-
ply acts first, though they may not make all available
attacks in a round before the opponent may react.
Instead, after the first attack, the defender must roll
and exceed a TH to stop their continued onslaught.
If the defender’s initiative follows and they intend
to retaliate against their attacker, then the defender
has succeeded in being able to attack at the mo-
ment. If the defender’s initiative follows much later
or they intend to focus their actions not on their
attacker, then they have simply disrupted the
attacker’s succession of attacks, though the attacker
may continue after the actions of others are deter-
mined. This TH increases with each blow. If failed,

357
the aggressor may continue the assault. If the roll is Defending Against Opponents
passed, the defender must roll to determine if the To defend against the onslaught of an op-
attack succeeds. Hence, it is likely that a series of ponent, a character must announce their Current
blows will be exchanged in a single round. To de- Armor (CA), which is a combination of many fac-
termine the TH depending on the number of suc- tors. First, the Armor Bonus from the Armor table
cessive attacks, consult the table below: listed in Chapter 9: Equipment is summed for all ar-
mor currently worn or carried. Second, the Armor
Table 10-3 modifier from the sub-ability of Agility is applied to
the sum of Armor Bonuses. Third, any of a host
# of A ttac k s TH
1 st 60 of miscellaneous factors could be included, from
2 nd 65 magical adjustments, to adjustments from spells, to
3 rd
75 whether or not the character is surprised, asleep,
4 th 95 paralyzed, drunk, etc.
5 th 100 If a defender is successfully hit by an oppo-
nent, then before the damage is applied to the de-
Concerning the table above, the appropri- fender, it must be adjusted according to Table 10-4
ate Skill Modifier is included in the character’s roll. below. While the goal of armor is to both prevent
The appropriate skill is likely to be Aim, Brawling, strikes from succeeding and minimize the damage
General Weapon, Hurl, Specific Weapon, Weapon inflicted, this varies depending on the armor worn
Mastery, or Wrestling. or carried and the type of attack.
For instance, two characters named Plundern
and Tenesmus begin Brawling with each other. With
a higher initiative, Plundern strikes Tenesmus first
with an elbow to the nose. After the player of
Plundern distributes damage, the player of Tenes-
mus needs to roll at least a 60, but rolls a 35 with
percentile dice, unable to fight back effectively for
the moment. The next second, the player of
Plundern makes another successful Brawling skill
check, and it is determined that Plundern knees
Tenesmus in the face. Damage is then distributed.
More difficult than just a second ago, the player of
Tenesmus must roll a 65 on percentile dice to break
his opponent’s streak of attacks and be able to fight
back effectively. Successfully, the player of Tenes-
mus rolls an 83, and gleefully rolls a Brawling skill
check to see if Tenesmus connects with Plundern.
Unfortunately, he does not, but since Tenesmus has
regained his fighting composure, Plundern must now
roll a successful Brawling skill check to hit Tenes-
mus again. Plundern punches the stomach of Tenes-
mus. Regarding the table above, this is only consid-
ered the first attack, even though it is the fourth
Brawling attack in a round. After a total of ten Brawl-
ing attacks are made or attempted, initiative is rolled
for the next round.

358
Cumulative Damage Adjustment by Cumulative Armor Type
Table 10-4

A r m or Ty pe Sta bbing Ha c k ing Pounding Bur ning Fr e e z ing


Individua l Pie c e s
Na k e d, bi rthda y sui t - - - - -
Ar mi ng Ca p - - - - -
Cl othi ng - -1 % - +5 % -5 %
Bra ce rs, l e a the r (fore a r ms) - - - -2 % -
Bra ce rs, ste e l (fore a r ms) - - - +2 % +2 %
Ga mbe son (Pa dde d) - -3 % - +1 0 % -1 5 %
Le a the r, studde d - -5 % - +1 0 % -1 0 %
Le a the r - -1 0 % - -2 0 % -2 0 %
Cha i nma i l l e Coi f (4 -i n-1 ) - -2 % -1 % +3 % +3 %
Cha i nma i l l e Ha ube rk (4 -i n-1 ) - -1 0 % -3 % +2 0 % +2 0 %
Cha i nma i l l e Cha usse s (4 -i n-1 ) - -3 % -1 % +7 % +7 %
Ga untl e ts, Be l l -cuffe d - -1 % -1 % +1 % +1 %
Ga untl e ts, Cl a mshe l l - -1 % -1 % +1 % +1 %
Muscl e Ma i l (bre a st/ba ck pl a te ) -5 % -2 0 % -1 0 % +3 5 % +3 5 %
Bri ga ndi ne - -3 0 % -1 5 % +2 5 % +2 5 %
S ca l e ma i l - -2 0 % -5 % +4 0 % +4 0 %
Pl a te , ne ck (Gorge t) - -1 % -1 % +1 % +1 %
Pl a te , shoul de r (Pa ul drons) - -1 % -1 % +5 % +5 %
Pl a te , a r m (Arti cul a te d Ar ms) -1 % -3 % -1 % +8 % +8 %
Pl a te (Bre a stpl a te a nd Ba ck pl a te ) -5 % -2 0 % -1 0 % +3 5 % +3 5 %
Pl a te , l e g (Arti cul a te d Le gs) -2 % -6 % -3 % +1 4 % +1 4 %
Pl a te , l owe r l e g (Gre a v e s) - -2 % -1 % +5 % +5 %
Pl a te , fe e t (S a ba tons) - - -1 % +2 % +2 %
He l m, Coni ca l w/na sa l gua rd - -1 % - +2 % +2 %
He l m, Ri bbe d - -1 % - +1 % +1 %
He l m, S pa nge nhe l m - -2 % - +3 % +3 %
He l m, Cori nthi a n - -2 % - +3 % +3 %
He l m, Gl a di a tori a l - -2 % - +3 % +3 %
He l m, Gre a t - -2 % -1 % +3 % +3 %
Buck l e r, Wood - -1 0 % -5 % - -
Buck l e r, S te e l - -2 0 % -1 0 % - -
S hi e l d, Round, Wood - -2 0 % -1 0 % - -
S hi e l d, Ki te , Wood - -2 0 % -1 0 % - -
S hi e l d, He a te r, Wood - -2 0 % -1 0 % - -
Round S hi e l d, Bronze - -4 0 % -1 5 % - -
S hi e l d, Round, S te e l - -3 5 % -1 5 % - -
S hi e l d, He a te r, S te e l - -3 5 % -1 5 % - -
S hi e l d, Body, Wood - -3 5 % -1 0 % - -
Suits of A r m or
Cha i nma i l l e S ui t (4 -i n-1 ) - -1 5 % -5 % +3 0 % +3 0 %
Cha i nma i l l e S ui t (6 -i n-1 ) - -2 5 % -8 % +5 0 % +5 0 %
Ba nde d Ma i l l e - -2 5 % -8 % +5 0 % +5 0 %
Cha i nma i l l e w/Bre a stpl a te -5 % -3 5 % -1 5 % +5 0 % +5 0 %
Pl a te ma i l S ui t -8 % -4 0 % -2 0 % +7 5 % +7 5 %
Pl a te ma i l S ui t, Ce re moni a l -1 0 % -5 0 % -3 0 % +1 0 0 % +1 0 0 %

359
Table 10-4 (cont.)

A r m or Ty pe Ele c tr oc uting Cor r oding Sonic Wind Br awling


Individual Pie c e s
Na k ed, birthda y suit - - - - -
Ar ming Ca p - - -5 % - -
Clothing - -1 % - - -1 %
Bra cers, lea ther (forea r ms) - - - - -
Bra cers, steel (forea r ms) +2 % - - - -
Ga mbeson (Pa dded) - -5 % - - -5 %
Lea ther, Studded +5 % -5 % - - -5 %
Lea ther - -1 5 % - - -1 0 %
Cha inma ille, Coif (4 -in-1 ) +5 % -2 % - - -7 %
Cha inma ille, Ha uberk (4 -in-1 ) +3 5 % -7 % - - -1 2 %
Cha inma ille, Cha usses (4 -in-1 ) +1 0 % -5 % - - -5 %
Ga untlets, Bell-cuffed +1 % -1 % - - -1 %
Ga untlets, Cla mshell +1 % -1 % - - -1 %
Muscle Ma il (brea st/ba ck pla te) +5 0 % -7 % - - -1 0 %
Briga ndine +3 0 % -2 5 % - - -5 0 %
Sca lema il +6 0 % -2 0 % - - -4 0 %
Pla te, neck (Gorget) +2 % -1 % - - -3 %
Pla te, shoulder (Pa uldrons) +2 % -1 % - - -2 %
Pla te, a r m (Articula ted Ar ms) +1 0 % -1 % - - -4 %
Pla te (Brea stpla te a nd Ba ck pla te) +5 0 % -7 % - - -1 0 %
Pla te, leg (Articula ted Legs) +1 5 % -1 % - - -2 %
Pla te, lower leg (Grea v es) +1 0 % -1 % - - -2 %
Pla te, feet (Sa ba tons) +2 % -1 % - - -1 %
Helm, Conica l w/na sa l gua rd +2 % -1 % - - -3 %
Helm, Ribbed +1 % -1 % - - -1 %
Helm, Spa ngenhelm +3 % -1 % +2 5 % - -5 %
Helm, Corinthia n +3 % -1 % +2 5 % - -5 %
Helm, Gla dia toria l +3 % -1 % +2 5 % - -5 %
Helm, Grea t +3 % -1 % +2 5 % - -5 %
Buck ler, Wood - -2 0 % - - -5 %
Buck ler, Steel +1 5 % -1 5 % - - -5 %
Shield, Round, Wood - -3 5 % - - -1 0 %
Shield, Kite, Wood - -3 5 % - - -1 0 %
Shield, Hea ter, Wood - -3 5 % - - -1 0 %
Shield, Round, Bronze +2 5 % -2 0 % - - -1 0 %
Shield, Round, Steel +2 5 % -2 0 % - - -1 0 %
Shield, Hea ter, Steel +2 5 % -2 0 % - - -1 0 %
Body Shield, Wood - -5 0 % - - -1 5 %
Suits of A r m or
Cha inma ille Suit (4 -in-1 ) +5 0 % -2 0 % - - -3 0 %
Cha inma ille Suit (6 -in-1 ) +7 5 % -2 5 % - - -4 5 %
Ba nded Ma ille +7 5 % -2 5 % - - -4 0 %
Cha inma ille w/Brea stpla te +1 0 0 % -3 0 % - - -5 0 %
Pla tema il Suit +1 5 0 % -3 5 % +2 0 % - -6 0 %
Pla tema il Suit, Ceremonia l +2 0 0 % -4 0 % +2 0 % - -7 5 %

360
Stabbing attacks are attempts to thrust, ram, or shove an object designed to pierce the skin and
thereby gore, impale, pierce, penetrate, or puncture the body of an opponent, usually with a long, thin,
sharp weapon, such as the tip of a sword, dagger, or polearm.
Hacking attacks are usually slashing motions or chops made at an opponent with a bladed weapon,
such as an axe or a sword. Hacking attacks serve to cut, dismember, divide, hew, part, sever, split, or rend
asunder an opponent.
Pounding attacks are those in which an attacker bludgeons or uses crushing force, such as from
a hammer, though most spiked weapons are predominantly pounding weapons. Pounding attacks are
often described as beating, clubbing, comminuting, grinding, hitting, impacting, knocking, pulverizing,
triturating, waffling, and wailing.
Burning attacks are attempts to blister, scald, singe, scorch, ignite, roast, or incinerate an oppo-
nent with intense heat or open flame. Most often, this is accomplished with fire. Note that metal armors
are especially susceptible to burning attacks.
Freezing attacks often use frost, ice, snow, or cold winds to chill, cool, benumb, nip or solidify an
opponent. Note that metal armors are especially susceptible to freezing attacks.
Electrocuting attacks are most commonly accomplished with lightning, and serve to burn, elec-
trify, galvanize, and shock an opponent. Note that metal armors are especially susceptible to electrocution
attacks.
Corroding attacks are mostly comprised of acid, and serve to eat away, erode, waste, or wear away
at an opponent.
Sonic attacks utilize dangerous sound waves to damage an opponent.
Wind attacks are typically powerful gusts of wind capable of inflicting damage.
Brawling attacks, for the most part, are technically pounding attacks, though pounding attacks are
strictly those with weapons, while brawling attacks use only a character’s limbs. Brawling attacks, however,
also include choking. Brawling attacks are often described as beating, choking, hitting, kicking, knocking,
punching, slapping, thrashing, and wailing.

Called Shots
Normally, a target creature is specified when an attack is executed. Declaring a specific area of a
target creature is a more difficult attack. Whenever a specific area of a target creature is chosen and
announced, a called shot is made. The smaller the target and the faster it moves, the more difficult it is to
hit. Following is a table of general suggestions for the MM. The modifier below is determined from and
applied to the Current Armor of the target creature. Other factors affecting called shots include the size
of the weapon and the distance to the target; the MM may include appropriate modifiers. For instance, it
is much easier to hit a needle with a maul than the tip of a dagger.

Calle d Shots
Calle d A r e a Modifie r Sugge ste d TH if non-living and im m obile
Torso + 10 -
Leg + 20 -
Hea d + 30 -
Ar m + 40 -
Crotch + 60 -
Mouth + 70 -
E ye + 80 -
Needle - 99

361
If a called shot successfully hits its target, Drive
proceed to the appropriate description of the out- While players determine whether or not a
come for the relevant body part in the Crucial Dam- character will continue in combat, monsters and
age section (see Chap. 10: Combat). For example, if MMC’s (see Appendix 6: Maim Master Characters) ei-
an eye was targeted and successfully hit, proceed to ther continue or flee depending on their Drive sub-
the description of an eye regarding the type of dam- ability. Drive checks only occur in certain circum-
age done (hacking, pounding, stabbing). If only a stances. In each applicable circumstance below, sum
head was targeted, proceed to the list of locations the modifiers. For purposes of this roll only, lower
for a head and roll percentile dice to determine the the Drive sub-ability with the summed modifiers
exact location. from Table 10-5. Then, roll percentile dice and com-
When observing the effects of a called shot pare the roll with the adjusted Drive. For this roll,
on a specific bodily location that is 95 or greater in rolling lower than the adjusted Drive means that the
severity (such as the lumbar nerves under Hacking creature remains in combat, rolling higher indicates
Torsos), do not apply the effects to the victim un- that the creature prefers to flee and will do so at any
less the damage dealt meets or exceeds 40% of their reasonable opportunity.
total Life Points when the victim is unwounded. This
prevents unreasonable circumstances, such as de- Table 10-5
capitation (see Hacking Heads below) when small
damage is dealt, such as two Life Points. In this way, D r ive Che c k Modifie r s
called shots that do little damage will not have se- Cir c um stanc e Modifie r
vere effects, which are reserved for Crucial Dam- Aba ndoned by compa nions - 30
age. Lea der is k illed - 20
However, do not apply multiplicative dam- Life Points reduced to ha lf - 20
Most powerful a lly is k illed - 20
age unless the unmodified attack die roll was 90 or
O pponent seems inv isible - 40
above. If the initial roll of the attack die was 90 or O utnumbered a t lea st 3 to 1 - 10
greater, then proceed with determining Crucial Dam- O utnumbered a t lea st 1 0 to 1 - 30
age as usual, except go directly to the appropriate
body part to determine the outcome.
For example, a thug who calls himself Sir Breathing
Chop-a-lot carries only a crowbar, and he initiates a All characters, unless somehow magically
confrontation with three strangers in a tavern. Sir gifted, need to breathe. The longer the character
Chop-a-lot attacks first, and the player announces does not breathe, the more likely is death. Many
his intention to hit the head of one of the strang- events could affect breathing, such as drowning, as-
ers; he declares a called shot. The attack is success- phyxiation, or simply being trapped in a sealed space
ful, and so the list concerning Pounding Heads un- and breathing up the air. Once it is impossible to
der Crucial Damage is consulted and percentile dice breathe, a character will lose two Life Points of
are rolled to determine the exact location. As it subdual damage per round. Additionally, the first
turns out, the brainstem is hit and the stranger dies round the character will lose 10 Strength, the sec-
instantly, so the crowbar entered the skull, smash- ond round they lose 20, 40 the third, 80 the fourth,
ing its way to the center of the victim’s brain. 160 the fifth, and so on until they are helpless, un-
conscious, or again able to breathe.

Artwork Here

362
Falling Damage
Characters unfortunate enough to fall will suffer damage according to the distance fallen. If
freefalling people accelerate at 9.8 meters per second per second (in a vacuum, though), and if terminal
velocity is 115 miles per hour (toggling between 110 and 120), then this is easily translatable into gaming
terms. Consult the table below to determine the damage suffered:

Table 10-6

Se c onds
Me te r s/Se c ond Fe e t/Se c ond Mile s/Hour Total Fe e t Falle n D am age
(1/10 th r ound)
0.5 6.6 20 13.64 10 1 d8
1 9.8 29.4 20.05 29.4 1 d2 0
2 19.6 58.8 40.09 88.2 2 d2 0
3 29.4 88.2 60.14 176.4 3 d2 0
4 39.2 117.6 80.18 294 4 d2 0
5 49 147 100.23 441 5 d2 0
*6 56.2 168.6 114.95 609.6 6 d2 0
7 56.2 168.6 114.95 778.2 6 d2 0
8 56.2 168.6 114.95 946.8 6 d2 0
9 56.2 168.6 114.95 1115.4 6 d2 0
10 56.2 168.6 114.95 1284 6 d2 0

*By the 6th second of falling, a character has reached terminal velocity and will not accelerate any
further, but continue to fall at this rate.

So, if a character falls freely for one round (ten seconds), they have traveled nearly a quarter-mile,
but will still only receive 6d20 damage, just as if they had only fallen for six seconds.

Home Advantage
All creatures in this game who claim territory gain a Home Advantage1 of + 5 to all rolls during
combat while defending their home territory. This bonus is psychological and also applies to other similar
situations, such as games that involve players from another territory. Notice that the opposite is not
applicable; there is no disadvantage when away from home.
This bonus only applies in situations in which:

1. Two creatures or parties compete against each other


2. One is in their home territory, the other is not

For example, a party of adventurers that calls themselves the Campaign of the Lost Souls invaded
a temple of Dispater’s worshippers. Since the temple itself was familiar home territory to those inside, the
defenders received a + 5 bonus to attack skill checks.

1. Home Advantage is a phenomenon discussed in scholarly journals. For specific sources, see the References section.

363
Crucial Damage
Normally, damage is an abstract measure in which numbers are deducted from Life Points. Cru-
cial Damage is much more severe, specific, and it is determined by many factors as specified below.
Not all types of attacks are capable of Crucial Damage. Breath weapons from creatures, gas, and
most magical attacks will not do Crucial Damage, since they do not affect the body in the same way as a
physical blow. These attacks do not stab, hack, or pound the body, but instead affect it more generally.
Some spells or spell-like effects may constitute Crucial Damage. Whether or not an attack, other than
those listed below, is capable of Crucial Damage is the decision of the MM.
If, upon checking an Attack Skill (such as Aim, Brawling, Disarm, Hurl, or General or Specific
Weapon) a 90 or higher is rolled before any modifiers are applied to the roll, and if you not only suc-
ceeded, but succeeded with a margin of at least 1%, then you may have scored Crucial Damage. Consult
the table below to determine the likelihood of scoring Crucial Damage:

Table 10-7

Mar gin of Blow Odds of Cr uc ial D am age


None (I rolled wha t wa s needed exa ctly) 0%
1 -5 % 20%
6 -1 0 % 40%
1 1 -1 5 % 60%
1 6 -2 0 % 80%
2 1 %+ 100%

If Crucial Damage has occurred, proceed and determine the severity of the blow by comparing
the size of the weapon with the size of the crucially wounded target creature to determine what dice will
be rolled later. Note that higher results for Specific Location correspond with areas of the body which are
more severe when hit:

Table 10-8: Severity of the Blow

We apon vs. Tar ge t Siz e Minim um Effe c t D am age Spe c ific Loc ation
Wea pon size is less tha n ta rget size Minor x2 1 d1 0 0

Wea pon size equa ls ta rget size Ma jor x2 1 d1 0 0 + 2 5

Wea pon size is la rger tha n ta rget size Sev ere x3 1 d1 0 0 + 5 0

Wea pon size is two sizes la rger Morta l x4 1 d1 0 0 + 7 5

Proceed and consider the sizes of the attacker and defender:

364
Reach
The size of the attacker and the defender may affect the accessibility of general areas of the body.
For instance, a dwarf with a dagger may be unable to attack the head of a troll. Reach is not applicable for
ranged attacks. If a ranged attack is made, proceed to General Body Location and roll 1d10 to determine
the location. Otherwise, consult the information below on reach:
1. Add the height of the attacker and the weapon length together. If the attacker is on
higher ground, the height added by the ground must be added to this sum.
2. This sum must equal or exceed the height of the defender in order to be able to attack all
general body locations. If so, roll 1d10 for location and proceed to General Body
Location.
3. If this sum is less than the height of the defender, but greater than half of the defender’s
height, then all areas of the body may be damaged, except for the defender’s head. If so,
roll 1d10 (but reroll 10’s) for location and proceed to General Body Location.
4. If this sum is less than half the height of the defender, then only the legs may be attacked
(no torso, arms, or head). If so, roll 1d4 and proceed to General Body Location.
5. If attacker’s height is double the defender’s height or has a similarly distinct height
advantage, roll (1d6+4) for location.
6. If the attack is a called shot, proceed to the “called” area.

General Body Location


When consulting Table 10-9 to observe the location of the blow, apply the damage modifier, by
adding the multiplicative factors with the determined factor above on Table 10-8. In this way, crucial hits
may range from 2 to 8 times the normal damage. For instance, if a bipennis (polearm) delivers 20 Life
Points of damage to a small child, a blow to the head would do x8 damage or 160 LP, while if it hacked the
child’s arm, it would only do x4 damage or 80 Life Points.
Note that the location of the body, both general and specific, should only be calculated for hu-
manoid creatures. Body parts that are foreign to humanoids, such as wings or a tail, will not be found
below, and the effects of Crucial Damage on these parts is to be determined by the MM.
If the target is humanoid, roll on Table 10-9 below to determine the location and extent of the
damage:

Table 10-9: Location and Damage

D ie Roll Ge ne r al Body Loc ation D am age Multiplie r


1 Right Leg x1
2 Right Leg x1
3 Left Leg x1
4 Left Leg x1
5 Torso x2
6 Torso x2
7 Torso x2
8 Right Ar m x1
9 Left Ar m x1
10 Hea d x2

Finally, consider the type of damage done (stabbing, hacking, or pounding), and proceed to the
appropriate table below:

365
K Hacking Legs J
Hacking Legs 08% Flexor digitorum brevis muscle is along the
central underside of the foot and when
01% Distal phalanges or smallest bone at the end
flexed, extends the foot such as when stand-
of the toes.
ing on tippy-toes.
1. Roll 1d6 (rerolling 6’s) to determine
This wound will bleed excessively, es-
which tip of toe. Let 1=big toe and 5=pinky
pecially when upright. Every round that the
toe.
opponent’s head is higher than their hacked
2. There is a 10% chance the
foot, they must pass a Health check with a
opponent’s foot is disabled for d2 days, caus-
TH of 70 or fall unconscious from blood
ing ½ Movement rate.
loss. Otherwise, the wound will take 2d6
02% Middle phalanges or middle bone in toe
months to heal and restrict them to ½ Move-
(non-existent in the big toe).
ment rate when they become proficient with
1. Roll 1d4 to determine which toe. Let
crutches.
1=index toe and 4 = pinky.
09% Patella or kneecap
2. There is a 15% chance the
Opponent’s leg is disabled, and the
opponent’s foot is disabled for (1d4 - 1) days,
kneecap itself is dislodged by the hacking
causing ½ Movement rate.
weapon. The leg is unusable until replaced,
03% Proximial phalanges or bone in toe closest
which will probably be never or by a Greater
to foot.
Mending spell. Otherwise, the opponent is
1. Roll 1d6 (reroll 6’s) to determine
restricted to crawling or crutches.
which toe. Let 1=big toe and 5=pinky toe.
10-11% Fibia or smaller and outermost of two main
2. There is a 20% chance the
lower leg bones.
opponent’s foot is disabled for (1d4 - 1) days,
Opponent’s leg is disabled for 1d8
causing ½ Movement rate.
days, yielding ½ Movement rate.
04% Extensor muscles (5 each). Each serve to
12-14% Tibia or shin bone, largest of two main
extend a toe downward and are located near
lower leg bones.
the largest joints.
Opponent’s leg is disabled for 2d8
Opponent’s foot is disabled for 1d4
days, yielding ½ Movement rate.
weeks, restricting them to ¾ Movement rate.
15-21% Femur or thigh bone, longest bone in the
05% Metatarsophatangeal joint or knuckles con-
body.
necting the metatarsals and phalanges.
Opponent’s leg is disabled for 3d8
1. Roll 1d6 (rerolling 6’s) to determine
days, yielding ¼ Movement rate.
which toe is affected. Let 1=big toe.
22% Tarsal bones or ankle bones include tarsus,
2. Opponent’s leg is disabled for 1d4
calcaneus, talus, navicular, cuboid, lateral cu-
weeks, causing ½ Movement rate.
neiform, intermediate cuneiform, and me-
06-07% Metatarsals or foot bones between ankle
dial cuneiform.
and toes and held in an arch.
1. If desired, roll 1d8 to determine
1. Roll 1d6 (rerolling 6’s) to determine
which ankle bone is hacked.
which metatarsal is the center of the slash-
2. Opponent’s ankle is unusable for 2d8
ing wound. Let 1=big toe metatarsal.
weeks and is limited to limping or crutches
2. Opponent’s foot is disabled perma-
(¼ Movement rate).
nently, unless Lesser Mending or greater
23-28% Common plantar digital nerve extends into
magic is applied. Otherwise, they will never
each of the toes.
heal beyond ¼ Movement rate, restricted to
Opponent’s leg is disabled for 2d6
crawling or crutches.
days, yielding ¼ Movement rate and restrict-
ing them to crawling or crutches.

366
K Hacking Legs J
29-36% Femoral nerve supplies motor impulses to 62-63%Vastus medialis or muscle along the lower
the thighs and legs, while receiving sensory and inner thigh.
input as well. Opponent suffers ½ Movement rate
Opponent’s leg is disabled for 3d4 for 2d8 weeks.
days, yielding ¼ Movement rate and restrict- 64-72% Vastus lateralis or muscle along the out-
ing them to crawling or crutches. side of the thigh.
37-42% Plantar digital nerve is located on the Opponent suffers ½ Movement rate
inner side of the big toe. for 2d8 weeks.
Opponent’s leg is disabled for 3d6 73-86% Hamstring muscles cover the back of the
days, yielding ¼ Movement rate and restrict- thighs and are comprised of three parallel
ing them to crawling or crutches. muscles: biceps femoris, semitendinosus, and
43% Plantaris or small muscle in back of knee. semimembranosus. These have been listed
The hacking attack forces the oppo- from largest to smallest and from middle to
nent off-balance and they fall to the ground. inside of leg.
If in melee, you gain initiative on them in 1. If desired, roll 1d6 to determine
the next round. which of the three hamstring muscles are
44-45% Pectineus muscle connects the thigh to the hacked (1-3 biceps, 4-5 semitendinosus, 6
torso in front, flexing when one brings their semimembranosus).
thigh up toward their body. 2. Opponent is delimited to ½ Move-
Opponent’s leg is hindered by 15 ment rate for 2d6 weeks.
Strength and down to ¼ Movement for 2d4 87-97% Rectus femoris or central thigh muscle.
days. Opponent is delimited to ¼ Move-
46-47% Hallux muscle is located on the lower ment rate for 3d6 weeks.
portion of the frontal lower leg and top of 98% Gracilis muscle or inner thigh near the groin.
foot, it is a long, thin, vertical muscle which Opponent’s inner thigh, home to
moves the big toe. arteries and much blood, is gashed. They
Opponent’s leg suffers - 102 must pass a Health check with a TH of 50
Strength and ½ Movement rate for 2d4 days. every other round or fall unconscious from
48-49% Soleus muscle on the back of the lower leg the blood loss, though each round they ac-
forms the lower portion of the calf. crue an additional - 10 penalty; they only
Opponent suffers ½ Movement rate make four checks. Otherwise, they are re-
for 2d4 weeks. stricted to ¾ Movement rate for 1d4 weeks.
50-51% Tibialis anterior muscle covers the shin. 99% Calcaneal tendon, also known as the
Opponent suffers ¾ Movement rate Achilles tendon; the thickest, strongest, and
for 3d4 weeks. most exposed human tendon, it connects
52-54% Gastrocnemius muscle on the back of the the calf muscle to the heel bone.
lower leg forms the upper portion of the Opponent’s leg is disabled indefi-
calf. nitely, the foot flops about now beyond all
Hacking the upper calf restricts the attempts for control. The opponent may
opponent to ½ Movement rate for 2d8 now only move about by crawling or by
weeks. crutches, and even when used to it, crutches
55-61% Peroneus longus muscle is a long, strap-like will be bothersome. Greater Mending or
muscle located on the outside of the lower greater magic is needed to restore one’s cal-
leg. caneal tendon to its original and unharmed
The opponent suffers ½ Movement condition.
rate for 2d8 weeks.

367
K Hacking Legs J
100%+ Dismemberment! The leg has been com-
pletely and permanently hacked from the rest
of the body. Roll a 1d4 to determine where
it was severed (1=ankle, 2=shin, 3=knee,
4=thigh). Blood gushes forth and the vic-
tim must pass a Health check at TH 70 or
fall unconscious for 1d20 hours. If failed
(and hence unconscious), another Health
check must be passed at TH 70 to avoid dy-
ing in 1d20 rounds from loss of blood.

Artwork Here

368
K Hacking Torsos J
Hacking Torsos 12% Scapula or shoulder blade bone.
1. Roll to determine on left or right side.
01% Omentum or fatty fold of membrane hang-
2. The opponent suffers - 20 to all attack
ing in front of intestines.
rolls that require the use of the appropriate
If the opponent is obese, fat may
arm for 1d6 weeks.
seep from the wound. Otherwise, there is
13% Manubrium or upper third of sternum.
no special effect other than damage.
There is a 40% chance that 1-2 ribs
02% Belly Button
are separated from the sternum. If so, the
Opponent’s belly is hacked, though
opponent must pass a Health check at TH
no critical organs behind it. The small in-
50 or fall unconscious. Further, the ribs will
testine may (70%) spill forth. If it does, the
not reattach themselves without Lesser
sight of this causes the opponent to need
Mending or more potent magic applied. In
to pass a Health check at TH 50 or be
any case, any required movement of the
stunned for 2d4 rounds.
arms will suffer - 15 to the roll.
03% Nipples and Areolas (or darker area sur-
14% Xiphoid process or lower tip of sternum.
rounding the nipple).
1. The tip of the sternum will break
1. Roll to determine on left or right
free from the sternum with 70% chance. If
breast.
broken, it can only be reset with Lesser
2. The nipple and surrounding areola
Mending or greater magic.
is hacked, causing the opponent to suffer -
2. If it does break free, then the oppo-
15 Strength with the appropriate arm for
nent must pass a Health check at TH 50 or
2d6 days.
die immediately as the bone and the weapon
04% Anus
enter the heart.
While the hacking object did not
15% Pubis or the smallest of three pelvic bones.
enter the ass, it gashed the orifice, causing
1. Roll to determine on left or right
them to feel pain during the following 2d4
side.
days involving defecating and, if female, al-
2. While the bone is not broken, it is
ternative sexual practices.
injured and causes the opponent to be only
05% Rectum or short muscular tube for storage
able to crawl or use crutches until it heals
of excretions.
1d6 months later. In the meantime, they
The hacking weapon enters the rec-
are reduced to ½ Movement rate.
tum mid-stroke, and the opponent feels pain
16% Ischium or lowest of three pelvic bones.
during the following 1d4 weeks involving
1. Roll to determine on left or right
defecating and, if female, during alternative
side.
sexual practices. There is a 25% chance that
2. While the bone is not fractured, it is
the hacking releases (roll 1d6: on a 1-5 this
injured and causes the opponent to be only
is the number of chunks released, on a 6 it
able to crawl or use crutches until it heals
is runny instead) chunks of defecation from
1d4 months later. In the meantime, they
the confines of the body.
are reduced to ½ Movement rate.
06-11% Gluteus maximus, strongest muscle of the
17% Coccyx or tail bone
body.
1. Opponent is unable to sit comfort-
1. Roll to determine on left or right
ably in any position for 1d6 weeks due to a
cheek.
chipped bone.
2. Opponent’s movement rate is halved
2. Also, opponent must pass a Health
for 2d6 days and will find sitting to be a pain-
check at TH 50 or be stunned for 1d4
ful experience.
rounds.

369
K Hacking Torsos J
18% Ilium, hip bone, or the uppermost of three 22-24% Ribs (12 pair or 7 true pair and 5 false pair
pelvic bones. whose cartilage doesn’t reach the sternum
1. Roll to determine the left or right directly, though the last two pair have no
hip. cartilage attachments at all and are called
2. The hip bone is chipped, so the op- floating ribs).
ponent is restricted to ¼ Movement rate for 1. Roll 1d12 to determine on which rib
2d4 months. the hack was centered.
19-20% Clavicle or collarbone, the most painful 1-7 = true pairs
bone of the body to break. 8-10 = false pairs with cartilage
1. Roll to determine the left or right 11-12 = floating ribs
side. 2. Roll to determine on left or right
2. As the most painful bone in the body side.
has been broken, the opponent must pass a 3. The limbs on the same side of the
Health check at TH 90 or fall unconscious body are unusable for 2d6 months, and the
for 1d8 hours. If this is passed, they must other side will still suffer a - 15 to Strength.
pass another Health check at TH 50 or be Magical healing with Greater Mending or
stunned for 3d4 rounds. Otherwise, until higher magic may heal this wound.
naturally healed 3d6 weeks later, the 25% Appendix, (on right side only) a troublesome
opponent’s arm will be unusable and will organ attached to the bottom of the large
overall suffer a - 5 to Strength. intestine.
21% Body, or main middle portion, of sternum. Though this organ does nothing use-
1. There is a 50% chance that 1d4 ribs ful, it can be quite painful when hacked. The
are separated from the sternum. If ribs are opponent suffers - 5 Health for 1d6 days.
separated, this part of the wound will not 26% Cowper’s (bulbourethral) glands (L/R) are
heal on its own, requiring Greater Mending about the size of peas and produce a lubri-
or greater magic to heal. cating fluid when sexually aroused.
2. If ribs are separated from the ster- 1. Roll to determine whether the left
num, the opponent must pass a Health check or right gland are the center of the hacking.
at TH 90 or fall unconscious. 2. This wound necessitates a Health
3. Finally, there is a 5% chance that the check at TH 50 to avoid further effects (be-
heart was hacked, causing instant death. sides just the damage). If failed, they fall to
their knees, stunned for 1d4 rounds.
27% Large Intestine or colon (actually very small)
lies between the stomach and small intes-
tine.
The innards of the large intestine
spill forth. They must pass a Health check
at TH 50 or fall unconscious for 1d8 hours.
If conscious, they must pass a Health check
Artwork Here at TH 50 or be stunned for d2 rounds.
28% Pancreas is right behind the stomach and
similar in size. It secretes digestive juices,
insulin, and bicarbonate which neutralizes
stomach acid.
Opponent suffers from heartburn
for next 3d6 hours, warranting a - 5 to all
attack rolls for the duration.

370
K Hacking Torsos J
29% Stomach 34% Small Intestine (very large, on average 21'
Stomach acid spills onto the long in an adult).
opponent’s body and coats the hacking There is a 60% chance the intestine
weapon. Opponent will not be hungry or spills forth from the wound. If this hap-
desire food for 1d8 days. The stomach acid pens, the sight of one’s own intestine ne-
reddens the skin upon contact. cessitates a Health check at TH 80 or they
30% Liver or largest gland in the body located at fall unconscious. Otherwise, they will expe-
the top of the abdomen which purifies rience persistent naval pains for 2d4 days,
blood. suffer a ¾ Movement rate, and - 5 to all at-
Opponent begins feeling weak, suf- tack rolls.
fering - 10 Strength for 2d6 hours until the 35% Bladder is in the lower center of the torso,
blood becomes properly purified. receives waste from kidneys, and transmits
31% Spleen (on left side only) on top of ab- it to the urethra or urinary tract for expul-
domen stores emergency blood and pro- sion.
duces some of white blood cells. Urine sprays from this hacked
Opponent bleeds internally and un- wound for d2 rounds and the opponent suf-
comfortably. A Health check at TH 50 must fers - 10 to all attacks while urine trickles
be passed or they fall unconscious and lose down their body.
1 LP per round until death unless curative 36% Kidneys are located on the sides of the
magic is applied. If passed, the opponent lower back; these organs filter blood.
remains conscious, but feels nauseated for 1. Roll to determine the left or right
2d6 weeks and suffers - 15 to all attack rolls. kidney.
32% Gallbladder (on right side only) is a small 2. Opponent suffers a - 10 penalty to
organ between the liver and intestines which Current Armor and also a - 10 to Health,
creates bile. both for 1d6 weeks.
The opponent must pass a Health 37-39% Pectoralis minor muscles run vertically,
check at TH 50 or the bile created by the allowing one to move their scapula up and
gallbladder leaks into nearby organs, caus- down.
ing nausea and a - 10 to all attack rolls for 1. Roll to determine on left or right
1d4 hours. side.
33% Adrenal gland is above the pancreas in the 2. Future actions involving the appro-
right portion of the body. It is responsible priate arm will suffer - 10 to all attack rolls
for sexual hormones and steroids. for 2d4 weeks.
The opponent must pass a Health 40-41% Teres major muscles cover the lower
check at TH 50 to only fight now with a portion of the scapula, assisting in bringing
penalty of - 10 to all attack rolls for 1d4 hours the arm to one’s side.
due to a lack of necessary adrenaline. If 1. Roll to determine on left or right
failed, they receive a temporary boost of side.
adrenaline, allowing them to fight with a + 2. Future actions involving the appro-
10 to all attack rolls and they must pass priate arm will suffer - 10 to all attack rolls
Health checks at TH 50 each round for ten for 2d4 weeks.
rounds to remain conscious. Eight hours
of bed rest should bring their body back to
equilibrium.

371
K Hacking Torsos J
42% Serratus anterior muscles are between the 82% Sacrum is the bone connecting the lowest
pectoralis major and latissimus dorsi, serv- lumbar of the spine to the coccyx and iliums.
ing to pull down and forward on the shoul- So small, the sacrum has been bro-
der blade. ken and the opponent’s spine is separated
1. Roll to determine on left or right from the pelvis and tail bone and they fall to
side. the ground, their upper body unable to sup-
2. Future actions involving the appro- port even its own weight. They must pass a
priate arm will suffer - 10 to all attack rolls Health check at TH 90 or fall unconscious
for 2d4 weeks. for 2d8 hours. If passed, they must pass
43% Mammary glands or breasts another Health check at TH 60 or lie on the
1. Roll to determine on left or right ground stunned for 3d4 rounds. Otherwise,
breast. they are incapable of movement except
2. If female and pregnant, breast milk crawling and may move their arms, though
splatters. Otherwise, the corresponding arm not their legs. This wound will never heal
will suffer - 10 Strength for 2d6 days. unless a Lesser Mending or greater magic is
44-51% Pectoralis major or chest muscle applied.
1. Roll to determine on left or right 83% Vulva or external female genitalia including
side. the outer lips.
2. Future actions involving the appro- 1. Roll 1d6 to determine whether the
priate arm will suffer - 15 to all attack rolls left (1-2), right (3-4), or both (5-6) lip(s) was/
for 3d4 weeks. were hacked.
52-61% Trapezius is a large muscle spanning the 2. This (these) lip(s) die and will even-
back of a person’s neck, stretches behind tually fall off; she must pass a Health check
the collarbones, and covers the central back. at TH 50 or be stunned for 1d4 rounds. Fur-
1. Roll to determine on left or right ther, she will not desire sex for 3d6 months.
side. 84% Vagina or penis receptacle
2. Opponent suffers - 10 to all attack The hacking weapon has amazingly
rolls involving that side of the body at all entered the vagina. If she is a virgin, she
for 1d6 weeks. will either bleed excessively in addition to
62-71% Latissmus dorsi along one’s side behind the what one might expect, or at least spot. The
serratus anterior and covering the sides of damaged tissue will heal in 2d6 weeks (since
the back, these muscles usually pull one’s this organ was designed to be penetrated).
arms toward their back as in rowing or swim- 85% Penis
ming. This vital organ dies from being sev-
1. Roll to determine the left or right side. ered unless curative magic is applied. Drive
2. Opponent suffers - 10 penalty to Cur- is permanently reduced by 20 and Health by
rent Armor for 3d4 weeks and is subject to 5. As he realizes what has just been severed,
excessive complaining of lower back pain. he must pass a Health check at TH 60 or be
72-81% Rectus abdominis, a long vertical, flat stunned for 1d4 rounds.
muscle extending the length of the abdo- 86% Glans or head of penis
men and used for sit-ups. This puffy organ part is severed; the
Opponent’s torso is restricted in penis will never look the same! The sub-
movement; they cannot lean forward or ability Drive is permanently reduced by 15
backward, which results in a - 10 to all attack and Health by 3. As he realizes what has
rolls for 1d4 weeks. just been severed, he must pass a Health
check at TH 60 or be stunned for 1d4
rounds.

372
K Hacking Torsos J
87% Fallopian tubes connect the ovaries and the 91% Thorasic vertebrae forming the middle spine
uterus. in the chest area and each connect to ribs.
1. Roll to determine the left or right 1. There are 12 thorasic vertebrae. Roll
tube. 1d12 to determine the specific vertebra. Let
2. To some, a dream come true! This 1 = the highest thorasic vertebra, just below
female will only become pregnant 50% of the neck.
normal odds in the next 1d6 months while 2. Next, the opponent pass a Health
the wound heals. The catch is that she also check at TH 50 or become paralyzed in 1d6
won’t desire sex for 1d6 months. body locations. Then determine which lo-
88% Uterus, or womb, connects the vagina and the cations:
fallopian tubes. Let 1=right leg
1. If pregnant, child (80% likely) dies 2=left leg
and is born dead. Mother, also, must pass a 3=torso
Health check at TH 90 or die immediately. 4=right arm
2. The tissue leading to the womb will 5=left arm
heal in 3d6 weeks. Worse above all, this fe- 6=head
male will not desire sex for 1d6 months. This paralysis is permanent unless Lesser
89% Ovaries produce eggs, estrogen, and pro- Mending or greater magic is applied.
gesterone, and are walnut-sized. 92% Lumbar vertebrae forming the lower spine.
1. Roll to determine the left or right 1. There are 5 lumbar vertebrae. Roll
ovary. 1d6 (rerolling 6’s) to determine the specific
2. A dream come true to some! This vertebra. Let 1 = base of skull and 6 = the
female’s odds of becoming pregnant have lower neck.
been reduced by 50% permanently, as the 2. Next, the opponent must pass a
ovary will not heal unless Wish is applied. Health check at TH 50 or become paralyzed
Worse, this female will not desire sex for 1d6 in 1d6 body locations. Then determine
months. which locations:
90% Clitoris Let 1=right leg
1. This female must pass a Health check 2=left leg
at TH 90 or fall unconscious for 2d8 hours. 3=torso
2. If still awake, she must pass a Health 4=right arm
check at TH 50 or be stunned for 1d4 5=left arm
rounds. 6=head
3. Finally and worst, this female will not This paralysis is permanent unless Lesesr
desire sex for 3d6 months. Mending or greater magic is applied.
93% Lung. Note, the left lung is smaller as it
encircles the heart.
1. Roll 1d6 to determine whether the
left (1-2) or right (3-6) lung was sliced.
2. There is a 30% chance that as the
lung is gashed, blood fills it and the oppo-
Artwork Here nent drowns in their own blood.
3. Otherwise, this lung is permanently
collapsed; it will never heal, unless curative
magic is applied.

373
K Hacking Torsos J
94% Cervical nerves connect the cervical or 97% Testes or testicles; each testis averages 200
upper spine with the brain. million sperm per ejaculation.
1. There are 8 pairs of cervical nerves. 1. Roll 1d8 to determine the left (1-3),
Roll 1d8 to determine which is pinched. the right (4-6), or both (7-8) have been
2. Roll to determine what the pinched hacked.
nerve controls: 2. If only one testis is gashed, then the
1. Motor control of the arms. opponent must pass a Health check at TH
2. Motor control of the legs. 90 or fall unconscious for 2d8 hours. Oth-
3. Involuntary functions such erwise, while awake he will suffer - 20
as breathing [resulting in (1-4) coma Strength, - 15 Dexterity, and - 15 Drive. Fur-
or (5-6) death]. ther and worse, he must pass a Health check
4. Motor control of torso. at TH 50 or die. Finally, this testis will never
95% Lumbar nerves connect the lower back with function again unless Wish is applied. Oth-
the brain. erwise, it is possible to ejaculate (when it
1. There are 5 pairs of lumbar nerves. heals) with only one testis. Regardless, his
Roll 1d6 (rerolling 6’s) to determine which voice is noticeably higher in pitch.
is pinched. 3. If both testes are gashed, then the
2. Roll to determine what the pinched opponent must pass a Health check at TH
nerve controls: 95 or fall unconscious for 3d8 hours. Oth-
1. Motor control of the arms. erwise, while awake he will suffer - 20
2. Motor control of the legs. Strength, - 20 Dexterity, - 20 Drive. Further
3. Involuntary functions such and worse, he must pass a Health check at
as breathing [resulting in (1-4) coma, TH 70 or die. Finally, his testicles will never
or (5-6) death]. function again (unless Wish is applied) and
4. Motor control of the torso. his voice will be noticeably higher in pitch.
96% Thorasic nerves connect the middle back 98-99% Axilla, or armpit region, supplied heavily
with the brain. with blood from the axillary artery.
1. There are 12 pairs of thorasic nerves. 1. Roll to determine the left or right
Roll 1d12 to determine which is pinched. armpit.
2. Roll to determine what the pinched 2. After the armpit is sliced open, this
nerve controls: severely bleeding region is 50% likely to fill
1. Motor control of the arms. the lungs with blood, drowning the oppo-
2. Motor control of the legs. nent in their own blood and killing them
3. Involuntary functions such from suffocation in 1d4 rounds as they
as breathing [resulting in (1-4) coma progress from pain to a cold numbness.
or (5-6) death]. 100+% Heart is about the size of your fist
4. Motor control of the torso. If the heat is hacked, the individual
will die within d2 rounds unless a Wish spell
is cast.

Artwork Here

374
K Hacking Arms J
Hacking Arms 09-11% Radius or shorter forearm bone on the
thumb side of the arm.
01% Distal phalanges or smallest bone at end of
Opponent’s arm is useless for 2d4 weeks.
finger.
12-15% Ulna or longer forearm bone closest to body
1. Roll 1d6 to determine which finger-
when arms hang freely and palms facing for-
tip is severed (rerolling 6’s).
ward.
Let 1=thumb and 5=pinky.
Opponent’s arm is useless for 3d4 weeks.
2. Opponent’s fingertip is severed and
16-22% Humerus or upper arm bone.
they will suffer - 15 Dexterity with that hand
Opponent’s arm is useless for 3d6 weeks.
until they adjust to its loss, then only suffer-
23-27% Ulnar nerves supply impulses to the
ing - 10 Dexterity.
muscles in the forearms and hands.
02% Middle phalanges or middle bone of fingers
Opponent’s arm feels numb and is
(does not exist in our thumbs).
ineffective for 1d6 months.
1. Roll 1d4 to determine which finger
28-32% Median nerves supply impulses to the
is severed. Let 1=index finger and 4=pinky.
muscles in the forearms and hands.
2. Opponent’s finger is severed and
Opponent’s arm feels numb and is
they will suffer - 15 Dexterity with that hand
ineffective for 1d6 months.
until they become accustomed to its loss,
33-37% Palmar nerves supply impulses to the sides
then only suffering - 10 Dexterity.
of the fingers.
03% Proximal phalanges or bone in finger
Opponent’s fingers feel numb and
closest to palm.
are ineffective for 1d6 months.
1. Roll 1d6 (rerolling 6’s) to determine
38-42% Radial nerves supply impulses to the
which finger is severed.
muscles in the forearms and hands.
Let 1=thumb and 5=pinky.
Opponent’s arm feels numb and is
2. Opponent’s finger is severed and
ineffective for 1d6 months.
they will suffer - 15 Dexterity with that hand
43-47% Brachialis muscle is on the thumb side of
until they become accustomed to its loss,
upper arm below the bicep on the outer arm.
then only suffering - 10 Dexterity.
Opponent’s arm suffers - 5 Strength
04-06% Lumbrical muscles in palm of hand, one
and Dexterity for 2d6 weeks.
to contract each finger.
48-50% Extensor carpi radialis muscle is close to
1. Roll 1d6 (rerolling 6’s) to determine
the wrist on front or top of forearm.
which muscle is hacked.
Opponent’s arm suffers - 5 Strength
Let 1=thumb and 5=pinky.
and -10 Dexterity for 2d6 weeks.
2. Opponent’s palm is slashed and the
51-55% Brachonadialis muscle is close to the el-
appropriate finger is unusable for 2d6 weeks,
bow on front or top of forearm.
while the hand in question suffers - 15 Dex-
Opponent’s arm suffers - 5 Strength
terity and - 10 Strength for 3d6 weeks.
and - 10 Dexterity for 2d6 weeks.
07-08% Metacarpals or bones through palm con-
56-60% Flexor carpi radialis muscle is close to the
necting the wrist to the fingers.
elbow on inside of forearm.
1. Roll 1d6 (rerolling 6’s) to determine
Opponent’s arm suffers - 5 Strength
which bone is hacked in palm.
and Dexterity for 3d4 weeks.
Let 1=thumb and 5=pinky.
61-63% Flexor carpi ulnaris muscle is close to the
2. The indicated metacarpal is severed
wrist on inside of forearm.
and will heal naturally in 3d6 weeks. In the
Opponent’s arm suffers - 5 Strength
meantime, opponent suffers - 20 Dexterity
and - 15 Dexterity for 2d6 weeks.
in this hand.

375
K Hacking Arms J
64-66% Flexor retinaculum or wrist muscle on in- 100%+ Dismemberment! The arm has been com-
side of forearm. pletely and permanently hacked from the rest
Opponent’s wrist bleeds profusely. of the body. Roll a 1d4 to determine where
In fact, they lose 2 Life Points per round in it was severed (1=wrist, 2=forearm, 3=el-
blood-loss until they either die or bandage bow, 4=shoulder). Blood gushes forth and
the wound. the victim must pass a Health check at TH
67-76% Deltoid or outer shoulder muscle of upper 70 or fall unconscious for 1d20 hours. If
arm. failed (and hence unconscious), another
Opponent’s ar m suffers - 15 Health check must be passed at TH 60 to
Strength for 3d6 weeks. avoid dying in 1d20 rounds from loss of
77-87% Biceps brachii or muscle on front of upper blood.
arm.
Opponent’s ar m suffers - 15
Strength for 3d6 weeks.
88-98% Triceps brachii or muscle on back of up-
per arm.
Opponent’s ar m suffers - 15
Strength for 3d6 weeks.
99% Carpals or wrist bones arranged in two rows
of four: (upper row) triangular, pisiform,
lunate, scaphoid, (and lower row) hamate,
capitate, trapezoid, and trapezium.
1. Roll to determine which carpal is the
focus of the hacking:
1. triangular (upper row closer
to forearm)
2. pisiform
3. lunate
4. scaphoid
5. hamate (lower row closer to Artwork Here
hand)
6. capitate
7. trapezoid
8. trapezium
9. Arm severed at the wrist; the
hand falls off.
10. Reroll
2. The specified wrist bone shatters
into numerous small fragments and will
never heal naturally, but requires Lesser
Mending or greater magic. The hand is per-
manently useless (especially if severed) and
attempts at usage result in penalties of - 60.

376
K Hacking Heads J
Hacking Heads 10% Teeth, upper
Roll 1d20 (rerolling 15’s - 20’s) to de-
01% Scalp
termine how many teeth are dislodged from
Though the skullcap is not entered
the blow. Facial Charisma will suffer - 15
by the hacking weapon, the scalp is hacked
when smiling widely or eating.
at an angle, ripping a large portion of it. Op-
11-12% Lip, lower
ponent suffers - 15 to Facial Charisma until
While not breaking any teeth within,
bandaged, then only - 10.
slobber runs out the pierced lower lip and
02% Galea Aponeurotica or muscle on top of
Facial Charisma suffers - 15 for 2d4 weeks.
head underneath scalp.
13-14% Lip, upper
Though the skullcap is not entered
While not breaking any teeth within,
by the hacking weapon, a large portion of
Facial Charisma suffers -10 for 2d4 weeks.
the scalp and muscle are ripped away by the
15% Maxilla or bone between upper teeth and
hacking weapon. Opponent suffers - 15
nasal cavity.
Charisma until bandaged, then only - 10.
Opponent’s maxilla is fractured, low-
03% Ear Cartilage
ering Facial Charisma by 2 for 2d6 weeks.
1. Roll to determine the left or right
16% Epiglottis is a flap of cartilage between the
ear.
tongue and voice box which closes when we
2. Cartilage on outer ear is hacked and
swallow, preventing us from swallowing food.
ripped off, impairing all future Sound skill
Opponent coughs uncontrollably
checks by 50. Facial Charisma permanently
for 2d4 rounds while eyes tear. Until this
suffers - 15 penalty.
heals in 2d4 days, swallowing will be difficult
04% Parotid gland or saliva gland between ear
at best.
and chewing muscle behind jawbone.
17-18% Nasalis muscle depresses the cartilaginous
1. Roll to determine the left or right
part of the nose.
saliva gland.
Opponent now breathes easier as
2. Opponent’s saliva gland is gashed
this part of the face is gashed open. Oppo-
and fails to produce saliva for 2d4 weeks
nent suffers - 15 Facial Charisma for 2d4
unless curative magic is applied.
weeks.
05-06% Mandible or jawbone
19-20% Cheek Bone
1. Roll 1d6 to determine if on (1-2) left,
1. Roll to determine on left or right.
(3-4) chin, or (5-6) right.
2. Opponent’s cheek bone shatters and
2. This portion of the opponent’s jaw-
lowers Facial Charisma by 15 for 2d6 weeks.
bone is fractured, lowers Facial Charisma by
21-24% Nasolabial furrow, or set of three striated
20, and takes 2d6 weeks to heal naturally.
muscles between the lip and eye, parallel to
07-08% Mentalis muscle is on the chin and elevates
the nose.
and protrudes the lower lip.
1. Roll to determine on left or right side
While their jawbone isn’t fractured,
of face.
amazingly only their chin muscle is hacked.
2. While the cheek bone is not itself
Facial Charisma is lowered by 5 for d4 weeks
fractured, the nearby muscles are slashed,
until healed.
reducing Facial Charisma by 15 for 2d6
09% Teeth, lower
weeks.
Roll 1d20 (rerolling 15’s - 20’s) to de-
termine how many teeth are dislodged from
the blow. Facial Charisma will suffer - 10
when smiling widely or eating.

377
K Hacking Heads J
25-28% Obicularis Oris, a sphincter muscle that 42-43% Facial nerve or seventh cranial nerve
encircles the mouth and is called the “kiss- branches out across the face performing
ing muscle.” both motor and sensory functions.
1. Roll to determine on left or right side 1. Roll to determine on left or right
of mouth. side.
2. Speech is impaired as air wisps out 2. Opponent’s side of face is tempo-
from the gaping wound for 2d6 weeks. Fa- rarily paralyzed for 3d4 days.
cial Charisma suffers - 10 for this duration. 44% Ear orifice
29-31% Rosorius muscle is located alongside the 1. Roll to determine the left or right
mouth, commonly called the “laughing ear orifice.
muscle.” 2. The hacking weapon enters the ear
1. Roll to determine on left or right side orifice and (70% likely) ruptures the ear
of mouth. drum. If so, this ear will never hear again
2. Speech is impaired as air wisps out unless Wish is applied.
from the wound for 2d6 weeks. Facial Cha- 3. If this occurs with a Size M weapon
risma suffers - 15 for this duration. or larger, there is a 30% chance the weapon
32-34% Obicularis Oculi, called a sphincter muscle could go further and into the brain, killing
surrounds the eye, lying in the tissue of the them instantly.
eyelid. 45% Bridge of nose between the eyes.
1. Roll to determine on left or right The bridge of cartilage breaks and
side. the tear ducts overwhelm the eyes. The
2. Opponent’s eye is not gashed by the opponent is reduced to blindfighting or a -
hacking weapon, though the surrounding 20 penalty to all attack rolls for 1d8 hours.
muscle is. The appropriate eye is useless for Thereafter, they will suffer only - 5 attack
2d4 weeks and Facial Charisma suffers - 25. penalties and - 10 Facial Charisma for 2d4
35-39% Platysma or straining muscles connecting weeks while it heals.
lower neck to chest and shoulder. 46% Nasal Bone and cartilage
1. Roll to determine the left or right Opponent must pass a Health check
side. at a TH of 30. Failure means the broken
2. The side of the opponent’s lower nose is launched into the brain, killing them
neck is hacked, severing some straining instantly. If passed, the nose is only broken
strands of this muscle. Their head is unable and the tear ducts overwhelm the eyes. The
to look in the direction of the damaged side opponent is reduced to Blindfighting (see
for 3d6 weeks. Chap. 8: Skills) or a - 20 penalty to all attack
40-41% Tongue rolls for 1d8 hours. Thereafter, they will suf-
Opponent’s tongue is hacked, mak- fer only - 5 attack penalties and - 10 Facial
ing each short phrase spoken only 15% likely Charisma for 2d4 weeks while it heals.
to be understood, until it heals in 2d6 weeks. 47-48% Esophagus or muscular tube carrying food
If a certain phrase is not understandable, it from the throat to the stomach.
will not be understandable to anyone else Opponent’s food tube is severed,
while the tongue is injured. and consequently, the victim will not eat
(only drink) for 3d4 weeks.

378
K Hacking Heads J
49-58% Sternocleidomastoid is a long muscle in the 66-67% Cranium, parietal lobe or side of skull.
side of the neck. 1. Roll to determine left or right side.
1. Roll to determine on left or right 2. The side of the skull is gashed. The
side. opponent immediately falls to the ground,
2. The side of the neck is sliced, and unable to react. Though the brain is unaf-
for 2d6 days the opponent cannot turn their fected, they must pass a Health check at TH
neck in the direction of the wounded muscle. 90 to remain conscious. If passed, they may
59% Thyroid cartilage, more prominent in men be somewhat aware of their surroundings,
than women due to sexual hormones, pro- but they are unable to move.
tects the larynx or voicebox. 68% Cranium, occipital lobe or back of skull.
Opponent coughs profusely for 3d6 The opponent is hacked in the back
rounds and is unable to attack as they gasp of the head and they immediately fall to the
for air. During the coughing, their Current ground, unable to react. They are 50% likely
Armor suffers a - 15 penalty. to go blind and must pass a Health check at
60-62% Larynx or voicebox TH 90 to remain conscious. If passed, they
Opponent’s voicebox is gashed. may be aware of their surroundings (if they
First, they cough profusely for 3d6 rounds can still see), but they are unable to move.
and are unable to attack as they gasp for air. 69-70% Cranium, frontal lobe or front of skull.
During the coughing, their Current Armor The opponent is hacked in the fore-
suffers a - 15 penalty. After the coughing, head, penetrating the frontal skull. Imme-
the opponent realizes they are permanently diately, they fall to the ground and are un-
unable to speak unless Wish is applied. able to react. They are only 10% likely to
63-65% Cervical vertebrae form the upper spine in acquire a mental illness. If they do, refer to
the neck. Table 5-4: Random Mental Illness in Chapter 5:
1. There are 7 cervical vertebrae. Roll Mind.
1d8 (rerolling 8’s) to determine which is hit. 71-77% Occipitalis or large muscle on side of head
Let 1=base of skull while 7=base of connected to frontalis or forehead.
neck. 1. Roll to determine left or right.
2. This vertebra is hopelessly crushed 2. While the skull is not cracked, the
and the opponent must pass a Health check hacking weapon scrapes alongside the skull,
at TH 65 or become paralyzed in 1d6 loca- raking off the muscle. Opponent must pass
tions. Thereafter, determine the locations: a Health check at TH 50 or fall unconscious
1=right leg for 1d8 hours.
2=left leg 78-80% Frontalis (Forehead)
3=torso While the skull is not penetrated, the
4=right arm forehead muscle is scraped off from a lat-
5=left arm eral impact. Facial Charisma suffers - 15 until
6=head it heals 2d4 weeks later.
This paralysis is permanent unless
Lesser Mending or greater magic is applied.

Artwork Here

379
K Hacking Heads J
81-82% Eyes 97% Jugular vein, one on either side of the neck,
1. Roll to determine the left or right supplies deoxygenated blood back to the
eye. heart from the head. They are deep inside
2. The opponent permanently loses the neck and seldom injured.
eyesight in this eye, unless limited wish or 1. Roll to determine the left or right
greater magic is applied. jugular vein.
3. The opponent must pass a Health 2. As the hacking weapon passes, blood
check at TH 95 or the hacking weapon con- begins gushing forth with each pulse of the
tinues past the eye and into the brain, killing opponent’s heart. Each round the oppo-
them instantly. nent loses 1d8 hit points until either death,
83-90% Temple extremely proficient bandaging, or curative
1. Roll to determine the left or right magic.
temple. 98% Brainstem
2. Opponent must pass a Health check The opponent’s brainstem, and
at TH 95 to remain alive. If passed, they therefore the skull and also the brain, are
only fall unconscious for 3d8 hours. hacked. They must pass a Health check at
91-93% Trachea or windpipe begins immediately TH 99 or die. If they live, they will be inva-
below the larynx and descends to the ster- lids unless a Wish is cast, bringing them back.
num. 99% Pituitary gland located in center of skull
Opponent coughs profusely for 3d6 just behind the bridge of the nose; it is about
rounds and is unable to attack as they gasp the size of a pea and is responsible for hor-
for air. During the coughing, their Current mones affecting growth, sexual develop-
Armor suffers a - 15 penalty. ment, metabolism, and the system of repro-
94-96% Brain duction.
1. Roll to determine the left or right The opponent’s pituitary gland is
brain. hacked. They must pass a Health check at
2. If the left brain is hacked, then Lan- TH 99 or die. If they live, they will be inva-
guage, Math, and Analytic Intelligence suf- lids unless Wish is cast, saving them.
fer a permanent - 30. There is a 50% chance
of developing Depression (see Chap. 5:
Mind).
3. If the right brain is hacked, then
Spatial Intelligence and Intuition suffer a
permanent - 45. There is a 50% chance of
developing Schizophrenia (see Chap. 5: Mind).
4. For both hemispheres, a Health check
at TH 70 must be passed to remain alive due
to the hacking weapon slashing the skull and
entering the brain.

380
K Hacking Heads J
100% Dismemberment! Decapitation! The head
has been completely and permanently
hacked from the rest of the body. Roll 1d100
to determine the direction in which the head
falls:
01-30 Forward, landing either at their toes
or 1d6 feet in front of them and roll-
ing 1d12 feet before stopping.
31-40 The head rolls off their right shoul-
der, landing on the ground within
1d6 feet and rolls 1d12 feet before
stopping.
41-50 The head rolls off their left shoulder,
landing on the ground within 1d6
feet and rolls 1d12 feet before stop-
ping.
51-80 Backward, the head may bounce off
their ass cheeks on the way to the
ground. The head will land within
1d6 feet of their heels and roll 1d12
feet before stopping.
81-100 The head has been so cleanly sev-
ered that it does not immediately fall,
but remains positioned atop the Artwork Here
neck. As the headless body falls, the
severed head will separate and fall
on its own. Reroll this percentile roll
if desired to determine in which di-
rection the head falls from the body.

The headless body of the victim will


spray blood out of its neck, gushing with
every beat of its dying heart as it falls life-
lessly to the ground. The appendages of
the body may twitch and spasm for up to
two minutes. The severed head may live for
1d12 rounds. While a severed head is still
alive, the brain may think and the eyes may
open and fixate on objects. Due to no throat
or lungs, severed heads may not speak dying
words.

381
K Pounding Legs J
Pounding Legs 19% Vastus medialis or muscle along the lower
and inner thigh.
01% Plantaris or small muscle in back of knee.
While the opponent’s leg isn’t bro-
Opponent is driven to the ground
ken, they are driven sideways to the ground.
from a blow behind the knee. Damage re-
You gain initiative on them in the next round.
sults from the force of meeting the ground,
20% Hallux, located on the lower portion of the
mostly on their knee. You gain the initiative
frontal lower leg and top of foot, it is a long,
on them next round.
thin, vertical muscle which moves the big
02-04% Plantar digital nerve is located on the
toe.
inner side of the big toe.
Opponent’s leg is disabled for 1d4
Opponent’s leg is disabled for 1d4
days, yielding ¼ Movement rate.
rounds, yielding ¼ Movement rate.
21-22% Metatarsophatangeal joint or knuckles con-
05-07% Femoral nerves supply motor impulses to
necting the metatarsals and phalanges.
the thighs and legs, while receiving sensory
1. Roll 1d6 (rerolling 6’s) to determine
input as well.
which knuckle. Let 1 = big toe.
Opponent’s leg is disabled for 1d6
2. Opponent’s foot is disabled for 1d6
rounds, yielding ¼ Movement rate.
weeks, yielding ¼ Movement rate.
08-11% Common plantar digital nerve extends into
23% Soleus on the back of the lower leg forms
each of the toes.
the lower portion of the calf.
Opponent’s foot is disabled for 1d4
Opponent’s leg is swept from un-
days, yielding ½ Movement rate.
derneath them and they fall harshly to the
12-13% Distal phalanges or smallest bone at the
ground below. You have initiative on them
end of the toes.
in the next combat round.
1. Roll 1d6 (rerolling 6’s) to determine
24-26% Peroneus longus; a long, strap-like muscle
which phalange. Let 1 = big toe.
located on the outside of the lower leg.
2. Opponent’s foot is disabled for d2
Opponent’s leg is swept from un-
days, yielding ½ Movement rate.
derneath them and they fall harshly to the
14-15% Middle phalanges or middle bone in toe
ground below. You have initiative on them
(non-existent in the big toe).
in the next combat round.
1. Roll 1d4 to determine on which pha-
27% Gastrocnemius muscle on the back of the
lange (does not include big toe). Let 1 =
lower leg forms the upper portion of the
pinky toe.
calf.
2. Opponent’s foot is disabled for
Opponent’s leg is swept from un-
(d2+1) days, yielding ½ Movement rate.
derneath them and they fall harshly to the
16-17% Proximial phalanges or bone in toe closest
ground below. You have initiative on them
to foot.
in the next combat round.
1. Roll 1d6 (rerolling 6’s) to determine
28% Gracilis muscle or inner thigh near the groin.
on which phalange. Let 1 = big toe.
Opponent must pass a Health check
2. Opponent’s foot is disabled for 1d4
at TH 50 or be stunned for 1 round, unable
days, yielding ½ Movement rate.
to react. In either case, they temporarily fall
18% Extensor muscles each serve to extend a
to the ground.
toe downward and are located near the larg-
29% Pectineus muscle connects the thigh to the
est joints of the toes.
torso in front, flexing when one brings their
1. Roll 1d6 (rerolling 6’s) to determine
thigh up toward their body.
which toe is affected. Let 1 = big toe.
Opponent falls forward and to the
2. Opponent’s foot is disabled for 1d4
ground.
days, yielding ¾ Movement rate.

382
K Pounding Legs J
30% Tibialis anterior muscle covers the shin. 85-88% Tarsal bones or ankle bones include tarsus,
Opponent falls backwards to the calcaneus, talus, navicular, cuboid, lateral cu-
ground. You will have initiative on them in neiform, intermediate cuneiform, and me-
the next combat round. dial cuneiform.
31-34% Vastus lateralis or muscle along the outside 1. If desired, roll 1d8 to determine
of the thigh. which ankle bone the pounding is centered
Opponent falls sideways to the upon.
ground. You will have initiative on them in 2. Opponent’s ankle is shattered, limb
the next combat round. is disabled for 4d4 weeks and they are lim-
35-40% Hamstring muscles cover the back of the ited to crawling or crutches, though unless
thighs and are comprised of three parallel Lesser Mending or greater magic is applied,
muscles: biceps femoris, semitendinosus, and their Movement rate will never heal beyond
semimembranosus. These have been listed ¾.
from largest to smallest and from middle to 89-92% Patella or kneecap
inside of leg. Opponent’s leg is disabled, breaking
1. If desired, roll 1d6 to determine as it bends backward or sideways (attacker’s
which of the three hamstring muscles are choice). Leg is unusable for 4d4 weeks and
hit (1-3 biceps femoris, 4-5 semitendinosus, they are limited to crawling or crutches, and
6 semimembranosus). furthermore, unless Lesser Mending or
2. Opponent is driven forward and to greater magic is applied, their Movement rate
the ground. You will have initiative on them will never heal beyond ½.
in the next round. 93-99% Metatarsals or foot bones between ankle
41-46% Rectus femoris or central thigh muscle. and toes and held in an arch.
Opponent is driven backwards and 1. Roll 1d6 (rerolling 6’s) to determine
to the ground. You will have initiative on which metatarsal is the focus of the pound-
them in the next round. ing impact. Let 1 = big toe metatarsal.
47% Flexor digitorum brevis muscle is along the 2. Opponent’s foot is disabled for 4d4
central underside of the foot and when weeks, as the metatarsals shatter into hun-
flexed, extends the foot such as when stand- dreds of pieces, never to be repaired unless
ing on tippy-toes. Lesser Mending or greater magic is utilized.
Opponent’s foot is disabled for 1d4 Until such magic, the opponent will never
weeks, yielding ¼ Movement rate. attain more than ¼ their original or normal
48-54% Fibia or smaller and outermost of two main Movement rate.
lower leg bones. 100+% Calcaneal tendon, also known as the
Opponent’s leg is disabled for 1d6 Achilles tendon; the thickest, strongest, and
weeks, yielding ¼ Movement rate. most exposed human tendon; it connects
55-64% Tibia or shin bone, largest of two main the calf muscle to the heel bone.
lower leg bones. Opponent’s leg is disabled indefi-
Opponent’s leg is disabled for 2d4 nitely, the foot flops about now beyond all
weeks, yielding ¼ Movement rate. attempts for control. The opponent may
65-84% Femur or thigh bone, longest bone in the now only move about by crawling or
body. crutches, and even when used to it, crutches
Opponent’s leg is disabled for 3d4 will be bothersome. A Greater Mending
weeks, yielding ¼ Movement rate. spell or greater magic is needed to restore
one’s calcaneal tendon to its original and un-
harmed condition.

383
K Pounding Torsos J
Pounding Torsos 07% Stomach
The opponent must pass a Health
01% Omentum or fatty fold of membrane hang-
check at TH 50 or vomit profusely; warm,
ing in front of intestines
acidic, and undigested food launches upon
1. If the opponent is obese, fat may
the attacker causing the crucial hit, who in
emerge from their wound.
turn must pass an Agility check at TH 65 to
2. Otherwise, there is no special effect
avoid the flying puke. Otherwise, the oppo-
from this blow other than the damage.
nent will not feel hunger for one full day.
02% Appendix, (on right side only) a troublesome
08% Gallbladder (on right side only) is a small
organ attached to the bottom of the large
organ between the liver and intestines which
intestine.
creates bile.
Though the organ does nothing use-
The opponent must save versus poi-
ful, it can be quite painful, especially when
son, or the bile created by the gallbladder
pounded upon. The opponent suffers -5 to
leaks into nearby organs, causing nausea and
Health for 1d4 days.
a - 10 to all attack rolls for 1d4 hours.
03% Nipple and/or Areola (darker area sur-
09% Adrenal gland is above the pancreas in the
rounding the nipple)
right portion of the body. It is responsible
1. Roll to determine the left or right
for sexual hormones and steroids.
nipple.
The opponent must pass a Health
2. The opponent’s specified nipple is
check at TH 50. If passed, they now fight
squished, while the corresponding breast is
with - 10 to all attack rolls for 1d4 hours due
bruised, causing - 10 to Strength for actions
to a lack of necessary adrenaline. If failed,
involving that arm.
they receive a temporary boost of adrena-
04% Anus
line, allowing them to fight with a + 10 to all
The opponent’s orifice was
attack rolls on the following round, but
pounded, causing them to feel pain during
thereafter also suffer - 10 to all attack rolls
the following 2d4 days involving defecating
and must pass Health checks at TH 50 each
and, if female, alternative sexual practices.
round for ten rounds to avoid going uncon-
05% Rectum or short muscular tube for storage
scious. Eight hours of bed rest should bring
of excretions
their body back to equilibrium.
The opponent’s poop-chute was
10% Mammary glands or breasts
pounded, causing them to feel pain during
1. Roll to determine on left or right
the following 2d4 days involving defecating
breast.
and, if female, alternative sexual practices.
2. If female, the opponent must save
06% Cowper’s (bulbourethral) glands are about
vs. paralysis or be stunned for 1d4 rounds.
the size of peas and produce a lubricating
Either way, she will suffer - 15 to all attack
fluid when sexually aroused (males only).
rolls for 2d4 rounds with the appropriate
Close together and most likely hit
arm.
together, these injured glands necessitate a
3. If male, the opponent’s chest is
Health check at TH 50 from the opponent.
bruised and any ensuing actions involving
If passed, they only suffer the effects of
that arm will suffer - 10 to all attack rolls for
damage. If failed, they fall to their knees,
1d4 rounds.
stunned for 1d4 rounds.

384
K Pounding Torsos J
11-12% Gluteus maximus, strongest muscle of the 18% Liver or largest gland in the body located at
body. the top of the abdomen which purifies
1. Roll to determine on left or right blood.
cheek. Opponent begins feeling weak, suf-
2. Opponent is slowed to ¾ Move- fering - 10 Strength for 2d6 hours until the
ment rate for 1d10 hours and will find sit- blood becomes properly purified.
ting to be a painful experience. 19% Bladder is in the lower center of torso, re-
13% Serratus Anterior muscles are between the ceives waste from kidneys, and transmits it
pectoralis major and latissimus dorsi, serv- to the urethra or urinary tract for expulsion.
ing to pull down and forward on the shoul- While the opponent’s system is in
der blade. the fight-end of ‘fight or flight’, this trig-
1. Roll to determine on left or right gers the need to urinate. The opponent be-
side. gins urinating down their leg for d2 min-
2. Future actions involving the appro- utes, and suffers a - 10 to all attack rolls while
priate arm will suffer - 5 to all attack rolls urinating.
for 1d4 hours. 20% Spleen (on left side only) on top of ab-
14% Teres major covers the lower portion of the abdomen stores emergency blood and pro-
scapula, assisting in bringing the arm to one’s duces some of white blood cells.
side. Opponent bleeds internally and un-
1. Roll to determine on left or right controllably. A Health check must be passed
side. at TH 80 or they must fall unconscious and
2. Future actions involving the appro- lose 1 LP per round until death unless cura-
priate arm will suffer - 10 to all attack rolls tive magic is applied. If passed, the oppo-
for 2d4 hours. nent remains conscious, but feels nauseated
15% Large Intestine or colon (actually very small) for 2d6 weeks and suffers - 15 to all attack
lies between the stomach and small intes- rolls.
tine. 21% Pectoralis minor muscles run vertically,
Opponent becomes constipated if allowing one to move their scapula up and
they survive this combat. Otherwise, there down.
is no special effect besides damage. 1. Roll to determine on left or right
16% Small Intestine (very large, on average 21' side.
long in an adult human). 2. Future actions involving the appro-
Opponent is disoriented due to per- priate arm will suffer - 10 to all attack rolls
sistent naval pains for 2d4 hours that cause - for 1d4 days.
5 to all attack rolls and diminish the Move- 22-23% Rectus abdominis, a long vertical, flat
ment rate to ¾. muscle extending the length of the abdo-
17% Pancreas is right behind the stomach and men and used for sit-ups.
similar in size. It secretes digestive juices, Opponent’s torso is restricted in
insulin, and bicarbonate which neutralizes movement; they cannot lean backwards or
stomach acid. forwards, which results in a - 10 to all attack
Opponent suffers from heartburn rolls for 1d4 weeks.
for 2d6 hours which is severe enough to war-
rant a - 5 to all attack rolls.

385
K Pounding Torsos J
24-25% Pectoralis major or chest muscle 41% Ischium or lowest of three pelvic bones.
1. Roll to determine on left or right 1. Roll to determine on left or right side
side. of pelvis.
2. Opponent suffers a - 15 to all attack 2. Due to shattered pelvic base, the
rolls involving the appropriate arm for 1d4 opponent’s move is restricted to crawling,
days. or after proper attention, crutches for a du-
26-30% Trapezius is a large muscle spanning the ration of 1d6 months, after which they will
back of a person’s neck, stretching behind recover to ½ Movement rate. Magical heal-
the collarbones, and covering the central ing of at least Lesser Mending or greater is
back. necessary to fully recover.
1. Roll to determine on left or right 42% Pubis or the smallest of three pelvic bones.
side. 1. Roll to determine on left or right side
2. Opponent suffers a - 10 to all attack of pelvis.
rolls involving that side of the body at all 2. Due to a shattered pelvic side, the
for 1d6 weeks. opponent is restricted to crawling, or after
31-33% Latissmus dorsi is along one’s side behind proper attention, crutches for a duration of
the serratus anterior and covering the sides 2d4 months, after which they will recover
of the back; these muscles usually pull one’s to ½ Movement rate. Magical healing of at
arms toward their back as in rowing or swim- least Lesser Mending or greater magic is nec-
ming. essary to fully recover.
1. Roll to determine on left or right 43-47% Ilium, hips, or the uppermost of three
side. pelvic bones.
2. Opponent suffers a penalty of - 10 1. Roll to determine the left or right
to their Current Armor for 3d4 weeks and hip.
is subject to constant complaining of lower 2. Due to a shattered hip, the oppo-
back pains. nent is restricted to crawling, or after proper
34% Kidneys located on the sides of the lower attention, crutches for a duration of 3d4
back, these organs filter blood. months, after which they will recover to ½
1. Roll to determine which kidney, on Movement rate. Magical healing of at least
their left, or on their right. Lesser Mending or greater magic is neces-
2. Opponent suffers a penalty of - 10 sary to fully recover.
to their Current Armor and additionally suf- 48-49% Manubrium or upper third of sternum.
fers - 10 to Health, both for 1d6 weeks. 1. Due to a shattered upper sternum,
35% Coccyx or tail bone. many upper ribs are disconnected. The op-
1. Opponent is unable to sit comfort- ponent collapses to the ground and only re-
ably in any fashion for 1d6 weeks due to a tain motor control of their head, very lim-
chipped bone. ited neck movement, and their legs are un-
2. Opponent must also pass a Health hindered. The rest, however, is unusable.
ability check at TH 70 or be stunned for 1d4 2. Worse, they must pass a Health
rounds. check at TH 60 roll or fall unconscious.
36-40% Scapula or shoulder-blade bone. 3. This wound will not heal on its own
1. Roll to determine on left or right and requires Lesser Mending or greater
side. magic to be cast.
2. Due to a shattered bone, the oppo-
nent suffers - 15 to all attack rolls that re-
quire use of the appropriate arm for 2d6
weeks.

386
K Pounding Torsos J
50% Xiphoid process or lower tip of sternum. 54% Clitoris (females only).
1. The lower tip of the sternum breaks The female opponent must pass a
free from the remainder of the sternum. A Health check at TH 90 penalty or fall un-
Health check must be passed at TH 65 or conscious from the pain for 1d6 hours. If
the broken tip pierces the heart, killing the passed, she must pass a Health check at TH
opponent instantly. 60 or be stunned for 1d4 rounds. Under all
2. If passed, the opponent must pass conditions, the affected female will not de-
a Health check at TH 50 or fall unconscious. sire sex for 3d6 weeks.
They will awaken in 1d8 hours and this dam- 55% Vagina or penis receptacle (females only).
age can only be healed magically, though any As her vagina collapses, crushed
curative magic will suffice. from the pounding damage, the female op-
51% Fallopian tubes connect the ovaries and the ponent must pass a Health check at TH 70
uterus (Females only). or be stunned for 1d10 rounds. Further,
1. Roll to determine on left or right side the tissue of the vagina may heal in 2d6
of body. weeks, but the vagina will not heal well
2. This tube has been crushed shut, and enough to function, other than to accom-
while the Life Points will heal in time, the modate the smallest of men. Only through
tube itself will never repair itself well enough Greater Healing or higher magic can the va-
to be usable. Therefore, healing magic is gina fully recover. Under all circumstances,
required to restore odds of the possibility this female will not desire sex for 3d6 weeks.
or capability of pregnancy from 50% to 56% Vulva or external female genitalia including
100% again. the outer lips.
3. This female will not desire sex for 1d4 This female opponent’s inner and
months. outer lips swell from the impact and she must
52% Ovaries produce eggs, estrogen, and pro- pass a Health check at TH 60 or be stunned
gesterone, and are walnut in size (females for 1d4 rounds. In fact, due to significant
only). swelling, some may assume from the bulge
1. Roll to determine on left or right side that she is a disguised man (15%). Though
of body. the swelling will return to normal in 2d8 days,
2. This ovary has been permanently she will not desire sex for 3d6 weeks.
crushed, unless a Wish is cast concerning 57% Penis
the ovary. Without such magic, their chance The opponent’s pounded penis
of pregnancy and sexual drive has just been swells and renders him incapable of an erec-
reduced to 50%. tion for 3d6 days, though his sexual desire
53% Lung (note, the left lung is smaller since it will most likely persist. On the bright side,
encircles the heart.) his clothed crotch will seem larger. None-
1. Roll 1d6 to determine whether left (1- theless, the opponent must pass a Health
2) or right (3-6) lung was hit. check at TH 70 or be stunned for 2d4
2. The opponent’s lung has permanently rounds.
collapsed, which causes the following adjust-
ments: - 10 Strength, - 15 Health, and de-
limited to ¾ Movement rate. Only through
Greater Healing or higher magic may this
lung function again. If both lungs collapse,
the opponent suffocates within 1d4 minutes.

387
K Pounding Torsos J
58% Glans or head of penis 65% Sacrum is the bone connecting the lowest
The opponent’s pounded penis head lumbar of the spine to the coccyx and iliums.
swells and renders him incapable of an erec- The opponent’s spine is separated
tion for 2d4 weeks, though his sexual desire from the pelvis and tail bone and they fall to
will most likely persist. On the bright side, the ground, their upper body unable to sup-
his clothed crotch will seem larger and boost port even its own weight. They must pass a
his Bodily Attractiveness by 10 when seek- Health check at TH 90 or fall unconscious
ing wenches, even if he undresses before for 2d8 hours. If passed, they must pass a
them. Nonetheless, the opponent must pass Health check at TH 80 or lie on the ground
a Health check at TH 70 or be stunned for stunned for 3d4 rounds. Otherwise, they
2d4 rounds. are incapable of movement except crawling
59% Uterus, or womb, connects the vagina and and may move their arms, though not their
the fallopian tubes. legs. This wound will never heal unless a
1. If pregnant, take the number of Lesser Mending or greater magic is applied.
months pregnant (for a human) times 10, 66-70% Thorasic vertebra forming the middle spine
convert the number directly into percent, in the chest area and each connect to ribs.
and then roll percentile dice. This number 1. There are twelve thorasic vertebrae.
must be exceeded for her to remain alive. Roll 1d12 to determine the specific verte-
Even if she lives, the unborn child must bra. Let 1 = the highest thorasic vertebra,
make a Health check at TH 80 or die. just below the neck.
2. The womb collapses, and while the 2. This vertebra is hopelessly crushed,
tissue may heal in 3d6 weeks, the womb will though the rib that attaches on its left and
not heal well enough to function again, and on its right must both pass a Health check
if she attempts pregnancy, she will always at TH 60 or fracture as well.
have a miscarriage. The only means to full 3. Next, the opponent must pass a
recovery is by casting a Wish spell. Health check at TH 60 or become paralyzed
60-64% Clavicle or collar bone. in 1d6 body locations. Then determine
1. Roll to determine on left or right which locations. Let:
side. 1=right leg
2. As this is the most painful bone in 2=left leg
the body to break, the opponent must pass 3=torso
a Health check at TH 90 or fall unconscious 4=right arm
for 1d8 hours. If this is passed, they must 5=left arm
still pass a Health check at TH 70 or be 6=head
stunned for 3d4 rounds. Otherwise, until This paralysis is permanent unless Lesser
naturally healed 3d6 weeks later, the Mending or greater magic is applied.
opponent’s appropriate arm will be unus-
able and will overall suffer a - 5 Strength.

Artwork Here

388
K Pounding Torsos J
71-75% Lumbar vertebrae forming the lower spine. 78% Thorasic nerves (12 pair) connect the middle
1. There are five lumbar vertebrae. Roll back with the brain.
1d6 (rerolling 6’s) to determine the specific 1. There are 12 pairs of thorasic nerves.
vertebra. Let 1=base of skull and 6=the Roll 1d12 to determine which pair is pinched.
lower neck. 2. Roll to determine what the pinched
2. This vertebra is hopelessly crushed nerve controls:
and the opponent must pass a Health check 1. Motor control of arms
at TH 65 or become paralyzed in 1d6 loca- 2. Motor control of legs
tions. Thereafter, determine which locations. 3. Involuntary functions such
1=right leg as breathing [resulting in (1-
2=left leg 2) coma or (4-6) death]
3=torso 4. Motor control of torso
4=right arm 79% Axilla, or armpit region, supplied heavily
5=left arm with blood from the axillary artery.
6=head 1. Roll to determine on left or right
This paralysis is permanent unless Lesser side.
Mending or greater magic is applied. 2. Opponent must pass a Health check
76% Cervical nerves connect the cervical or up- at TH 60 or the artery bleeds internally. If
per spine with the brain. failed, the blood may (10% chance) begin to
1. There are 8 pairs of cervical nerves. fill the lungs, and if it does, they will drown
Roll 1d8 to determine which is pinched. in their own blood on the inside in (1d4 +
2. Roll to determine what the pinched 6) rounds. If Greater Healing is cast within
nerve controls: this time, they will avoid death, though they
1. Motor control of arms. may still fall unconscious.
2. Motor control of legs 80-94% Ribs (12 pair or 7 true pair and 5 false pair
3. Involuntary functions such whose cartilage does not reach the sternum
as breathing [resulting in (1- directly, though the last two pair have no car-
4) coma or (5-6) death] tilage attachments at all and are called float-
4. Motor control of torso ing ribs).
77% Lumbar nerves connect the lower back with 1. Roll 1d12 to determine on which rib
the brain. the blow was centered:
1. There are 5 pairs of lumbar nerves. 1-7 = true pairs
Roll 1d6 (rerolling 6’s) to determine which 8-10 = false pairs with cartilage
is pinched. 11-12=floating ribs
2. Roll to determine what the pinched 2. Roll to determine whether the blow
nerve controls: landed on their left or right side.
1. Motor control of arms 3. The limbs on the same side of the
2. Motor control of legs body are unusable for 2d6 months, and the
3. Involuntary functions such other side will still suffer a - 15 to Strength.
as breathing [resulting in (1- Magical healing of Greater Mending or
3) coma or (5-6) death] greater magic may heal this wound.
4. Motor control of torso

389
K Pounding Torsos J
95-98% Body, or main middle portion, of sternum.
1. Due to a shattered sternum, the 7
upper or true pairs of ribs are all discon-
nected. The opponent collapses to the
ground and only retains motor control of
their head, very limited neck movement, and
their legs are unhindered. The rest, how-
ever, is unusable.
2. Worse, they must pass a Health
check at TH 90 or fall unconscious. This
wound will not heal on its own and requires
magical healing of Lesser Mending or greater
magic.
3. Finally, there is a 10% chance that
the heart was pierced with fragments of the
sternum bone, causing cardiac arrest and
killing them instantly.
99% Testes or testicles; each testis averages 200
million sperm per ejaculation.
1. Roll to determine whether the left,
right, or both were crushed: (1-2/3-4/5-6)
2. If only one testis is crushed, then the
opponent must pass a Health check at TH
90 or fall unconscious for 2d8 hours. Oth-
Artwork Here
erwise, while awake he will suffer - 15
Strength, - 15 Agility, and - 15 Drive. Fur-
ther and worse, he must pass a Health check
at TH 70 or die. Finally, this testis will never
function again unless Wish is cast. Other-
wise, it is possible to ejaculate (when it heals)
with only one testis. Regardless, his voice is
noticeably higher in pitch.
3. If both testes are crushed, then the
opponent must pass a Health check at TH
95 or fall unconscious for 3d8 hours. Oth-
erwise, while awake he will suffer - 20
Strength, - 20 Agility, and - 20 Drive. Fur-
ther and worse, he must pass a Health check
at TH 80 or die. Finally, his testicles will
never function again (unless Wish is cast)
and his voice will be noticeably higher in
pitch.
100+% Heart is about the size of your fist
The character must pass a Health check at
TH 90 or die.

390
K Pounding Arms J
Pounding Arms 11-12% Brachialis muscle is on the thumb side of
upper arm below the bicep on the outer arm.
01% Distal phalange or smallest bone at end of
Opponent’s upper and inner fore-
finger.
arm is bludgeoned, causing a loss of 10
1. Roll 1d6 to determine which finger-
Strength for 2d4 days.
tip is bludgeoned (rerolling 6’s). Let
13-15% Brachonadialis muscle is close to the el-
1=thumb and 5=pinky.
bow on front or top of forearm.
2. Opponent’s fingertip is shattered
Opponent’s upper and outer fore-
and they will suffer - 10 Hand-Eye Coordi-
arm is bludgeoned, causing a loss of 5
nation with that hand until it heals in 2d4
Strength for 3d4 days.
weeks. Until then, that specific finger is
16-17% Flexor carpi radialis muscle is close to the
unusable.
elbow on inside of forearm.
02-03% Middle phalange or middle bone of fingers
Opponent’s upper and inner fore-
(does not exist in our thumbs).
arm is bludgeoned, causing a loss of 10
1. Roll 1d4 to determine which finger
Strength with use of this arm for 2d4 days.
is bludgeoned. Let 1=index finger and
18-19% Flexor carpi ulnaris muscle is close to the
4=pinky.
wrist on inside of forearm.
2. Opponent’s finger is shattered and
Opponent’s lower and inner forearm
they will suffer - 10 Hand-Eye Coordina-
is bludgeoned, causing a loss of 10 Strength
tion with that hand until it heals in 2d4 weeks.
and 5 Hand-Eye Coordination with use of
Until then, that specific finger is unusable.
this arm for 2d4 days.
04-06% Proximal phalange or bone in finger
20-21% Flexor Retinaculum or wrist muscle on the
closest to palm.
inside of the forearm.
1. Roll 1d6 (rerolling 6’s) to determine
Opponent’s wrist bones are not bro-
which finger is bludgeoned. Let 1=thumb
ken, but the muscle is badly bruised, causing
and 5=pinky.
a loss of 15 Strength and 15 Hand-Eye Co-
2. Opponent’s finger is shattered and
ordination with use of this arm for 3d4 days.
they will suffer - 15 Hand-Eye Coordina-
22-24% Ulnar nerves supply impulses to the
tion with that hand until it heals in 2d4 weeks.
muscles in the forearms and hands.
Until then, that specific finger is unusable.
Opponent’s arm feels numb and is
07-08% Extensor carpi radialis muscle is close to
useless for 1d6 weeks.
the wrist on front or top of forearm.
25-27% Median nerves supply impulses to the
Opponent’s lower forearm is bruised
muscles in the forearms and hands.
and when used, suffers - 10 Strength until
Opponent’s arm feels numb and is
healed in 2d4 weeks.
useless for 2d6 weeks.
09-10% Lumbrical muscles in palm of hand and
28% Palmar nerves supply impulses to the sides
one to contract each finger.
of the fingers.
1. Roll 1d6 (rerolling 6’s) to determine
Opponent suffers no loss of
which muscle was crushed. Let 1=thumb
Strength with this arm or hand, but a loss
and 5=pinky.
of 30 Hand-Eye Coordination for 2d4
2. Opponent’s palm was bludgeoned and
weeks.
the appropriate finger is unusable while the
29-31% Radial nerves supply impulses to the
hand in question suffers - 15 Hand-Eye Co-
muscles in the forearms and hands.
ordination and - 10 Strength for 2d4 days.
Opponent’s arm feels numb and is
useless for 1d6 months.

391
K Pounding Arms J
32-36% Deltoid or outer shoulder muscle of upper 97+% Carpals or wrist bones arranged in two rows
arm. of four: (upper row) triangular, pisiform, lu-
With the shoulder muscle blud- nate, scaphoid, (and lower row) hamate, capi-
geoned, the opponent suffers - 15 Strength tate, trapezoid, and trapezium.
with this arm for 2d6 days. 1. Roll to determine which carpal is the
37-41% Triceps brachii or muscle on back of the focus of the bludgeoning:
upper arm. 1. triangular (upper row closer
Opponent’s ar m suffers - 15 to forearm)
Strength when used in the next 2d6 days. 2. pisiform
42-46% Biceps brachii or muscle on front of upper 3. lunate
arm. 4. scaphoid
Opponent’s ar m suffers - 15 5. hamate (lower row closer to
Strength when used in the next 2d6 days. hand)
47-52% Metacarpals or bones through palm con- 6. capitate
necting the wrist to the fingers. 7. trapezoid
1. Roll 1d6 (rerolling 6’s) to determine 8. trapezium
which metacarpal in the palm is the focus 2. The specified wrist bone shatters
of the bludgeoning. into numerous small fragments and will
2. This finger is unusable for 2d6 weeks never heal naturally, but requires Lesser
and the hand suffers - 20 Hand-Eye Coor- Mending or greater magic. The hand is per-
dination in the meantime. manently useless and attempts at usage re-
53-62% Radius or shorter forearm bone on the sult in penalties of - 60.
thumb side of the arm.
Opponent’s arm is useless for 2d6 weeks.
63-76% Ulna or longer forearm bone closest to body
when arms hang freely and palms facing for-
ward.
Opponent’s arm is useless for 2d8 weeks.
77-96% Humerus or upper arm bone.
Opponent’s arm is useless for 3d6 weeks.

Artwork Here

392
K Pounding Heads J

Pounding Heads 09% Lip, lower


While not breaking any teeth within,
01% Scalp
the lower lip swells from the impact and low-
A large portion of opponent’s scalp
ers Facial Charisma by 5 for 2d4 days.
was scraped away as the pounding tool
10% Lip, upper
caught it and ripped the flesh. Opponent
While not breaking any teeth within,
suffers - 15 Facial Charisma until bandaged,
the upper lip swells from the impact and
then only - 10.
lowers Charisma by 5 for 2d4 days.
02% Galea Aponeurotica or muscle on top of
11% Obicularis Oculi, called a sphincter muscle
head underneath scalp.
surrounds the eye, lying in the tissue of the
A large portion of opponent’s scalp
eyelid.
and muscle are scraped away as the Pound-
1. Roll to determine on left or right
ing tool catches and rips the flesh. Oppo-
side.
nent suffers - 15 Facial Charisma until ban-
2. Opponent’s eye swells shut from the
daged, then only - 10.
impact, lowering Facial Charisma by 20 for
03% Mentalis muscle is on the chin and elevates
2d4 weeks.
and protrudes the lower lip.
12% Parotid gland or saliva gland between ear
Opponent’s chin swells as the men-
and chewing muscle behind jawbone.
talis reacts to the blow; Facial Charisma is
1. Roll to determine on left or right
lowered by 5 until healed. The swelling goes
side.
down after 1d4 weeks.
2. Opponent’s saliva gland is crushed
04% Nasalis muscle depresses the cartilaginous
and fails to produce saliva for 2d4 weeks
part of the nose.
unless curative magic is applied.
Opponent’s face swells and suffers -
13% Frontalis (Forehead).
10 Facial Charisma for 1d4 weeks.
While skull is not cracked, the fore-
05% Rosorius muscle is alongside the mouth,
head muscle is scraped off from a lateral
commonly called the “laughing muscle.”
impact. Facial Charisma suffers - 15 until it
1. Roll to determine on left or right side
heals 2d4 weeks later.
of mouth.
14% Occipitalis or large muscle on side of head
2. Mildly impairing speech, the muscle
connected to frontalis.
swells and lowers Charisma by 10 for 1d4
1. Roll to determine on left or right
weeks.
side.
06% Obicularis Oris, a sphincter muscle that en-
2. While skull is not cracked, the
circles the mouth and is called the “kissing
pounding tool scrapes the large muscle from
muscle.”
the skull. Opponent must pass a Health
1. Roll to determine on left or right side
Check at TH 60 or fall unconscious for 1d8
of mouth.
hours.
2. Mildly impairing speech, the muscle
15% Nasolabial furrow or set of three striated
swells and lowers Charisma by 10 for 1d4
muscles between the lip and eye, parallel to
weeks.
the nose.
07-08% Ear Cartilage
1. Roll to determine on left or right
1. Roll to determine on left or right ear.
side.
2. Cartilage on outer ear is ripped off,
2. While the cheek bone was not bro-
permanently impairing hearing by 50% and
ken, the nearby muscles swell in response to
Facial Charisma by 15.
the pounding and lower Facial Charisma by
15 for 2d4 weeks.

393
K Pounding Heads J
16-19% Platysma or straining muscles connecting 27-29% Teeth, upper
lower neck to chest and shoulder. 1. Roll 1d20 (rerolling 15’s through 20’s)
1. Roll to determine on left or right to determine which tooth the blow is cen-
side. tered upon. Let 1=rear left and 14= rear
2. The side of the opponent’s lower right.
neck swells for 2d4 weeks and their head is 2. If tooth number 4-11, tooth launches
unable to look in the direction of the sore out of mouth. If tooth number 1-3 or 12-
muscle. 14, the tooth is loose within the mouth.
20% Facial nerve or seventh cranial nerve 30-34% Mandible or jawbone
branches out across the face performing 1. Roll 1d6 to determine if on (1-2) left,
both motor and sensory functions. (3-4) chin, or (5-6) right.
1. Roll to determine on left or right 2. This portion of the opponent’s jaw-
side. bone is fractured, lowers Facial Charisma by
2. Opponent’s side of the face is tem- 10, and takes 2d6 weeks to heal naturally.
porarily paralyzed for 2d4 days. 35-36% Maxilla or bone between upper teeth and
21% Epiglottis is a flap of cartilage between the nose.
tongue and voice box which closes when we Opponent’s maxilla is fractured, low-
swallow, preventing us from swallowing food. ering Facial Charisma by 2 for 2d6 weeks.
Opponent coughs uncontrollably 37-41% Cheek Bone
for 2d4 rounds while eyes tear. Until this 1. Roll to determine on left or right
heals in 2d4 days, swallowing will be difficult side.
at best. 2. Opponent’s cheek bone shatters and
22% Esophagus or muscular tube carrying food lowers Facial Charisma by 15 for 2d6 weeks.
from the throat to the stomach. 42-48% Sternocleidomastoid is a long muscle in the
Opponent’s food tube is crushed, side of the neck.
and as a result, they may not eat solids for 1. Roll to determine on left or right
1d4 days. side.
23% Tongue 2. For 2d4 days, the opponent may not
Opponent’s tongue is crushed, pe- turn their head in the direction of the
nalizing Enunciation by - 80, until it heals in pounded neck muscle.
2d4 days. If a certain phrase is not under- 49% Jugular veins, one on either side of the neck,
standable, it will not be understandable to supply deoxygenated blood back to the heart
anyone else while the tongue is injured. from the head. They are deep inside the
24-26% Teeth, lower neck and seldom injured.
1. Roll 1d20 (rerolling 15’s through 20’s) 1. Roll to determine on left or right
to determine which tooth the blow is cen- side.
tered upon. Let 1= rear left and 14= rear 2. The opponent’s jugular is squished.
right. They must pass a Health Check at TH 70 or
2. If tooth number 4-11, tooth fall unconscious for 1d4 rounds.
launches out of mouth. If tooth number 50-51% Bridge of nose between the eyes
1-3 or 12-14, the tooth is loose within the The bridge of cartilage breaks and
mouth. the tear ducts overwhelm the eyes. The
opponent is reduced to using the
Blindfighting skill (see Chap. 8: Skills) to all
attack rolls for 1d8 hours. Thereafter, they
will suffer only - 10 Facial Charisma for 2d4
weeks while it heals.

394
K Pounding Heads J
52-54% Nasal Bone and Cartilage 64-77% Cervical vertebrae forming the upper spine
Opponent must pass a Health check in the neck.
at TH 70. Failure means the broken nose is 1. There are 7 cervical vertebrae. Roll
launched into the brain, killing them in- 1d8 (rerolling 8’s) to determine which is hit.
stantly. If passed, the nose is only broken Let 1=base of skull while 7=base of neck.
and the tear ducts overwhelm the eyes. The 2. This vertebra is hopelessly crushed
opponent is reduced to the Blindfighting skill and the opponent must pass a Health check
(see Chap. 8: Skills) for all attack rolls for 1d8 at TH 80 or become paralyzed in 1d6 loca-
hours. Thereafter, they will suffer only - 10 tions. Thereafter, determine which loca-
Facial Charisma for 2d4 weeks while it heals. tions:
55% Ear Orifice 1. = right leg
1. Roll to determine the left or right 2. = left leg
ear. 3. = torso
2. The bludgeoning blow impacts the 4. = right arm
ear squarely, causing internal pressure to 5. = left arm
(50% likely) rupture the eardrum. If so, that 6. = head
ear will never hear again unless Wish is cast This paralysis is permanent unless Lesser
on the wound. Mending or greater magic is applied.
56-58% Trachea or windpipe begins immediately 78-83% Cranium, Parietal Lobe
below the larynx and descends to the ster- 1. Roll to determine on left or right
num. side.
Opponent coughs profusely for 3d6 2. The side of the skull is pulverized.
rounds and is unable to attack as they gasp The opponent immediately falls to the
for air. During the coughing, their CA suf- ground, unable to react. Though the brain
fers a - 15 penalty. is unaffected, they must pass a Health check
59-60% Thyroid cartilage, more prominent in men at TH 90 to remain conscious. If passed,
than women due to sexual hormones, pro- they may be somewhat aware of their sur-
tects the larynx or voicebox. roundings, but they are unable to move.
Opponent coughs profusely for 3d6 84-88% Cranium, Occipital Lobe
rounds and is unable to attack as they gasp The opponent is pounded in the
for air. During the coughing, their CA suf- back of the head and they immediately fall
fers a - 15 penalty. to the ground, unable to react. They are
61-62% Larynx or voicebox 50% likely to go blind and must pass a Health
Opponent’s voicebox is crushed. check at TH 90 to remain conscious. If
First, they cough profusely for 3d6 rounds passed, they may be aware of their surround-
and are unable to attack as they gasp for air. ings (if they can still see), but they are un-
During the coughing, their CA suffers a - 15 able to move.
penalty. After the coughing, the opponent 89-95% Cranium, Frontal Lobe
realizes they are permanently unable to speak The opponent is pounded in the
unless Wish is cast. forehead, cracking the frontal skull. Imme-
63% Eye diately, they fall to the ground and are un-
1. Roll to determine left or right eye. able to react. They are only 10% likely to
2. There is a 50% chance the opponent acquire a Mental Illness. If they do, refer to
permanently loses the ability of sight from Table 5-4: Random Mental Illness in Chapter 5:
that eye. Otherwise, the eye will swell shut Mind.
for 2d4 weeks and lower Facial Charisma by
20 until healed.

395
K Pounding Heads J
96% Temple 99% Brainstem or center of brain
1. Roll to determine on left or right The opponent’s brainstem is
side. crushed. They must pass a Health check at
2. Opponent must pass a Health check TH 95 or die. If they live, they will be inva-
at TH 95 to remain alive. If passed, they lids unless Wish is cast.
only fall unconscious for 3d8 hours. 100+% Pituitary gland located in the center of the
97-98% Brain skull, just behind the bridge of the nose. It
1. Roll to determine on left or right is about the size of a pea and is responsible
side. for hormones affecting growth, sexual de-
2. If the left brain is pounded, then velopment, metabolism, and the system of
Language, Math, and Analytic Intelligence reproduction.
suffer a permanent - 30. There is a 50% The opponent’s pituitary is crushed.
chance of developing Depression (see Chap. They must pass a Health check at TH 99 or
5: Mind). die. If they live, they will be invalids unless
3. If the right brain is pounded, then Wish is cast.
Spatial Intelligence and Intuition suffer a
permanent - 45. There is a 50% chance of
developing Schizophrenia (see Chap. 5: Mind).
4. For both hemispheres, a Health
Check at TH 70 must be made to remain
conscious as the brain reverberates from the
pounding. If failed, they are unconscious
for 3d8 hours. If passed, there is a further
chance of death. They must pass a Health
Check at TH 85 or die.

396
K Stabbing Legs J
Stabbing Legs 08% Tarsal bones or ankle bones include tarsus,
calcaneus, talus, navicular, cuboid, lateral cu-
01% Distal phalanges or smallest bone at the end
neiform, intermediate cuneiform, and me-
of the toes.
dial cuneiform.
1. Roll 1d6 (rerolling 6’s) to determine
1. If desired, roll 1d8 to determine
which tip of toe. Let 1=big toe and 5=pinky
which ankle bone is stabbed.
toe.
2. Opponent’s ankle is unusable for 2d4
2. There is a 50% chance the
weeks and is limited to limping or crutches
opponent’s foot is disabled for d2 days, caus-
(1/5 Sprint speed).
ing ½ Sprint speed.
09% Patella or kneecap
02% Middle phalanges or middle bone in toe
Opponent’s leg is disabled, and the
(non-existent in the big toe).
kneecap itself sticks to the object that
1. Roll 1d4 to determine which toe. Let
stabbed it and removed from the body. The
1 = index toe and 4 = pinky.
leg is unusable until replaced, which will
2. There is a 50% chance the
probably be never, or by a Wish spell. Oth-
opponent’s foot is disabled for (1d4 - 1) days,
erwise, the opponent is restricted to crawl-
causing ½ Sprint speed.
ing or crutches (1/5 Sprint speed).
03% Proximial phalanges or bone in toe closest
10% Metatarsals or foot bones between ankle and
to foot.
toes and held in an arch.
1. Roll 1d6 (reroll 6’s) to determine
1. Roll 1d6 (rerolling 6’s) to determine
which toe.
which metatarsal is the center of the stab-
Let 1 = big toe and 5 = pinky toe.
bing wound. Let 1 = big toe metatarsal.
2. There is a 50% chance the
2. Opponent’s foot is disabled perma-
opponent’s foot is disabled for (1d4 - 1) days,
nently, unless a Lesser Mending or greater
causing ½ Sprint speed.
magic is applied. Otherwise, they will never
04% Metatarsophatangeal joint or knuckles con-
heal beyond 1/5 Sprint speed, restricted to
necting the metatarsals and phalanges.
crawling or crutches.
1. Roll 1d6 (rerolling 6’s) to determine
11-30% Plantar digital nerve is located on the in-
which toe is affected. Let 1=big toe.
side of the big toe.
2. Opponent’s leg is disabled for 1d4
Opponent’s leg is disabled for 2d4
days, causing ½ Sprint speed.
days, yielding 1/5 Sprint speed and restrict-
05% Fibia or smaller and outermost of two main
ing them to crawling or crutches.
lower leg bones.
31-50% Femoral nerve supplies motor impulses to
Opponent’s leg is disabled for 1d6
the thighs and legs, while receiving sensory
days, yielding ½ Sprint speed.
input as well.
06% Tibia or shin bone, largest of two main lower
Opponent’s leg is disabled for 2d6
leg bones.
days, yielding 1/5 Sprint speed and restrict-
Opponent’s leg is disabled for 2d4
ing them to crawling or crutches.
days, yielding ½ Sprint speed.
51-70% Common plantar digital nerve extends into
07% Femur or thigh bone, longest bone in the
each of the toes.
body.
Opponent’s leg is disabled for 3d4
Opponent’s leg is disabled for 3d4
days, yielding 1/5 Sprint speed and restrict-
days, yielding ¼ Sprint speed.
ing them to crawling or crutches.

397
K Stabbing Legs J
71% Extensor muscles (5 each) each serve to 85-89% Hamstring covers the back of the thighs
extend a toe downward and are located near and is comprised of three parallel muscles:
the largest joints. biceps femoris, semitendinosus, and semi-
Opponent’s foot is disabled for 2d4 membranosus. These have been listed from
weeks, restricting them to ¾ Sprint speed. largest to smallest and from middle to in-
72% Plantaris or small muscle in back of knee. side of leg.
Opponent is thrown off balance as 1. If desired, roll 1d6 to determine
they are stabbed in the back of the knee which of the three hamstring muscles are
and they will fall to the ground. If in melee, hit (1-3 biceps, 4-5 semitendinosus, 6 semi-
you gain the initiative on them in the next membranosus).
round. 2. Opponent is delimited to ½ Sprint
73% Pectineus muscle connects the thigh to the speed for 2d6 weeks.
torso in front, flexing when one brings their 90-91% Peroneus longus is a long, strap-like muscle
thigh up toward their body. located on the outside of the lower leg.
Opponent bends forward from the Opponent is delimited to ¾ Sprint
thrust and falls to the ground. You have speed for 2d4 days.
initiative the following round if in melee 92-97% Rectus femoris or central thigh muscle.
combat. Opponent is delimited to ½ Sprint
74% Hallux muscle is located on the lower por- speed for 3d6 days.
tion of the frontal lower leg and top of foot, 98% Gracilis or inner thigh near the groin.
it is a long, thin, vertical muscle which moves Opponent’s inner thigh, home to
the big toe. arteries and much blood, is stabbed. They
Opponent’s leg is disabled for 1d4 must pass a Health check at TH 70 every
days, yielding a ¼ Sprint speed. three rounds or fall unconscious from the
75-78% Vastus lateralis or muscle along the outside blood loss, though each round they accrue
of the thigh. an additional - 10 penalty to the TH; they
Opponent’s outer thigh is stabbed. only make three checks. Otherwise, they are
Sprint speed is reduced to ¾ for 1d4 weeks. restricted to ¾ Sprint speed for 1d4 weeks.
79% Vastus medialis or muscle along the lower 99% Flexor digitorum brevis muscle is along the
and inner thigh. central underside of the foot and when
Opponent’s delimited to ¾ Sprint flexed, extends the foot such as when stand-
speed rate for 2d4 weeks. ing on tippy-toes.
80-81% Tibialis anterior muscle covers the shin. This wound will bleed excessively, es-
Luckily for them, this muscle pre- pecially when upright. Every round that the
vents the stabbing attack from penetrating opponent’s heart is higher than their stabbed
their shin. Nothing special occurs here be- foot, they must pass a Health check at TH
sides the damage. 80 or fall unconscious from blood loss.
82-83% Gastrocnemius on the back of the lower Otherwise, the wound will take 2d6 months
leg forms the upper portion of the calf. to heal and restrict them to 1/5 Sprint speed
Piercing the upper calf restricts the when they become proficient with crutches.
opponent to ½ Sprint speed for d6 weeks.
84% Soleus muscle on the back of the lower leg
forms the lower portion of the calf.
Stabbing the lower calf restricts the
opponent to ¾ Sprint speed for d4 weeks.

398
K Stabbing Legs J
100+% Calcaneal tendon, also known as the
Achilles tendon; the thickest, strongest, and
most exposed human tendon, it connects
the calf muscle to the heel bone.
Opponent’s leg is disabled indefi-
nitely, the foot flops about now beyond all
attempts for control. The opponent may
now only move about by crawling or
crutches (1/5 Sprint speed), and even when
used to it, crutches will be bothersome.
Casting Greater Mending or greater magic
is needed to restore one’s calcaneal tendon
to its original and unharmed condition.

Artwork Here

399
K Stabbing Torsos J
Stabbing Torsos 12-13% Appendix, (on right side only) a trouble-
some organ attached to the bottom of the
01-02% Omentum or fatty fold of membrane hang-
large intestine.
ing in front of intestines.
Though this organ does nothing use-
If the opponent is obese, fat may
ful, it can be quite painful when stabbed. The
seep from the wound. Otherwise, there is
opponent suffers - 5 Health for 1d6 days.
no special effect other than the damage.
14% Scapula or shoulder blade bone.
03% Anus
1. Roll to determine on left or right
While the stabbing object did not
side.
enter the ass, it stabbed the orifice, causing
2. The opponent suffers - 5 to all at-
them to feel pain during the following 2d4
tack rolls that require use of the appropri-
days involving defecating and, if female, al-
ate arm for 1d6 weeks.
ternative sexual practices.
15% Manubrium or upper third of sternum.
04-06% Gluteus maximus, strongest muscle of the
There is a 40% chance that 1-2 ribs
body.
are separated from the sternum. If so, the
1. Roll to determine on left or right
opponent must pass a Health check at TH
cheek.
70 or fall unconscious. Further, the ribs will
2. Opponent’s Sprint speed is reduced
not reattach themselves without Lesser
to ¾ for 2d6 days and will find sitting to be
Mending or greater magic applied. In any
a painful experience.
case, any required movement of the arms
07% Nipple and Areola (or darker area sur-
will suffer a - 15 to the roll.
rounding the nipple).
16% Xiphoid process or lower tip of sternum.
1. Roll to determine on left or right
1. The tip of the sternum will break
breast.
free from the sternum with 70% chance. If
2. The nipple itself, and maybe the sur-
broken, it can only be reset with Lesser
rounding areola, is stabbed, causing the op-
Mending or greater magic.
ponent to suffer - 10 Strength with the ap-
2. If it does break free, then the oppo-
propriate arm for 2d6 days.
nent must pass a Health check at TH 80 or
08-10% Mammary glands or breasts
die immediately as the bone and the weapon
1. Roll to determine on left or right
pierce the heart.
breast.
17% Pubis or the smallest of three pelvic bones.
2. If female and pregnant, breast milk
1. Roll to determine on left or right
splatters. Otherwise, the corresponding arm
side.
will suffer - 10 Hand-Eye Coordination for
2. While the bone is not broken, it is
2d6 days.
stabbed and injured, causing the opponent
11% Rectum or short muscular tube for storage
to be only able to crawl or use crutches until
of excretions
it heals 1d6 months later. In the meantime,
Amazingly, the opponent’s ass has
they are reduced to 1/5 Sprint speed.
been invaded by a stabbing weapon! This
18% Ischium or lowest of three pelvic bones.
causes them to feel pain during the follow-
1. Roll to determine on left or right
ing 1d4 weeks involving defecating and, if
side.
female, alternative sexual practices. There
2. While the bone is not fractured, it is
is a 40% chance that as the stabbing weapon
stabbed and injured, causing the opponent
is removed, it will be covered in defecation
to be only able to crawl or use crutches until
as well as blood.
it heals 1d4 months later. In the meantime,
they are reduced to 1/5 Sprint Speed.

400
K Stabbing Torsos J
19% Coccyx or tail bone 28-35% Trapezius is a large muscle spanning the
1. Opponent is unable to sit comfort- back of a person’s neck, stretches behind
ably in any position for 1d6 weeks due to a the collarbones, and covers the central back.
chipped bone. 1. Roll to determine on left or right
2. Also, opponent must pass a Health side.
check at TH 70 or be stunned for 1d4 2. Opponent suffers - 10 to all attack
rounds. rolls involving that side of the body at all
20% Ilium, hip bones, or the uppermost of three for d6 weeks.
pelvic bones. 36-39% Rectus abdominis, a long vertical, flat
1. Roll to determine the left or right muscle extending the length of the abdo-
hip. men and used for sit-ups.
2. The hip bone is chipped, so the op- Opponent’s torso is restricted in
ponent is restricted to ¼ Sprint speed for movement; they cannot lean forward or
2d4 months. backwards, which results in a - 10 to all at-
21% Pectoralis minor muscles run vertically, al- tack rolls for 1d4 weeks.
lowing one to move their scapula up and 40-45% Latissmus dorsi along one’s side behind the
down. serratus anterior and covering the sides of
1. Roll to determine on left or right the back, these muscles usually pull one’s
side. arms toward their back as in rowing or swim-
2. Future actions involving the appro- ming.
priate arm will suffer - 10 to all attack rolls 1. Roll to determine on left or right
for 2d4 weeks. side.
22% Serratus anterior muscles are between the 2. Opponent suffers - 10 penalty to
pectoralis major and latissimus dorsi, serv- Current Armor for 3d4 weeks and is subject
ing to pull down and forward on the shoul- to excessive complaining of lower back pain.
der blade. 46% Body, or main middle portion, of sternum.
1. Roll to determine on left or right 1. There is a 60% chance that 1d4 ribs
side. are separated from the sternum. If ribs are
2. Future actions involving the appro- separated, this part of the wound will not
priate arm will suffer - 10 to all attack rolls heal on its own, requiring Greater Mending
for 2d4 weeks. or greater magic to heal.
23% Teres major muscle covers the lower por- 2. If ribs are separated from the ster-
tion of the scapula, assisting in bringing the num, the opponent must pass a Health check
arm to one’s side. at TH 90 or fall unconscious.
1. Roll to determine on left or right 3. Finally, there is a 5% chance that the
side. heart was stabbed, causing instant death.
2. Future actions involving the appro- 4. Otherwise, any movement of the
priate arm will suffer - 10 to all attack rolls arms will suffer - 20 to die rolls.
for 2d4 weeks.
24-27% Pectoralis major or chest muscle.
1. Roll to determine on left or right
side.
2. Future actions involving the appro-
priate arm will suffer - 15 to all attack rolls
for 3d4 weeks.

401
K Stabbing Torsos J
47% Clavicle or collarbone, the most painful bone 50% Gallbladder (on right side only) is a small
of the body to break. organ between the liver and intestines which
1. Roll to determine on left or right creates bile.
side. The opponent must pass a Health
2. As the most painful bone to break check at TH 70 or the bile created by the
has been broken, the opponent must pass a gallbladder leaks into nearby organs, caus-
Health check at TH 90 or fall unconscious ing nausea and a - 10 to all attack rolls for d4
for 1d8 hours. If this is passed, they must hours.
still pass another Health check at TH 70 or 51% Adrenal gland is above the pancreas in the
be stunned for 3d4 rounds. Otherwise, un- right portion of the body. It is responsible
til naturally healed 3d6 weeks later, the for sexual hormones and steroids.
opponent’s appropriate arm will be unus- The opponent must pass a Health
able and will overall suffer a - 5 to Strength. check at TH 70 to only fight now with a - 10
48% Sacrum is the bone connecting the lowest to all attack rolls for 1d4 hours due to a lack
lumbar of the spine to the coccyx and iliums. of necessary adrenaline. If failed, they re-
So small, the sacrum has been bro- ceive a temporary boost of adrenaline, al-
ken and the opponent’s spine is separated lowing them to fight with a + 10 to all attack
from the pelvis and tail bone and they fall to rolls and they must pass Health check at TH
the ground, their upper body unable to sup- 60 each round for ten rounds to avoid go-
port even its own weight. They must pass a ing unconscious. Eight hours of bed rest
Health check at TH 90 or fall unconscious should bring their body back to equilibrium.
for 2d8 hours. If passed, they must pass an 52-53% Large Intestine or colon (actually very small)
additional Health check at TH 70 or lie on lies between the stomach and small intes-
the ground stunned for 3d4 rounds. Other- tine.
wise, they are incapable of movement ex- The innards of the large intestine
cept crawling (1/5 Sprint speed) and may spill forth. They must pass a Health check
move their arms, though not their legs. This at TH 60 or fall unconscious for 1d8 hours.
wound will never heal unless a Lesser Mend- If conscious, they must pass a subsequent
ing or greater magic is applied. Health check at TH 70 or be stunned for d2
49% Ribs (12 pair or 7 true pair and 5 false pair rounds.
whose cartilage do not reach the sternum 54% Pancreas is right behind the stomach and
directly, though the last two pair have no car- similar in size. It secretes digestive juices,
tilage attachments at all and are called float- insulin, and neutralizes stomach acid.
ing ribs). Opponent suffers from heartburn
1. Roll 1d12 to determine on which rib for next 2d6 hours, warranting a - 5 to all
the blow was centered: attack rolls for the duration.
1-7 = true pairs 55% Belly Button
8-10 = false pairs with cartilage Opponent’s belly is stabbed, though
11-12 = floating ribs no critical organs behind it. The small in-
2. Roll to determine on left or right testine may (50%) spill forth. If it does, the
side. sight of this causes the opponent to need
3. The limbs on the same side of the to pass a Health check at TH 70 or be
body are unusable for 2d6 months, and the stunned for 2d4 rounds.
other side will still suffer a - 15 to Strength.
Magical healing of Greater Mending or
greater magic may heal this wound.

402
K Stabbing Torsos J
56-57% Stomach 71% Vulva or external female genitalia including
Stomach acid spills out onto the the outer lips.
opponent’s body and coats the stabbing 1. Roll to determine whether the left
weapon. Opponent will not be hungry or or right outer lip was stabbed.
desire food for 1d4 days. The stomach acid 2. This lip dies and will eventually fall
reddens the skin it contacts. off, she must pass a Health check at TH 70
58% Cowper’s (bulbourethral) glands are about or be stunned for 1d4 rounds. Further, she
the size of peas and produce a lubricating will not desire sex for 3d6 months.
fluid when sexually aroused. 72% Penis
1. Roll to determine the left or right This vital organ dies unless curative
gland as the center of the stabbing. magic is applied and will fall off in 1d6
2. This wound necessitates a Health months. Drive is permanently reduced by
check to be passed at TH 70 to avoid fur- 15. As he realizes what has just been stabbed,
ther effects (besides just the damage.) If he must pass a Health check at TH 70 or be
failed, they fall to their knees, stunned for stunned for 1d4 rounds.
1d4 rounds. 73% Glans or head of penis
59% Spleen (on left side only) on top of ab- This puffy organ part is stabbed, and
domen stores emergency blood and pro- while it may heal, it may never look the same.
duces some of white blood cells. Drive is permanently reduced by 15. As he
Opponent bleeds internally and un- realizes what has just been stabbed, he must
comfortably. They must pass a Health check pass a Health check at TH 70 or be stunned
at TH 80 or fall unconscious and lose 1 LP for 1d4 rounds.
per round until death unless curative magic 74-75% Bladder is in the lower center of torso where
is applied. If passed, the opponent remains it receives waste from kidneys and transmits
conscious, but feels nauseous for 2d6 weeks it to the urethra or urinary tract for expul-
and suffers - 15 to all attack rolls. sion.
60-63% Liver or largest gland in the body located at Urine sprays from this stabbed
the top of the abdomen. The liver purifies wound for d2 rounds and the opponent suf-
blood. fers - 10 to all attacks while urine trickles
Opponent begins feeling weak, suf- down their body.
fering a - 10 Strength for 2d6 hours until 76-79% Kidneys are located on the sides of the lower
the blood becomes properly purified. back; these organs filter blood.
64-70% Small Intestine (very large, on average 21' 1. Roll to determine the left or right
long in an adult). kidney.
There is a 60% chance the intestine 2. Opponent suffers a - 10 penalty to
spills forth from the wound as the stabbing Current Armor and also a - 10 to Health,
weapon is removed. If this happens, the both for 1d6 weeks.
sight of one’s own intestine necessitates a 80% Uterus, or womb, connects the vagina and
Health check at TH 85 or they fall uncon- the fallopian tubes.
scious. Otherwise, they will experience per- 1. If pregnant, child (80% likely) dies
sistent naval pains for 2d4 days, suffer ¾ and is born dead. Mother, also, must pass a
Sprint speed, and - 5 to all attack rolls. Health check at TH 90 or die immediately.
2. The tissue leading to the womb will
heal in 3d6 weeks.
3. This female will not desire sex for
1d6 months.

403
K Stabbing Torsos J
81% Fallopian tubes connect the ovaries and the 85% Lumbar vertebrae forming the lower spine.
uterus. 1. There are 5 lumbar vertebrae. Roll
1. Roll to determine the left or right 1d6 (rerolling 6’s) to determine the specific
tube. vertebra. Let 1 = base of skull and 6 = the
2. To some, a dream come true! This lower neck.
female will only become pregnant 50% of 2. Next, the opponent must pass a
normal odds in the next 1d6 months while Health check at TH 70 or become paralyzed
the wound heals. in 1d6 body locations. Then determine
3. The catch, is that she also won’t de- which locations:
sire sex for 1d6 months. Let 1. = right leg
82% Vagina or penis receptacle. 2. = left leg
Amazingly, a stabbing weapon has 3. = torso
penetrated the vagina. If she is a virgin, she 4. = right arm
will bleed excessively, or at least spot. The 5. = left arm
damaged tissue will heal in 2d6 weeks (since 6. = head
this organ was designed to be penetrated). This paralysis is permanent unless Lesser
83% Ovary produces eggs, estrogen, and pro- Mending or greater magic is applied.
gesterone, and are walnut-sized. 86% Clitoris
1. Roll to determine their left or right 1. This female must pass a Health
ovary. check at TH 90 or fall unconscious for 2d8
2. A dream come true to some! This hours.
female’s odds of becoming pregnant have 2. If still awake, she must pass a Health
been reduced by 50% permanently, as the check at TH 75 or be stunned for 1d4
ovary will not heal unless Wish is cast. rounds.
3. This female will not desire sex for 3. This female will not desire sex for
1d6 months. 3d6 months.
84% Thorasic vertebrae forming the middle spine 87-92% Lung. Note, the left lung is smaller and en-
in the chest area and each connect to ribs. circles the heart.
1. There are 12 thorasic vertebrae. Roll 1. Roll 1d6 to determine whether left
1d12 to determine the specific vertebra. Let (1-2) or right (3-6) lung was stabbed.
1 = the highest thorasic vertebra, just below 2. There is a 30% chance that as the
the neck. lung is pierced, blood fills it and the oppo-
2. Next, the opponent must pass a nent drowns in their own blood.
Health check at TH 70 or become paralyzed 3. Otherwise, this lung is permanently
in 1d6 body locations. Then determine collapsed; it will never heal, unless curative
which locations: magic is applied.
Let 1. = right leg
2. = left leg
3. = torso
4. = right arm
5. = left arm
6. = head
This paralysis is permanent unless Lesser
Mending or greater magic is applied.

404
K Stabbing Torsos J
93% Cervical nerves connect the cervical or up- 96-97% Testes or testicles; each testis averages 200
per spine with the brain. million sperm per ejaculation.
1. There are 8 pairs of cervical nerves. 1. Roll 1d8 to determine the left (1-3),
Roll 1d8 to determine which is pinched. the right (4-6), or both (7-8) have been
2. Roll to determine what the pinched stabbed.
nerve controls: 2. If only one testis is stabbed, then
1. Motor control of the arms. the opponent must pass a Health check at
2. Motor control of the legs. TH 90 or fall unconscious for 2d8 hours.
3. Involuntary functions such Otherwise, while awake he will suffer - 15
as breathing [resulting in (1- Strength, - 15 Dexterity, - 15 Wisdom, and -
4) coma or (5-6) death.] 50 Drive. Further and worse, he must pass
4. Motor control of torso. a Health check at TH 85 or die. Finally, this
94% Lumbar nerves connect the lower back with testis will never function again unless Wish
the brain. is cast. Otherwise, it is possible to ejaculate
1. There are 5 pairs of lumbar nerves. (when it heals) with only one testis. Regard-
Roll 1d6 (rerolling 6’s) to determine which less, his voice is noticeably higher in pitch.
is pinched. 3. If both testes are stabbed, then the
2 Roll to determine what the pinched opponent must pass a Health check at TH
nerve controls: 98 or fall unconscious for 3d8 hours. Oth-
1. Motor control of the arms. erwise, while awake he will suffer - 20
2. Motor control of the legs. Strength, - 20 Dexterity, - 20 Wisdom, and -
3. Involuntary functions such 50 Drive. Further and worse, he must pass
as breathing [resulting in (1- a Health check at TH 85 or die. Finally, his
4) coma or (5-6) death.] testicles will never function again (unless
4. Motor control of the torso. Wish is cast) and his voice will be noticeably
95% Thoracic nerves connect the middle back higher in pitch.
with the brain. 98% Axilla, or armpit region, supplied heavily with
1. There are 12 pairs of thorasic nerves. blood from the axillary artery.
Roll 1d12 to determine which is pinched. 1. Roll to determine the left or right
2. Roll to determine what the pinched armpit.
nerve controls: 2. After the armpit is stabbed, this se-
1. Motor control of the arms. verely bleeding region is 90% likely to fill
2. Motor control of the legs. the lungs with blood, drowning the oppo-
3. Involuntary functions such nent in their own blood and killing them
as breathing [resulting in (1- from suffocation in 1d4 rounds as the
4) coma or (5-6) death.] progress from pain to a cold numbness.
4. Motor control of the torso. 99+% Heart is about the size of your fist.
Impaled! If the heart is stabbed, the
individual will die within d2 rounds unless
Wish is cast.

405
K Stabbing Arms J
Stabbing Arms 07% Radius or shorter forearm bone on the
thumb side of the arm.
01% Distal phalanges or smallest bone at end of
Opponent’s arm is useless for 2d4
finger.
weeks.
1. Roll 1d6 to determine which finger-
08% Ulna or longer forearm bone closest to body
tip is pierced (rerolling 6’s). Let 1=thumb
when arms hang freely and palms facing for-
and 5=pinky.
ward.
2. Opponent’s fingertip is shattered
Opponent’s arm is useless for 3d4
and they will suffer - 10 Hand-Eye Coordi-
weeks.
nation with that hand until it heals in 2d4
09-11% Humerus or upper arm bone.
weeks. Until then, that specific finger is
Opponent’s arm is useless for 3d6
unusable.
weeks.
02% Middle phalanges or middle bone of fingers
12-13% Brachialis muscle is on the thumb side of
(does not exist in human thumbs).
upper arm below the bicep on the outer arm.
1. Roll 1d4 to determine which finger
Opponent’s arm suffers - 5 Strength
is pierced. Let 1=index finger and 4=pinky.
and Hand-Eye Coordination for 2d6 weeks.
2. Opponent’s finger is shattered and
14-16% Brachonadialis muscle is close to the elbow
they will suffer - 10 Hand-Eye Coordina-
on front or top of forearm.
tion with that hand until it heals in 2d4 weeks.
Opponent’s arm suffers - 5 Strength
Until then, that specific finger is unusable.
and - 10 Hand-Eye Coordination for 2d6
03% Proximal phalanges or bone in finger clos-
weeks.
est to palm.
17-19% Flexor carpi radialis muscle is close to the
1. Roll 1d6 (rerolling 6’s) to determine
elbow on inside of forearm.
which finger is stabbed. Let 1=thumb and
Opponent’s arm suffers - 5 Strength
5=pinky.
and Hand-Eye Coordination for 3d4 weeks.
2. Opponent’s finger is shattered and
20-21% Flexor carpi ulnaris muscle is close to the
they will suffer - 10 Hand-Eye Coordina-
wrist on inside of forearm.
tion with that hand until it heals in 2d4 weeks.
Opponent’s arm suffers - 5 Strength
Until then, that specific finger is unusable.
and - 15 Hand-Eye Coordination for 2d6
04-05% Lumbrical muscles in palm of hand and one
weeks.
to contract each finger.
22-23% Extensor carpi radialis muscle is close to
1. Roll 1d6 (rerolling 6’s) to determine
the wrist on front or top of the forearm.
which muscle is pierced. Let 1=thumb and
Opponent’s arm suffers -5 Strength
5=pinky.
and - 10 Hand-Eye Coordination for 2d6
2. Opponent’s palm is pierced and the
weeks.
appropriate finger is unusable for 2d6 weeks,
24-28% Deltoid or outer shoulder muscle of upper
while the hand in question suffers - 15 Hand-
arm.
Eye Coordination and - 10 Strength for 3d6
Opponent’s ar m suffers - 15
weeks.
Strength for 3d6 weeks.
06% Metacarpals or bones through palm con-
29-33% Triceps brachii or muscle on back of the
necting the wrist to the fingers.
upper arm.
1. Roll 1d6 (rerolling 6’s) to determine
Opponent’s ar m suffers - 15
which bone is pierced in palm. Let 1=thumb
Strength for 3d6 weeks.
and 5=pinky.
34-38% Biceps brachii or muscle on front of upper
2. The indicated metacarpal is severed
arm.
and will heal naturally in 3d6 weeks. In the
Opponent’s ar m suffers - 15
meantime, opponent suffers - 20 Hand-Eye
Strength for 3d6 weeks.
Coordination in this hand.

406
K Stabbing Arms J
39-53% Ulnar nerves supply impulses to the muscles
in the forearms and hands.
Opponent’s arm feels numb and is
ineffective for 1d6 months.
54-68% Median nerves supply impulses to the
muscles in the forearms and hands.
Opponent’s arm feels numb and is
ineffective for 1d6 months.
69-83% Palmar nerves supply impulses to the sides
of the fingers.
Opponent’s fingers feel numb and
are ineffective for 1d6 months.
84-98% Radial nerves supply impulses to the muscles
in the forearms and hands.
Opponent’s arm feels numb and is
ineffective for 1d6 months.
99% Carpals or wrist bones arranged in two rows
of four: (upper row) triangular, pisiform, lu-
nate, scaphoid, (and lower row) hamate, capi-
tate, trapezoid, and trapezium.
1. Roll to determine which carpal is the
focus of the stabbing:
1. triangular (upper row closer
to forearm) Artwork Here
2. pisiform
3. lunate
4. scaphoid
5. hamate (lower row closer to
hand)
6. capitate
7. trapezoid
8. trapezium
2. The specified wrist bone shatters
into numerous small fragments and will
never heal naturally, but requires Lesser
Mending or greater magic. The hand is per-
manently useless and attempts at usage re-
sult in - 60 penalties.
100+% Flexor Retinaculum or wrist muscle on the
inside of the forearm.
Opponent’s wrist bleeds profusely.
In fact, they lose 2 LP per round in blood-
loss until they either die or bandage the
wound.

407
K Stabbing Heads J
Stabbing Heads 12% Teeth, lower
1. Roll 1d20 (rerolling 15’s through 20’s)
01% Scalp
to determine which tooth the blow is cen-
Though the skullcap is not pierced,
tered upon. Let 1=rear left and 14=rear
the scalp is stabbed at an angle, ripping a
right.
large portion of it. Opponent suffers - 15
2. Depending on size of stabbing
Facial Charisma until bandaged, then only -
weapon, neighboring teeth may be appro-
10.
priately gone as well.
02% Lip, lower
13% Teeth, upper
While not breaking any teeth within,
1. Roll 1d20 (rerolling 15' through 20’s)
slobber runs out the stabbed lower lip and
to determine which tooth the blow is cen-
Facial Charisma suffers - 10 for 2d4 weeks.
tered upon. Let 1=rear left and 14=rear
03% Lip, upper
right.
While not breaking any teeth within,
2. Depending on size of stabbing
Facial Charisma suffers - 10 for 2d4 weeks.
weapon, neighboring teeth may be appro-
04% Galea Aponeurotica or muscle on top of
priately gone as well.
the head and underneath the scalp.
14% Mandible or jawbone
Though the skullcap is not pierced,
1. Roll 1d6 to determine if on (1-2) left,
a large portion of the scalp and muscle are
(3-4) chin, or (5-6) right.
ripped away by the passing stabbing weapon.
2. This portion of the opponent’s jaw-
Opponent suffers - 15 Facial Charisma until
bone is fractured, lowers Facial Charisma by
bandaged, then only - 10.
10, and takes 2d6 weeks to heal naturally.
05% Ear Cartilage
15% Mentalis muscle is on the chin and elevates
1. Roll to determine the left or right
and protrudes the lower lip.
ear.
Their jawbone isn’t pierced, amaz-
2. Cartilage on outer ear is stabbed and
ingly only their chin muscle. Facial Charisma
ripped off, impairing hearing by 50% and
is lowered by 5 for 1d4 weeks until healed.
Facial Charisma by - 15 permanently.
16% Obicularis Oris, a sphincter muscle that en-
06% Parotid gland or saliva gland between the ear
circles the mouth and is called the “kissing
and chewing muscle behind jawbone.
muscle.”
1. Roll to determine the left or right
1. Roll to determine on left or right side
saliva gland.
of mouth.
2. Opponent’s saliva gland is stabbed
2. Speech is impaired as air wisps out
and fails to produce saliva for 2d4 weeks
from the wound for 2d6 weeks.
unless curative magic is applied.
17% Rosorius muscle is alongside the mouth,
07-11% Platysma or straining muscles connecting
commonly called the “laughing muscle.”
the lower neck to the chest and shoulder.
1. Roll to determine on left or right side
1. Roll to determine the left or right
of mouth.
side.
2. Speech is impaired as air wisps out
2. The side of the opponent’s lower
from the wound for 2d6 weeks.
neck is stabbed. Their head is unable to look
18% Nasalis muscle depresses the cartilaginous
in the direction of the damaged side for 3d6
part of the nose.
weeks.
Opponent gains a new nostril as this
part of the face is stabbed. Opponent suf-
fers - 10 Facial Charisma for 2d4 weeks.

408
K Stabbing Heads J
19% Maxilla or bone between upper teeth and 32% Nasal Bone and Cartilage
nose. Opponent must pass a Health check
Opponent’s maxilla is fractured, low- at TH 60. Failure means the broken nose is
ering Facial Charisma by 10 for 2d6 weeks. launched into the brain, killing them in-
20% Cheek Bone stantly. If passed, the nose is only broken
1. Roll to determine on left or right. and the tear ducts overwhelm the eyes. The
2. Opponent’s cheek bone shatters and opponent is reduced to the Blindfighting skill
lowers Facial Charisma by 15 for 2d6 weeks. (see Chap. 8: Skills) for all attack rolls for 1d8
21% Nasolabial furrow or set of three striated hours. Facial Charisma suffers - 10 for 2d4
muscles between the lip and eye, parallel to weeks while it heals.
the nose. 33% Obicularis Oculi, called a sphincter muscle
1. Roll to determine on left or right side surrounds the eye, lying in the tissue of the
of face. eyelid.
2. While the cheek bone is not itself 1. Roll to determine on left or right
pierced, the nearby muscles are hit, reduc- side.
ing Facial Charisma by 15 for 2d6 weeks. 2. Opponent’s eye is not stabbed,
22-28% Sternocleidomastoid is a long muscle in the though the surrounding muscle is. The ap-
side of the neck. propriate eye is useless for 2d4 weeks and
1. Roll to determine on left or right Facial Charisma suffers - 20.
side. 34-35% Facial nerve or seventh cranial nerve
2. The side of the neck is stabbed, and branches out across the face performing
for 2d6 days the opponent cannot turn neck both motor and sensory functions.
in the direction of the wounded muscle. 1. Roll to determine on left or right
29% Epiglottis is a flap of cartilage between the side.
tongue and voice box which closes when we 2. Opponent’s side of face is tempo-
swallow, preventing us from swallowing food. rarily paralyzed for 3d4 days.
Opponent coughs uncontrollably 36% Esophagus or muscular tube carrying food
for 2d4 rounds while eyes tear. Until this from the throat to the stomach.
heals in 2d4 days, swallowing will be difficult Opponent’s food tube is stabbed,
at best. and consequently, they will not eat (only
30% Tongue drink) for 2d4 weeks.
Opponent’s tongue is stabbed, mak- 37% Thyroid cartilage, more prominent in men
ing each short phrase spoken only 20% likely than women due to sexual hormones, pro-
to be understood, until it heals in 2d6 weeks. tects the larynx or voicebox.
If a certain phrase is not understandable, it Opponent coughs profusely for 3d6
will not be understandable to anyone else rounds and is unable to attack as they gasp
while the tongue is injured. for air. During the coughing, their CA suf-
31% Bridge of nose between the eyes. fers a - 15 penalty.
The bridge of cartilage breaks and 38% Larynx or voicebox
the tear ducts overwhelm the eyes. The Opponent’s voicebox is pierced.
opponent is reduced to the Blindfighting skill First, they cough profusely for 3d6 rounds
(see Chap. 8: Skills) for all attack rolls for 1d8 and are unable to attack as they gasp for air.
hours. Facial Charisma suffers - 10 for 2d4 During the coughing, their CA suffers a - 15
weeks while it heals. penalty. After the coughing, the opponent
realizes they are permanently unable to speak
unless Greater Healing or greater magic is
applied.

409
K Stabbing Heads J
39% Cervical vertebrae forming the upper spine 45% Cranium, Frontal Lobe or front of skull.
in the neck. The opponent is stabbed in the fore-
1. There are 7 cervical vertebrae. Roll head, penetrating the frontal skull. Imme-
1d8 (rerolling 8’s) to determine which is hit. diately, they fall to the ground and are un-
Let 1=base of skull while 7=base of neck. able to react. They are only 10% likely to go
2. This vertebra is hopelessly crushed insane. If they do, refer to Table 5-4: Ran-
and the opponent must pass a Health check dom Mental Illness in Chapter 5: Mind.
at TH 85 or become paralyzed in 1d6 loca- 46% Occipitalis or large muscle on side of head
tions. Thereafter, determine which loca- connected to frontalis.
tions: 1. Roll to determine left or right.
1. = right leg 2. While the skull is not cracked, the
2. = left leg stabbing weapon scrapes alongside the skull,
3. = torso raking off the muscle. Opponent must pass
4. = right arm a Health check at TH 70 or fall unconscious
5. = left arm for 1d8 hours.
6. = head 47% Frontalis (Forehead)
This paralysis is permanent unless Lesser While the skull is not penetrated, the
Mending or greater magic is applied. forehead muscle is scraped off from a lat-
40-42% Trachea or windpipe begins immediately eral impact. Facial Charisma suffers - 15 until
below the larynx and descends to the ster- it heals 2d4 weeks later.
num. 48% Jugular vein, one on either side of the neck,
Opponent coughs profusely for 3d6 supplies deoxygenated blood back to the
rounds and is unable to attack as they gasp heart from the head. They are deep inside
for air. During the coughing, their CA suf- the neck and seldom injured.
fers a - 15 penalty. 1. Roll to determine the left or right
43% Cranium, Parietal Lobe or side of skull. jugular vein.
1. Roll to determine left or right side. 2. As the stabbing weapon is removed,
2. The side of the skull is stabbed. The blood begins gushing forth with each pulse
opponent immediately falls to the ground, of the opponent’s heart. Each round the
unable to react. Though the brain is unaf- opponent loses 1d10 LP until death, ex-
fected, they must pass a Health check at TH tremely proficient bandaging, or curative
90 to remain conscious. If passed, they may magic.
be somewhat aware of their surroundings, 49-53% Ear Orifice
but they are unable to move. 1. Roll to determine the left or right
44% Cranium, Occipital Lobe or back of skull. ear orifice.
The opponent is stabbed in the back 2. The stabbing weapon enters the ear
of the head and they immediately fall to the orifice and (80% likely) ruptures the ear
ground, unable to react. They are 50% likely drum. If so, this ear will never hear again
to go blind and must pass a Health check at unless Wish is cast.
TH 90 to remain conscious. If passed, they 3. If this occurs with a weapon of
may be aware of their surroundings (if they medium size or larger, there is a 40% chance
can still see), but they are unable to move. the weapon could go further and into the
brain, killing them instantly.

410
K Stabbing Heads J
54-61% Eyes 100+% Pituitary gland located in center of skull
1. Roll to determine the left or right just behind the bridge of the nose, it is about
eye. the size of a pea and is responsible for hor-
2. The opponent permanently loses mones affecting growth, sexual develop-
eyesight in this eye, unless Wish is cast. ment, metabolism, and the system of repro-
3. The opponent must pass a Health duction.
check at TH 95 or the stabbing weapon con- The opponent’s pituitary gland is
tinues past the eye and into the brain, killing stabbed. They must pass a Health check at
them instantly. TH 98 or die. If they live, they will be inva-
62-69% Temple lids unless Wish is cast, saving them.
1. Roll to determine the left or right
temple.
2. Opponent must pass a Health check
at TH 95 to remain alive. If passed, they
only fall unconscious for 3d8 hours.
70-98% Brain
1. Roll to determine the left or right
brain.
2. If the left brain is stabbed, then Lan-
guage, Math, and Analytic Intelligence suf-
fer a permanent - 30. There is a 50% chance
of developing Depression (see Chap. 5:
Mind).
3. If the right brain is stabbed, then
Spatial Intelligence and Intuition suffer a per-
manent - 45. There is a 50% chance of de-
veloping Schizophrenia (see Chap. 5: Mind).
4. For both hemispheres, a Health
check at TH 70 must be made to remain Artwork Here
conscious due to the stabbing weapon en-
tering the brain. If failed, they are uncon-
scious for 3d8 hours. If passed, there is a
further chance of death. They must pass a
Health check at TH 85 or die.
99% Brainstem
The opponent’s brainstem, and
therefore the skull and also the brain, are
stabbed. They must pass a Health Check at
TH 95 or die. If they live, they will be inva-
lids unless Wish is cast and brings them back.

411
Crucial Fumbles to regain control of the weapon. During this un-
fortunate fumble, the orc gains a free attack, the
Anytime an attack skill check is made and
opportunity to plunge their shortsword into the
the percentile roll, before any modifications occur,
exposed back of Tenesmus.
is either 01 or 02, a Crucial Fumble has occurred.
• Polearm, Awl Pike: Counting on the distance
Roll 1d100 and consult the table below to deter-
between you and your opponent for your safety, the
mine the General Cause of the Crucial Fumble.
worst mistake you can make is overshooting your
Note that these results must be applied with good
opponent with the tip of this polearm. The oppo-
judgment. For instance, an unarmored seductress
nent rushes you for an additional attack with glee.
may fumble while attacking someone and the result
• Scourge: While the leather connects, the
indicates that the fumble is due to an armor anomaly,
barbs of your scourge overshoot your target, so you
though this particular seductress wears no armor or
do no lasting damage at all. Meanwhile, if possible
fallible equipment. In such nonsensical cases, reroll
the opponent gains an additional attack.
as necessary.
• Sword, Short: While attacking a bugbear,
Austoßen thrusts too far with his short sword, tem-
01 Punished by the Gods
porarily over-extending himself before his larger
02-17 Over-extension
opponent. Seizing the opportunity, the bugbear
18-33 Under-extension
gains a free attack attempt at the extended arm of
34-49 Loss of grip upon the weapon
Austoßen.
50-65 Loss of balance
• Sword, Zweihander: As this heavy blade is
66-84 Environmental cause (distractions,
slow to swing, you misjudge your opponent’s per-
terrain, weather, etc.)
ceived position. As the blade swings, you wrongly
85-100 Armor anomaly
step closer to compensate and with the majority of
the blade behind them, connect so awkwardly and
slowly that no lasting damage is done. Your oppo-
Interpretive Guide: nent, however, receives an additional attack on you
now.
Punished by the Gods: Ah yes, the category of • Warhammer: This bludgeoner is swung too
dread and regret. far forward, effectively only hitting them with the
• Ceiling Collapses on the unfortunate dun- pole portion awkwardly for no lasting damage. Your
geon delver. opponent receives an additional attack on you as
• Building Topples onto the character. you realize what just happened.
• Lightning strikes, as per the spell. • Whip: Temporarily your timing is off in your
• Magical Gate from ages past has been trig- technique as the snap of the whip occurs too late,
gered. not harming your opponent at all. If possible, they
• A random god has been watching the char- receive an additional attack.
acter, and is or has been greatly of-
fended. The god kills the character. Under-extension: The accident of misjudging your
blow or your opponent by underestimation or the
Over-extension: The bad fortune of misjudging application of too little force.
your blow or your opponent and forcing yourself • Bows: Surges of adrenaline and their result-
or your weapon too far. Examples include the fol- ant valleys of such an absence in the veins of
lowing: Exmortius sometimes occur with poor timing. At
• Maul: Angered at the orc, Tenesmus swings this moment, he hurries to release two arrows on
his maul wildly, too wildly. The weight of the weapon his menacing foes, though his finger slips and re-
forces him to take a compensating step forward and leases the arrow too soon. The flight arrow speeds
still another in the direction of the follow-through ahead lazily only a few yards before falling to the

412
earth, well short of its target. make a free attack. Next round, if still alive, the
• Fists: I misjudged and punched the air shy character is back on their feet.
of my opponent with all of my might, confident I
would connect and unsuspecting of their last minute Environmental Cause: These fumbles can be frus-
shifting of position. Punching air without reserve trating because they usually originate beyond the
sure hurt my arm. As I recover, the opponent gains character’s control, typically due to weather, terrain,
an additional attack on me. or simple distractions. Examples follow:
• Sword, Zweihander: Well aware of this heavy • Wind: The biting winds shift quickly during
weapon’s tendencies at over-extension, Cingula ha- an unfortunate moment, forcing the character to
bitually steps and simultaneously leans back with the lose their poise. A move of the character is foiled,
weapon to counter that possible mistake, to pro- and the opponent takes the opportunity to make a
portion his mass as a better fulcrum. Further, Cin- free attack.
gula does not want to wind up too far. Hence, his • Foot Fumble: Beneath one’s foot the (mud,
mistake this time is that the blade fails to get good snow, etc.) causes the character to lose their footing.
momentum, follow-through, or projection. Unfor- The character falls to the ground. The opponent
tunately, the slow blade passes far from its intended takes this opportunity to make a free attack. Next
victim very predictably. The town-guard gains an round, if still alive, the character must pass an Agil-
extra attack, the opportunity to maneuver around ity check at TH 50 to be back on their feet.
the large blade and thrust his longsword into the • Vision: (Snow, rain, sand, hail, sweat, blood,
lower abdomen of the fumbler. hair, etc.) gets into the character’s eyes, forcing them
to have to wipe their eyes during combat. Aware of
Loss of Grip: More common than one probably the momentary inconvenience, the opponent gains
thinks in combat, weapons get dropped and not pur- an extra attack and lunges forward with the oppor-
posively. Examples of this annoying and infuriating tunity of hitting the character.
phenomenon follow: • Distraction: Nearby something occurs (a
• Sweaty palms: Well, in this case they don’t companion says something, drops unconscious, you
mean money, but lubrication, and undesirable lubri- swear you hear something behind you, was that light-
cation at that! I must remember to wipe my hands ning in the distance?, etc.). Normally unaffected by
off now and then! My weapon flies from my hand, such trivialities, this one captures your attention,
and it may be dangerous to retrieve it. though only for a second. It is during this second
• Leather Grips: The leather grip gave/broke/ the opponent gains an additional attack, the oppor-
twisted at an inopportune moment. Just my luck. I tunity to wound the character.
toss my weapon and it may be dangerous to retrieve
it. Armor Anomaly: Incidents involving armor or
equipment may occur only by one or by both par-
Loss of Balance: For one reason or another, the ties simultaneously. Examples follow:
character loses their balance. Examples of this un- • My Shield!: Look damnit, I went to move
lucky and unfortunate effect follow: my shield to protect against a blow I was ready for,
• Personal slip: The character misjudges their but the damned thing hung up on (my shoulder plate,
footing, misplaces a foot, and falls to the ground. or whatever) at the last second and I couldn’t move
The opponent takes this opportunity to make a free it to the right place to defend. He got an additional
attack. Next round, if still alive, the character is attack out of the deal and skewered me.
back on their feet. • My Armor: My damned (straps for some
• Unexpected bump: The opponent, or some- certain plates, links of some important chains, etc.)
one else, unexpectedly bumps the character, which gave way at the wrong moment as I twisted just so
causes a loss of balance. The character falls to the in the fight. When the plates fell off (or my helmet
ground. The opponent takes this opportunity to shifted, whatever) it cost me as he gained an addi-

413
tional attack.
• Our Armor: The armor of both mine and
my opponents locked up on each other as we made
momentary contact. It took us d3 rounds to break
free, during which time he gained an additional at-
tack on me. My luck stinks!
• My Equipment: As I lunged forward, my
backpack must have come open because a torch flew
forward, bopping me in the back of the head on its
way to the ground. Yep, my buddy though, this
thief, his moved for a backstab but when he jumped
in on the guy, his belt pouch which was filled with
coins shifted and hit him squarely in the nards. Turns
out he was the one surprised when his intended vic-
tim turned on him with an additional attack!

Artwork Here

414
Chapter 11: Magic
What exactly is magic? How does it function? Most common folk in this game believe that magic
exists, but they are unaware of magical theories and practices. Stemming from ignorance or misconcep-
tions, uncertainty with magic may cause the populace to react negatively to spellcasters. Reactions may
range from avoidance or scorn to banishment or murder. Generally, common folk react unfavorably to
sorcerers, have indifference or awe-inspired respect for mages and druids, and react differently to hierophants
depending on the deity worshipped. Magical theory will only be epigrammatically explained here, avoid-
ing detail.

The Fifth Element

Thousands of years in the past, scholars made some interesting discoveries. Initially, it was under-
stood that there are four elements, the foundations of all matter: air, earth, fire, and water. Aside from
matter, the remaining empty space was called the void. From scholarly discussions of how light might
travel through the void from one point to another, the explanation of ether was developed as a theoretical
construct.
Now, notions of empty space are outdated and replaced with the idea that what appears to be
empty is instead filled with ether. It is currently understood that the whole universe is filled with ether,
though ether is permeable to matter. In fact, ether acts as a binding force on the four elements. There-
fore, ether is the overall element of reality, and is considered to be the fifth element.
Possibly weightless, ether is small enough that it has never been observed with the eye. It is
distinct from the other elements. Nonetheless, scholars of the arcane have successfully predicted how
ether acts and interacts both with and among the elements. Of interest to many hierophants, the spirit is
also considered to be subsumed by ether.
The five elements are often represented by a pentagram. Pentagrams are often worn with a single
point facing upward, symbolizing the power of the mind, as ether or spirit, working creatively with matter.
When worn upside down, the pentagram symbolizes the power of the mind hidden within matter. A
spellcaster is one who attempts to manipulate the fifth element, and through it, usually the other elements
as well.
Although the elements may combine in infinite combinations and proportions, below is an illus-
tration to elucidate the most common mixtures.

415
Few who are educated and familiar with ether will argue against its existence. Theoretically, ether
reacts as though it is infinitely small and without any observable effects from weight, sound, or light, other
than conductivity. However, ether does react to metals. More specifically, only a portion of ether is
affected. Current theories hold that ether is comprised of components, such as magic and spirituality.
However, only the magical component of ether reacts with metals.
Magic is defined as a technique grounded in a belief in powers located in the soul and the sur-
rounding universe, a technique that aims at imposing willpower on nature or others. Mana, which is
magical power, is freely available in ether. From the perspective of a spellcaster, mana needs a vessel or a
channel; spellcasters seek to be or control such a channel. The understanding of the general populace is
that magic is an explanation for misfortune; more specifically, any form of misfortune is likely to be
blamed on the witchcraft of sorcerers.
A philosopher asserted a theory that has helped to explain the reaction of ether and metal. It is
asserted that ether is comprised of indivisible particles. The magical or arcane particle in ether is termed
mana. Meanwhile, a particle common only to metals is referred to as a defigere. It is hypothesized that
substantial amounts of defigere within an inch or two of mana (magical energy) inhibit the chances of
mana functioning properly. As the metal and the mana separate, the mana reacts more normally. It is for
this reason that spellcasters avoid wearing or carrying much metal such as armor.

416
In general, the heavier and more solid the Spell failure results in a wasted spell.
metal, the more defigere it seems to possess. Since Many magical scholars have unsuccessfully
no one can see or physically measure mana and attempted to isolate a single mana. The study of
defigere, it is impossible to declare exactly how many the reactions of a single mana would be interesting,
of the particles cause what effect. However, the as theories about minimum magical effects could
estimated proportions seem correct. The effects finally gain evidential support. While so far this
of defigere on mana are constant and with few ex- seems impossible due to the smallness of the par-
ceptions. Anytime a pound or more of metal is ticle, it is clear that collections of these particles re-
close to a spellcaster and a spell is cast, the spellcaster act to certain stimuli.
must consult Tables 11-1 and 11-2: Two methods of magic have been discov-
ered: ceremonial and chaos. These methods are de-
Table 11-1: Estimated Defigere per Pound of Metal scribed below.

Me tal Estim ate d D e fige r e pe r Pound


Iron 16
Bronze 8 Ceremonial Magic
Ca rbon Steel 4 As scholars study mana theories in efforts
Silv er 2 to learn about the manipulation of mana within
Copper 1 ether, they are engaged in ceremonial magic. Only
Gold 1
mages cast ceremonial magic, though sages and phi-
losophers may study ether as well.
Table 11-2: Spell Failure Ceremonial magic is not necessarily con-
cerned with elaborate ceremonies, but an orderly
Estim ate d D e fige r e Chanc e of Spe ll Failur e and scholarly approach to magic. All spells that may
1 0 or less 0% be cast by practitioners of ceremonial magic may
1 1 -2 5 1% be cast using the same chant, ingredient, and ritual,
7 6 -1 5 0 2%
7 6 -1 5 0 4%
regardless of which individual mage casts the spell.
1 5 1 -3 0 0 8% For each spell to be cast in ceremonial magic, the
3 0 1 -6 0 0 16% formula comprised of chant, ingredient, and ritual
6 0 1 -1 2 0 0 32% must be performed with precision. Failure to do so
1 2 0 1 -2 4 0 0 64% results in spell failure.
2401+ 100%
The relationship between the mana of ether
and the other elements has led to the development
To determine whether or not a spellcaster is of different disciplines of study. Each discipline
successful at casting a spell, consider the number of entails different elemental relationships. These dif-
pounds of metal, consult Table 11-1, and determine ferent relationships are separable by effect into ten
the number of defigere that may inhibit the disciplines. It has been the focus of scholars of
spellcaster. For example, if a mage named Abacenis each discipline to study these relationships to deter-
were to wear 4-in-1 chainmaille armor, which con- mine predictable patterns and reactions. In so do-
tains 160 defigere (40 pounds for 4-in-1 chainmaille ing, mages use magic by replicating experimental
armor multiplied times 4 defigere per pound of car- practices which usually involve recitation of magical
bon steel), then whenever Abacenis attempts to cast phrasing of Ephesia Grammata, ingredients, and
any spell, he has an 8% chance of spell failure. If rituals. Some of these ceremonies last for several
he rolls an 8 or less on percentile dice, then the spell days and nights. Regardless of its complexity, the
fizzles. If, however, Abacenis rolls 9 or better, the information to cast spells is recorded in books; a
spell is cast normally. For this reason, most grimoire is a magical book. Only mages, however,
spellcasters distance themselves from those with utilize grimoires.
sufficient metals before casting.

417
Chaos Magic Many creatures have innate relationships
Aside from mages, all other spellcasters uti- with mana, so they are capable of conducting spe-
lize chaos magic1, though few, if any, use this term. cific magical effects, though monsters may not, with-
Essentially, practioners of chaos magic posit that out study, utilize other magical effects. For varia-
the relationship differs between each spellcaster and tions of this reason, many monsters may use lim-
the universe. Due to this difference, what works for ited selections of spells -- they are unable to cast
one spellcaster may not work for another. To prac- spells available to mages. Some do not need to cast
titioners of chaos magic, the most powerful com- spells, but simply will their effect to happen.
ponent is the will. Sorcerers and priests utilize chaos
magic instead of studying mana theories.
Sorcerers discover how to cast spells on ac-
cident. Usually unaware of and disinterested in mana
theories, most sorcerers seem superstitious about
their magic. In addition to accidental discovery, it is
also possible to teach sorcery to others, though the
first precept taught to the student is that the exact
method that works for the teacher will probably not
work for the student. More than anything, instruc-
tion focuses on self-exploration. In any case, each
time a sorcerer becomes able to cast a new spell, the
player must determine whether or not a chant, in-
gredient, and ritual are necessary (see below).
Priests receive spells either directly from their
god, or from an attendant entity. In either case,
spells are granted to a priest in return for their faith,
worship, and devotion. Most priests receive instruc-
Artwork Here
tions during prayer to their deity. Typically, deities
inform their clergy of what ingredients and chants
are necessary to cast a spell. Priestly spellcasting is
often perceived as personal or sacred between the
priest and their faith. Each time a priest becomes
able to cast a new spell, the MM must determine
whether or not a chant, ingredient, and ritual are
necessary (see below). If a chant is necessary, it is
accomplished by the priest speaking in tongues.
Speaking in tongues, also called glossolalia, is not
understood by others, but consists of a priest open-
ing their mouth while meditating and allowing spir-
its or powers of the religion to shape the words.
Priestly chaos magic is more appropriately referred
to as theurgia. Theurgical magic, a subdivision of
chaos magic, is magic that inherently involves a reli-
gious aspect.

1. Chaos Magic has been referenced from a publication by Phil Hine entitled “Oven-Ready Chaos” as a summary on the
subject. Chaos Magic is useful to F.A.T.A.L. due to its flexibility, and it is appropriate due to the diversity of historical magical
systems.

418
Chants For each character, roll 1d100. Consult the
Chants in chaos magic are, for game pur- following table:
poses, randomly determined sequences of charac-
ters. To sorcerers, it is the result of their self-explo-
ration. To priests, it is the result of speaking in
tongues. Priests usually utter chants aloud, while
sorcerers usually whisper or hiss their chants. In Roll Sound Exam ple
0 1 -0 4 A 'Ah' a s in fa ther
ancient times, a chant was called klesis, meaning in- 0 5 -0 7 A' 'Ae' a s in ha te
vocation. The chance of a chant being necessary to 0 8 -0 9 B 'B' a s in boy
cast a spell using chaos magic is 75%. 10 C 'Ts' a s in ca ts
To determine a chant for a spell for a sor- 1 1 -1 3 D 'D' a s in dog
cerer or priest, roll 3d10; this is the number of char- 14 D' 'Dy' a s in would you
15 D^ 'Dz' a s in woods
acters, including spaces, in the chant. 1 6 -1 9 E 'E ' a s in elbow
2 0 -2 4 E' 'E e ' a s i n e a sy
2 5 -2 6 F 'F' a s in from
2 7 -2 8 G 'G' a s in go
2 9 -3 0 H 'H' a s in horrible
31 H' 'Hua h' a s in hurra h
3 2 -3 4 I 'I' a s in litiga tion
3 5 -3 7 I' 'Ie' a s in pie
3 8 -3 9 J 'J' a s in jump
4 0 -4 1 K 'K' a s in tok en
4 2 -4 3 L 'L' a s in lust
44 L' 'Ly' a s in lye (if sa id softly)
4 5 -4 6 M 'M' a s in mother
4 7 -4 8 N 'N' a s in noon
49 N' 'Ny' a s in onion
5 0 -5 2 O 'O ' a s in obey
53 O' 'Wo' a s in won't
5 4 -5 5 P 'P' a s in put
56 Q 'Q' a s in quick
5 7 -6 0 R 'R' a s in r ug
61 R' 'Rr' rolled a s in Rico
Artwork Here 6 2 -6 3 S 'S' a s in sow
64 S' 'Sh' a s in ship
6 5 -6 9 T 'T' a s i n t a k e
70 T' 'Ty' a s in must you
7 1 -7 3 U 'O o' a s in fool
7 4 -7 5 U^ 'U' a s in book
7 6 -7 7 U' 'Uh' a s in but
78 V 'V' a s in v iolent
79 W 'W' a s in wea pon
80 X 'Cs' a s in ecsta sy
8 1 -8 2 Y 'Y ' a s in your
83 Z 'Z ' a s in zoo
84 Z' 'Z h' a s in plea sure
8 5 -1 0 0 Bla nk Spa ce

419
Note that ceremonial magic often utilizes Magical Effects
chants, though these are not randomly determined Certain compounds or combinations
but are the result of a consistent and elaborate magi- thereof produce specific magical effects. Spells are
cal language called Ephesia Grammata, which liter- good examples of magical effects, though exacting
ally means magical words. the specific effects may be difficult to impossible
depending on the specific spell and the experience
Ingredients of the caster. For instance, the power or degree of
The chance that one or more ingredients is the effect of many spells increases predictably with
necessary to cast a spell of chaos magic is randomly the experience of the caster. Conversely, some spells
determined for each spell upon acquiring the spell. are favored for their unpredictable qualities, though
First, roll percentile dice to determine the chance usually these are never totally unpredictable, but lim-
of needing one or more ingredients. Then, roll ited by certain boundary conditions.
percentile dice again. If the results are greater than The duration of magical effects varies con-
the previous roll, then ingredients are not neces- siderably, from split-second to permanent. For ex-
sary. ample, magical items are items that have been im-
If it is determined that one or more ingre- bued with mana. The duration of these effects is
dients are necessary, then roll 1d4 to determine the not fully understood, but it quickly becomes a com-
number of necessary ingredients. Proceed to Ap- plicated topic. Sometimes the experience of the
pendix 5: Ingredients. caster has a significant effect upon duration, but
more often it is relative to the spell and its specific
Ritual application.
A ritual is a magical formula that must be As most spellcasters become more experi-
followed for a spell to be successful, though not all enced with magic, their accuracy and performance
spells require a ritual. The chance that a ritual is tends to improve. Typically, experience of the
necessary to cast a spell of chaos magic is 10% per spellcaster extends the range and duration, expands
spell level. The nature of the ritual is determined the area, and increases the potency of the magical
by the MM after the chant and ingredients have been effects.
determined. MM’s are encouraged to be creative Those who work with magic observe that
and inventive, but above all appropriate. Gestures dawn and dusk are magical times, since they divide
are ritualistic and, even though part of chaos magic, fundamentals such as day and night, light and dark.
must be performed correctly. Although the rituals During the setting or rising sun, or more specifi-
in chaos magic are usually shorter than those in cer- cally, while the sun touches the horizon, all magical
emonial magic, all magic is often hard work; rituals effects cast during this time are enhanced by 10%.
may require hours, even days, of concentrated ef- Likewise, the transitions between seasons are magi-
fort. In ancient times, the ritual or magical formula cal times. For instance, the transition between fall
was sometimes called teletai, literally meaning cel- and winter is a twenty-four hour period when the
ebrations of mysteries. Later, the term praxis be- air is more dangerously charged with magical power
came prevalent, meaning ritual. than at any other time and many spirits take advan-
tage of this, roaming freely. All magical effects cast
on this day are enhanced by 50%. Otherwise, the
transition from spring to summer is also markedly
potent. All magical effects cast on this day are en-
hanced by 40%, while the other two seasonal transi-
tions merit magical enhancements of 25%.

420
Further, those proficient in magic know that Magic Points
knowledge of the true name, the name given at birth, For game purposes, whenever magic is used,
of another is synonymous with power over that in- Magic Points (MP) are being expended. As
dividual. Oftentimes, the true name of the recipi- spellcasters increase in level, they gain more MP, and
ent is required to cast spells that affect a specific hence, are able to cast more spells. MP are also
individual. More often, though, a popular magical explained for priests and wizards in Chapter 7: Occu-
theory known as the Theory of Contagion states pations. Magic Points may be considered to repre-
that a magical relationship exists between a part and sent dormant and active mana or magical energy.
its whole, even after separation. Therefore, sepa- Typically, when MP are listed, there is also an ac-
rated items such as locks of hair, old clothing, nail companying number that indicates how many MP
clippings, etc. are useful to a spellcaster for affecting are recovered per hour. For instance, if a monster
a specific individual. However, imitative magic is has listed MP 20/5, when the monster is at full magic
not uncommon, either. Imitative magic utilizes a potential, they have 20 MP. When they use magic,
symbol to represent the real-world counterpart. they will recover MP’s at a rate of 5 per hour. The
Often, the symbol consists of a doll, painting, model, higher the level of a spell, the more MP are expended
or actor. upon casting it. Consult the table below to deter-
mine the number of MP’s expended upon casting a
given spell:

Table 11-3: MP’s per Spell

Spe ll Le ve l Magic Points


1 8
2 16
3 24
4 32
5 40
6 48
7 56
8 64
9 270
10 1800
Artwork Here

The reason that tenth level spells require so


many magic points compared to others, is that MP’s
must be devoted to the spell for several days. Obvi-
ously, spells this powerful are extremely taxing.

421
Disciplines of Magic Restoration: Spells that heal living matter
Below are listed the ten disciplines of magic, compose the restoration discipline. Popular uses
not including universal magic. The disciplines have of this discipline is to heal others, raise the dead, or
been differentiated according to the effect of the animate corpses.
spell. Supportation: Spells which support others
belong to this discipline. Most supportation spells
Annihilation: According to arcane scrip- serve to protect or render a recipient invincible to
ture, this is the first discipline of magic ever explored. forms of attack.
Annihilation spells are often described as barbaric
magic. Annihilation is usually the result of energy
and external forces. Convocation
Convocation: These are spells that call upon Unless otherwise noted in the spell descrip-
real things, often summoning others to serve the tion, convocation spells that summon creatures re-
caster. A practitioner of convocation is called a quire the spellcaster to draw a circle of nine feet in
conjuretor. Those who are summoned are often diameter with the caster in the center. The circle
referred to as servitors. may be drawn on a floor with charcoal or on the
Deterioration: Spells of this school ruin liv- ground with a sword or ceremonial knife. Depend-
ing matter. Unlike annihilation, which can also ruin ing on the spell and the creature summoned, there
living matter, deterioration usually occurs by pain may be more circles and/or pentagrams within the
perceived by a victim or the transmission of dis- outer circle, which is drawn to a diameter of ten
ease. feet, as well as magical writing. The most important
Domination: These spells alter mental states requirement is that the circle must be unbroken. An
or control minds. When minds are altered, the caster unbroken circle is a symbol of eternity, since it has
usually dominates or controls the minds. A com- no beginning or end. The line that forms the circle
mon use of domination spells is to cause a strum- becomes a defensive barrier against inimical crea-
pet to suddenly know her place and submit to the tures that are conjured. If the circle is broken by
will of the caster. the spellcaster in any manner, the creature may en-
Eradication: These spells hinder others, ter at will.
preventing them from being able to do things or
making them vulnerable or susceptible to certain Universal
effects or forms of attack. The casting of these Finally, there is a group of spells that do not
spells is commonly used in conjunction with a belong to any of these schools, and are considered
planned follow-up form of attack. universal magic. Theorists speculate that the rela-
Hallucination: Practitioners of hallucina- tionships of elemental mana are comprised of very
tion magic call upon things that do not exist or are few particles and are simple compounds. The sim-
false. Illusions and delusions are popular examples plicity of their structure and the fact that no mana
of hallucinations. compounds oppose universal mana has led scholars
Prognostication: Spells of this discipline to consider these the basic building blocks of all
offer means of detection and contact. These spells magic.
are used for discovery of the unknown.
Reformation: These spells alter the physi-
cal state, size, shape, or composition of beings and
objects, though not mental states. Of all the disci-
plines, reformation allows the caster to be most cre-
ative.

422
Disciplines by Opposition Discipline, Spell Level, and Norms
Each of the ten disciplines of magic is in Below are a series of tables which show the
fundamental opposition to another. Below are listed norms of each magical discipline by spell level.
the disciplines by opposition: These tables only provide norms, since individual
spells may differ accordingly.
Annihilation/Prognostication: Barbaric magic as
opposed to diplomatic. A nnihilation
Convocation/Hallucination: Calling upon real Spe ll Le ve l A nnihilate d Exam ple
things as opposed to fake things. 1 1 ca t or 1 d1 0 LP
Deterioration/Restoration: Ruining living matter 2 1 dog or 2 d8 LP
as opposed to healing it. 3 1 huma n or 2 d2 0 LP
Domination/Reformation: Altering the mental 4 1 0 huma ns or 4 d1 0 0 LP
5 1 0 0 huma ns or 4 d1 0 0 0 LP
state-of-being as opposed to physical.
6 1 , 0 0 0 huma ns or 4 d1 0 0 0 x 1 0 LP
Eradication/Supportation: Spells that hinder as 7 1 0 , 0 0 0 huma ns or 4 d1 0 0 0 x 1 0 0 LP
opposed to supporting others. 8 1 0 0 , 0 0 0 huma ns or 4 d1 0 0 0 x 1 , 0 0 0 LP
9 1 , 0 0 0 , 0 0 0 huma ns or 4 d1 0 0 0 x 1 0 , 0 0 0 LP
The opposition of the disciplines affects 10 1 0 , 0 0 0 , 0 0 0 huma ns or 4 d1 0 0 0 x 1 0 0 , 0 0 0 LP
different spellcasters differently. Hierophant priests
of the various deities are not hindered, since their
spells are granted by their god. Druids, however, Convoc ation
can cast from one, but not the opposite discipline. Spe ll Le ve l Convok e d Exam ple
For example, the experience of casting Hallucina- 1 1 fa milia r or 1 d1 0 LP
tion magic is so different from a druid’s familiarity 2 1 dog or 2 d8 LP
with Convocation magic, they are unable and un- 3 1 huma n or 2 d2 0 LP
willing to learn it. Sorcerers, like hierophant priests, 4 1 0 huma ns or 4 d1 0 0 LP
are not affected by the fact that disciplines are po- 5 1 dra gon or 4 d1 0 0 0 LP
6 1 , 0 0 0 huma ns or 4 d1 0 0 0 x 1 0 LP
larized. Mages, however, may choose to specialize
7 2 k ra k ens or 4 d1 0 0 0 x 1 0 0 LP
in one discipline. Such specialization earns the mage
8 1 lesser god or 4 d1 0 0 0 x 1 , 0 0 0 LP
the name of magister. A magister is unable to cast 9 1 inter media te god or 4 d1 0 0 0 x 1 0 , 0 0 0 LP
spells from the discipline opposite their specialty, 10 1 elder god or 4 d1 0 0 0 x 1 0 0 , 0 0 0 LP
but they also gain a 10% bonus to learn spells. In
more general respects, sorcerers and mages may
choose to focus on one or two disciplines, but no
D e te r ior ation
benefits are gained. Spe ll Le ve l D e te r ior ate d Exam ple
Further explanations of magic will be divided 1 minor a ffliction or 1 d1 0 LP
into two sections: spells and magical items. 2 modern a ffliction or 2 d8 LP
3 sev ere a ffliction or 2 d2 0 LP
4 ter mina l a ffliction or 4 d1 0 0 LP
5 ma ss a ffliction or 4 d1 0 0 0 LP
6 1 0 0 , 0 0 0 , 0 0 0 cubic feet of disea se
7 1 cubic mile of disea se
8 1 , 0 0 0 cubic miles of disea se
9 1 0 0 , 0 0 0 cubic miles of disea se
10 1 , 0 0 0 , 0 0 0 cubic miles of disea se

423
D om ination Pr ognostic ation
Spe ll Le ve l D om inate d Exam ple Spe ll Le ve l Pr ognostic ate d Exam ple
1 1 ca t or 1 d1 0 LP 1 Detect elements
2 1 dog or 2 d8 LP 2 Detect tempera ment
3 1 huma n or 2 d2 0 LP 3 Detect disposition
4 1 0 huma ns or 4 d1 0 0 LP 4 Detect surfa ce thoughts
5 1 0 0 huma ns or 4 d1 0 0 0 LP 5 Detect thoughts a nd motiv es
6 1 , 0 0 0 huma ns or 4 d1 0 0 0 x 1 0 LP 6 Find objects
7 1 0 , 0 0 0 huma ns or 4 d1 0 0 0 x 1 0 0 LP 7 Find beings
8 1 0 0 , 0 0 0 huma ns or 4 d1 0 0 0 x 1 , 0 0 0 LP 8 Hypersensitiv ity
9 1 , 0 0 0 , 0 0 0 huma ns or 4 d1 0 0 0 x 1 0 , 0 0 0 LP 9 Detect future
10 1 0 , 0 0 0 , 0 0 0 huma ns or 4 d1 0 0 0 x 1 0 0 , 0 0 0 LP 10 Detect the will of the gods

Er adic ation Re for m ation


Spe ll Le ve l Er adic ate d Exam ple Spe ll Le ve l Re for m e d Exam ple
1 Lesser elementa l v ulnera bility 1 1 d1 0 IP or LP
2 Lesser tempera ment v ulnera bility 2 2 d8 IP or LP
3 Lesser disposition v ulnera bility 3 2 d2 0 IP or LP
4 Grea ter elementa l v ulnera bility 4 4 d1 0 0 IP or LP
5 Grea ter tempera ment v ulnera bility 5 4 d1 0 0 0 IP or LP
6 Grea ter disposition v ulnera bility 6 4 d1 0 0 0 x 1 0 IP or LP
7 Ma ss elementa l v ulnera bility 7 4 d1 0 0 0 x 1 0 0 IP or LP
8 Ma ss tempera ment v ulnera bility 8 4 d1 0 0 0 x 1 , 0 0 0 IP or LP
9 Ma ss disposition v ulnera bility 9 4 d1 0 0 0 x 1 0 , 0 0 0 IP or LP
10 Tota l v ulnera bility 10 4 d1 0 0 0 x 1 0 0 , 0 0 0 IP or LP

Halluc ination Re stor ation


Spe ll Le ve l Halluc inate d Exam ple Spe ll Le ve l Re stor e d Exam ple
1 1 cubic foot, 5 0 % believ a bility 1 1 ca t or 1 d1 0 LP
2 1 0 cubic feet, 7 5 % believ a bility 2 1 dog or 2 d8 LP
3 1 0 0 cubic feet, 8 5 % believ a bility 3 1 huma n or 2 d2 0 LP
4 1 , 0 0 0 cubic feet, 9 0 % believ a bility 4 1 0 huma ns or 4 d1 0 0 LP
5 1 0 0 , 0 0 0 cubic feet, 9 4 % believ a bility 5 1 0 0 huma ns or 4 d1 0 0 0 LP
6 1 0 0 , 0 0 0 , 0 0 0 cubic feet, 9 6 % believ a bility 6 1 , 0 0 0 huma ns or 4 d1 0 0 0 x 1 0 LP
7 1 cubic mile, 9 7 % believ a bility 7 1 0 , 0 0 0 huma ns or 4 d1 0 0 0 x 1 0 0 LP
8 1 , 0 0 0 cubic miles, 9 8 % believ a bility 8 1 0 0 , 0 0 0 huma ns or 4 d1 0 0 0 x 1 , 0 0 0 LP
9 1 0 0 , 0 0 0 cubic miles, 9 9 % believ a bility 9 1 , 0 0 0 , 0 0 0 huma ns or 4 d1 0 0 0 x 1 0 , 0 0 0 LP
10 1 0 0 , 0 0 0 , 0 0 0 cubic miles, 9 9 . 9 % believ a bility 10 1 0 , 0 0 0 , 0 0 0 huma ns or 4 d1 0 0 0 x 1 0 0 , 0 0 0 LP

424
Suppor tation
Spe ll Le ve l Suppor te d Exam ple
1 Lesser protection
2 Modera te protection
3 Ma ss lesser protection
4 Grea ter protection
5 Ma ss modera te protection
6 Ma ss grea ter protection
7 Lesser inv incibility
8 Modera te inv incibility
9 Grea ter inv incibility
10 Ma ss grea ter inv incibility

Artwork Here

425
Chapter 12: Spells
This chapter lists all spells alphabetically. Alternate methods of indexing spells are available in
Appendix 2. Following is a format for all spell entries:

Spell Name (italicized if Ceremonial Magic)


Level: Here is the power or complexity level of the spell, from 1 to 10. Spell level determines the casting
time, which is listed in Table 10-1 in Chapter 10: Combat. Note that casting 9th, and especially 10th, level
spells requires sleep deprivation during the lengthy casting time. Examples of the 10 spell levels are given
in the end of Chap. 11: Magic.
Discipline: Here is listed the discipline of magic in which the spell is categorized. While technically not
a discipline, ‘universal’ is listed here as well. Otherwise, the ten disciplines include: annihilation, convoca-
tion, deterioration, domination, eradication, hallucination, prognostication, reformation, restoration, and
supportation.
Range: Here is listed the range where the spell may take effect. Typically, the range designates the
distance within which the center of an area may be designated (see area below). Otherwise, spell effects
may not occur outside of the range.
Area: Here is listed the area affected by the spell. The center of the area must be within the range of the
spell. Area may be listed in many ways. Examples include either two or three dimensions (such as Length
x Width x Height), radius (a line segment extending from the center of a circle or sphere to the curve or
surface), diameter (the length of a straight line through the center of an object), and a cone (a ray that
becomes wider as it extends from its source, and whose dimensions are defined in the spell description).
Duration: Here is listed the duration that the spell’s effects last.
Reference: Spells listed of ceremonial magic are not fabricated by the author of this game, but have been
obtained from real-world references, cited at the end of this book.
Chant: Here is listed the chant that must be recited, if necessary. Typically, the chant is phrased repeatedly
throughout the casting time of the spell, except for chants for 1st level spells, which are only phrased
once. The number of phrasings may vary due to abnormally long or short chants.
Ingredients: Here is listed any necessary ingredients for the spell to be cast. The spell may not be cast
until the proper ingredients, if required, are acquired.
Ritual: Here is detailed what ritual or gesture must be performed, if any. Assuming a ritual is required, the
spell will not take effect without the proper performance of the ritual.
Description: Here is listed the description of the spell with all necessary details.

426
Spells Acclimation
Level: 2
Ablation Discipline: Reformation
Level: 5 Range: Touch
Discipline: Reformation Area: One creature or object
Range: Touch Duration: Two rounds to an exponential power
Area: One creature equal to the level of the caster
Duration: Instantaneous Chant: To be determined
Chant: To be determined Ingredients: To be determined
Ingredients: To be determined Ritual: To be determined
Ritual: To be determined Description: Casting this spell causes the body of
Description: Casting this spell allows the caster to a target creature or object to acclimate to its
remove an internal organ from a target crea- environment. Unfortunately, acclimation
ture. The target creature must be success- takes time. Consult the table below:
fully touched, which necessitates a Brawling
skill check (see Chap. 8: Skills) and a Called Round Effect Felt
Shot (see Chap. 10: Combat). 1 100%
This spell causes the skin and other 2 80%
body parts of the target creature to become 3 60%
very soft surrounding the internal organ 4 40%
specified by the spellcaster. This spell has 5 20%
no effect on creatures with hide or better 6 0%
natural armor.
If successful, the spellcaster is able Therefore, the 3rd round after the
to insert their hand into the body of the spell Acclimation is cast, the target creature
target creature and remove the specified in- will only feel 60% of the effects of their
ternal organ. The MM decides the effect of environment.
the removal of the specified organ. The This spell does not affect hunger or
heart is a popular choice, since the target thirst, but usually acclimates a creature or
creature is doomed to die within 1-2 min- object to dangerous surroundings, such as
utes. For this duration, the heart will con- swimming in an acid pool or walking through
tinue to beat in the hand of the spellcaster. fire.
After the spell expires, the target
creature or object will instantly feel the full
effects of their environment again.

Artwork Here

427
Acidic Touch Against every Wild Animal, Aquatic
Level: 1 Creature and Robbers
Discipline: Reformation Level: 2
Range: Touch Discipline: Supportation
Area: One creature or object Range: Self
Duration: Instantaneous Area: 10 foot radius
Chant: To be determined Duration: For the remainder of the present hour
Ingredients: To be determined (if unknown, roll d6-1 and d10 to determine
Ritual: To be determined the number of minutes [01-60])
Description: Casting this spell causes acidic Reference: PGM VII. 370-73.
damage to a target creature or object. The Chant: LOMA ZATH AION ACHTHASE MA ...
fingertips of the spellcaster secrete magical ZAL BALAMAON EIEOY, protect me,
acid for the duration of the spell, which (speak your own name), in the present hour;
cause d10 Life Points of damage per round immediately, immediately; quickly, quickly.
of contact with flesh. However, the magi- Ingredients: A tassel
cal acid does not harm the spellcaster or any Ritual: Attach a tassel to your garment and speak
substance other than flesh. the chant.
The spellcaster must touch the tar- Description: This spell will protect the caster from
get creature for the spell to take effect. If all wild animals, aquatic creatures, and rob-
the target creature does not desire to be bers, so that none will be able to come within
touched by the spellcaster, then a Brawling 10 feet of the caster by their own volition,
skill check is required (see Chap. 8: Skills). nor will they intend the caster any harm or
pay the caster any attention whatsoever un-
less provoked by the caster, which will ne-
Aching Feet gate the spell’s effects.
Level: 2
Discipline: Restoration
Range: Self Against Evil Sleep
Area: Caster’s feet Level: 1
Duration: Permanent Discipline: Supportation
Reference: Arcana Mundi, p. 72 Range: Drinking vessel
Chant: I think of you; heal my feet. Let the earth Area: One person
retain the illness, and let health remain here. Duration: Eight hours
Ingredients: None Reference: PDM xiv. 706-10.
Ritual: Recite the chant nine times, touch the earth, Chant: None
and spit. The chant must be recited sober. Ingredients: Flour of wild dates, milk, and wine
Description: Casting this spell causes the caster’s Ritual: Take the flour of wild dates which have been
feet to stop aching, curing them from what- beaten with milk; you should make them to-
ever caused them to ache. gether into a ball. Put in the wine!
Description: Casting this spell will enable the im-
biber of the ritualized ingredients to be im-
mune to the effects of any Evil Sleep spell,
as well as any other magical attempt to in-
terfere with the dreams of the imbiber for
eight hours. The entire liquid must be drank;
sipping produces no effect.

428
Against Menstruation Akeldama
Level: 1 Level: 6
Discipline: Restoration Discipline: Domination
Range: The dung of an ass Range: One mile
Area: One woman Area: 1,000’ x 1,000’
Duration: One week Duration: Two rounds to an exponential power
Reference: PDM xiv. 1196-98. equal to the level of the caster
Chant: None Chant: To be determined
Ingredients: Ass’s dung Ingredients: To be determined
Ritual: You should fumigate a woman with an ass’s Ritual: To be determined
dung when the menstruation is on her. She Description: Casting this spell causes all creatures
stops. within the specified area to succumb to vio-
Description: Casting this spell will cause a woman lent hatred of each other. Creatures within
to stop menstruating. All of the ass’s dung the area must pass a Drive check at TH 90
must be used for the spell to take effect. to be unaffected by the spell. Otherwise,
provided there are enough people, the area
becomes a field of bloodshed for the dura-
Agelast tion of the spell. Creatures within the area
Level: 2 that fail their check are compelled to attack
Discipline: Domination the nearest creature within the area. Crea-
Range: 100 feet tures within the area seem to not even no-
Area: One creature tice those outside the area, and feel no need
Duration: Two rounds to an exponential power to leave the area.
equal to the level of the caster If no creature is left to attack in the
Chant: To be determined area, the sole remaining creature will attempt
Ingredients: To be determined to hang themselves. If this is not feasible,
Ritual: To be determined they will seem friendly and invite someone
Description: Casting this spell causes a creature into the area of bloodshed, and then betray
to lose the capacity to smile. During cast- them by attacking them. As a last resort,
ing, the spellcaster must point at the target the sole remaining creature will yell in ha-
creature with a finger. This necessitates an tred, cursing the world for the duration of
Aim skill check (see Chap. 8: Skills). If the the spell.
check is passed, the target creature is unable
to smile. All attempts to induce happiness
in the target creature will be perceived by
the target creature as annoying. The target
creature is not necessarily angered or de-
pressed, but simply finds no amusement.
Events which would normally amuse the
target creature now either irritate, bore, or Artwork Here
anger them. When a creature is under the
influence of Agelast, they usually withdraw
from others and prefer to not be bothered.

429
Alchemy Alter Temperature
Level: 6 Level: 1
Discipline: Reformation Discipline: Reformation
Range: Touch Range: 50 feet
Area: 2 coins to an exponential power equal to the Area: 25’ radius
level of the caster Duration: Two rounds to an exponential power
Duration: Permanent equal to the level of the caster
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell causes metal coins, Description: By casting this spell, the caster is
or their equivalent in weight, to mutate into able to physically change the temperature of
gold. Therefore, bronze, copper, and silver the atmosphere in the area. The caster must
may be transformed into gold. Alloys, how- decide whether the area will be heated or
ever, will not become gold; pewter, brass, cooled, and this decision is irreversible for
etc. will be unaffected. the duration of the spell. If the caster de-
sires to raise the temperature, the area will
become hot enough to boil water. Living
All for One creatures within this area suffer d10 LP per
Level: 1 round of exposure. If the caster desires to
Discipline: Deterioration lower the temperature, the area will become
Range: 50 feet cold enough to freeze solid an animal weigh-
Area: 25’ radius ing 20 lbs. or less. If cold-blooded, they will
Duration: Two rounds to an exponential power die. If warm-blooded, they suffer d10 LP
equal to the level of the caster per round of exposure.
Chant: To be determined
Ingredients: To be determined
Ritual: To be determined
Description: By casting this spell, the spellcaster
exploits other characters or creatures within
the area. All characters or creatures within
the area must pass a Drive check at TH 50
or lose either Ethical, Moral, Temperament,
or sub-ability points. The type of points
must be specified by the spellcaster during
casting. Two or more characters or crea- Artwork Here
tures must be affected for the spell to take
effect. The characters or creatures do not
simply lose points. Instead, the points are
absorbed by the spellcaster. However, this
spell is inefficient, so only d% of the points
will be absorbed. If any character or crea-
ture is reduced to zero points, then death
occurs. When the effects of the spell expire,
the spellcaster loses the absorbed points and
the exploited victims recover the points.

430
An Excellent Spell for Silencing, for Arachnid Feet
Subjecting, and for Restraining Level: 1
Level: 2 Discipline: Reformation
Discipline: Eradication Range: Touch
Range: One mile Area: Creature touched
Area: One person Duration: Two minutes to an exponential power
Duration: 4 minutes to an exponential power equal equal to the level of the caster
to the caster’s level Chant: To be determined
Reference: PGM VII. 396-404. Ingredients: To be determined
Chant: None Ritual: To be determined
Ingredients: Lead from a cold-water pipe Description: The creature touched by the caster
Ritual: Take the ingredient and make a lamella (a will experience a change in their hands and
thin metal plate) and inscribe it with a bronze feet. More specifically, their hands and feet
stylus, and set it with a person who has died will become sticky enough to allow them to
prematurely. While performing this ritual, climb on smooth walls and ceilings, as would
think of a person, picture them in your mind. a spider.
Description: Casting this spell will cause the per-
son who is imagined during the ritual and
within a mile to suddenly become unable to Ascertain Properties
speak and move, though they are able to Level: 1
survive by shallow breathing. Discipline: Universal
Range: Touch
Area: One object
Anti-venom Duration: Permanent
Level: 1 Chant: To be determined
Discipline: Restoration Ingredients: To be determined
Range: Touch Ritual: To be determined
Area: Creature touched Description: Casting this spell causes a voice in
Duration: Two minutes to an exponential power his head to state one magical property of an
equal to the caster’s level object in question for every two levels of
Chant: To be determined the caster.
Ingredients: To be determined
Ritual: To be determined
Description: Casting this spell inoculates a target
against natural venoms as found in spiders,
snakes, and poisonous plants by making the
target immune to these natural poisons. Poi-
son that already affects the character will
continue to affect them.

Artwork Here

431
Audio Range Augment Charisma
Level: 1 Level: 6
Discipline: Reformation Discipline: Supportation
Range: 30 feet per caster level Range: Touch
Area: Special Area: One creature
Duration: Until the caster ceases to concentrate Duration: Permanent
on the effect Chant: To be determined
Chant: To be determined Ingredients: To be determined
Ingredients: To be determined Ritual: To be determined
Ritual: To be determined Description: Casting this spell causes one of the
Description: The caster may recreate any memo- sub-abilities of Charisma of the target crea-
rable sound, and the sound may be louder ture to augment. Which sub-ability is af-
at higher caster levels. Consult the table fected is determined randomly by the MM
below: with a d4. The spellcaster must touch the
target creature for the spell to take effect.
Caste r Le ve l Maxim um Volum e If the target creature does not desire to be
1 A yelling huma n touched by the spellcaster, then a Brawling
2 A ba rk ing big dog skill check is required (see Chap. 8: Skills).
3 A ma rching a r my of 1 0 0 huma ns The randomly selected sub-ability increases
4 Dozens of ga lloping horses by 1d6 points.
5 A yelling ogre
6 A yelling gia nt
7 A roa ring lion Augment Debauchery
8 A roa ring dra gon Level: 6
9+ Thunder Discipline: Supportation
Range: Touch
Area: One creature
Duration: Permanent
Chant: To be determined
Ingredients: To be determined
Ritual: To be determined
Description: Casting this spell causes an increase
in Debauchery of the target creature. The
spellcaster must touch the target creature for
the spell to take effect. If the target crea-
ture does not desire to be touched by the
Artwork Here spellcaster, then a Brawling skill check is re-
quired (see Chap. 8: Skills). Debauchery is
augmented by 1d6 points.

432
Augment Dexterity Augment Magic
Level: 6 Level: 6
Discipline: Supportation Discipline: Supportation
Range: Touch Range: Touch
Area: One creature Area: One creature
Duration: Permanent Duration: Permanent
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell causes one of the Description: Casting this spell causes an increase
sub-abilities of Dexterity of the target crea- in Magic Points of the target creature. The
ture to augment. Which sub-ability is af- spellcaster must touch the target creature for
fected is determined randomly by the MM the spell to take effect. If the target crea-
with a d4. The spellcaster must touch the ture does not desire to be touched by the
target creature for the spell to take effect. spellcaster, then a Brawling skill check is re-
If the target creature does not desire to be quired (see Chap. 8: Skills). Magic Points are
touched by the spellcaster, then a Brawling augmented by 1d6.
skill check is required (see Chap. 8: Skills).
The randomly selected sub-ability increases
by 1d6 points. Augment Physique
Level: 6
Discipline: Supportation
Augment Intelligence Range: Touch
Level: 6 Area: One creature
Discipline: Supportation Duration: Permanent
Range: Touch Chant: To be determined
Area: One creature Ingredients: To be determined
Duration: Permanent Ritual: To be determined
Chant: To be determined Description: Casting this spell causes one of the
Ingredients: To be determined sub-abilities of Physique of the target crea-
Ritual: To be determined ture to augment. Which sub-ability is af-
Description: Casting this spell causes one of the fected is determined randomly by the MM
sub-abilities of Intelligence of the target with a d4. The spellcaster must touch the
creature to augment. Which sub-ability is target creature for the spell to take effect.
affected is determined randomly by the MM If the target creature does not desire to be
with a d4. The spellcaster must touch the touched by the spellcaster, then a Brawling
target creature for the spell to take effect. skill check is required (see Chap. 8: Skills).
If the target creature does not desire to be The randomly selected sub-ability increases
touched by the spellcaster, then a Brawling by 1d6 points.
skill check is required (see Chap. 8: Skills).
The randomly selected sub-ability increases
by 1d6 points.

433
Augment Piety Augment Wisdom
Level: 6 Level: 6
Discipline: Supportation Discipline: Supportation
Range: Touch Range: Touch
Area: One creature Area: One creature
Duration: Permanent Duration: Permanent
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell causes an increase Description: Casting this spell causes one of the
in Piety Points of the target creature. The sub-abilities of Wisdom of the target crea-
spellcaster must touch the target creature for ture to augment. Which sub-ability is af-
the spell to take effect. If the target crea- fected is determined randomly by the MM
ture does not desire to be touched by the with a d4. The spellcaster must touch the
spellcaster, then a Brawling skill check is re- target creature for the spell to take effect.
quired (see Chap. 8: Skills). Piety Points are If the target creature does not desire to be
augmented by 1d6. touched by the spellcaster, then a Brawling
skill check is required (see Chap. 8: Skills).
The randomly selected sub-ability increases
Augment Vision by 1d6 points.
Level: 6
Discipline: Supportation
Range: Touch Banish Allergy
Area: One creature Level: 3
Duration: Permanent Discipline: Restoration
Chant: To be determined Range: Touch
Ingredients: To be determined Area: One creature
Ritual: To be determined Duration: Permanent
Description: Casting this spell causes an im- Chant: To be determined
provement in Vision of the target creature. Ingredients: To be determined
The spellcaster must touch the target crea- Ritual: To be determined
ture for the spell to take effect. If the target Description: Casting this spell banishes an allergy
creature does not desire to be touched by from a target creature. For the spell to take
the spellcaster, then a Brawling skill check is effect, the target creature must be touched
required (see Chap. 8: Skills). Vision is im- by the spellcaster. If the target creature does
proved by 1d6. not desire to be touched by the spellcaster,
then a Brawling skill check is required (see
Chap. 8: Skills). If the target creature has
more than one allergy, then one allergy is
randomly selected and banished.

434
Banish Disease Banish Paralysis
Level: 4 Level: 4
Discipline: Restoration Discipline: Restoration
Range: Touch Range: Touch
Area: One creature Area: One creature
Duration: Permanent Duration: Permanent
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell banishes all disease Description: Casting this spell banishes paralysis
from a target creature. For the spell to take from a target creature. For the spell to take
effect, the target creature must be touched effect, the target creature must be touched
by the spellcaster. If the target creature does by the spellcaster. If the target creature does
not desire to be touched by the spellcaster, not desire to be touched by the spellcaster,
then a Brawling skill check is required (see then a Brawling skill check is required (see
Chap. 8: Skills). While this spell will not heal Chap. 8: Skills).
all damage incurred from disease, it will re-
move all disease from the target creature,
which immediately halts future damage from Banish Poison
the same instance of disease. Level: 4
Discipline: Restoration
Range: Touch
Banish Intoxication Area: One creature
Level: 2 Duration: Permanent
Discipline: Restoration Chant: To be determined
Range: Touch Ingredients: To be determined
Area: One creature Ritual: To be determined
Duration: Permanent Description: Casting this spell banishes all poison
Chant: To be determined from a target creature. For the spell to take
Ingredients: To be determined effect, the target creature must be touched
Ritual: To be determined by the spellcaster. If the target creature does
Description: Casting this spell banishes intoxica- not desire to be touched by the spellcaster,
tion from a target creature. For the spell to then a Brawling skill check is required (see
take effect, the target creature must be Chap. 8: Skills). While this spell will not heal
touched by the spellcaster. If the target crea- all damage incurred from poison, it will re-
ture does not desire to be touched by the move all poison from the target creature,
spellcaster, then a Brawling skill check is re- which immediately halts future damage from
quired (see Chap. 8: Skills). If affected, the the same dose of poison.
target creature will instantly become sober.

435
Beguile Enemy Bestow Aeon
Level: 1 Level: 7
Discipline: Domination Discipline: Deterioration
Range: 50 feet Range: Touch
Area: One creature Area: One creature touched
Duration: 1d6 minutes Duration: Permanent
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell subdues a hostile Description: Casting this spell causes a target
enemy by lowering their Drive to 50% for creature touched by the spellcaster to in-
the duration of the spell. First, the creature stantly and permanently age several million
must pass a Drive check at TH 80 or be- years. If the target creature does not desire
come passive and subdued. If the creature to be touched by the spellcaster, then a
passes the check, the creature remains a Brawling skill check is required (see Chap. 8:
hostile enemy. Skills). The MM must determine the lifespan
of the target creature. Aging beyond the
creature’s lifespan is fatal. Nearly all mortal
Bestow Aching Back creatures will fossilize after an aeon.
Level: 1
Discipline: Deterioration
Range: Touch Bestow Allergy
Area: One creature touched Level: 2
Duration: Two rounds to an exponential power Discipline: Deterioration
equal to the level of the caster Range: Touch
Chant: To be determined Area: One creature touched
Ingredients: To be determined Duration: Permanent
Ritual: To be determined Chant: To be determined
Description: Casting this spell causes a target Ingredients: To be determined
creature touched by the spellcaster to suffer Ritual: To be determined
from an aching back. If the target creature Description: Casting this spell causes a target
does not desire to be touched by the creature touched by the spellcaster to per-
spellcaster, a Brawling skill check is required manently acquire a random allergy. If the
(see Chap. 8: Skills). The target creature must target creature does not desire to be touched
pass a Physical Fitness check at TH 50 to be by the spellcaster, a Brawling skill check is
unaffected by this spell. required (see Chap. 8: Skills). The target crea-
The pain from this back ache does ture must pass a Health check at TH 60 to
not translate meaningfully into gaming sta- be unaffected by this spell. The MM ran-
tistics, but it does annoy the target the crea- domly determines the exact allergy by refer-
ture. ring to Allergies in Chapter 3: Body.

436
Bestow Asphyxiation Bestow Aura
Level: 5 Level: 2
Discipline: Deterioration Discipline: Hallucination
Range: Touch Range: Touch
Area: One creature Area: Special
Duration: Permanent Duration: Two hours to an exponential power
Chant: To be determined equal to the level of the caster
Ingredients: To be determined Chant: To be determined
Ritual: To be determined Ingredients: To be determined
Description: Casting this spell causes the lungs of Ritual: To be determined
a touched target creature to become unable Description: Casting this spell causes one or
to function. As a result, the target creature more creatures or objects to glow with an
suffocates to death. If the target creature aura. The spell affects one creature or ob-
passes a Health sub-ability check at TH 85, ject per caster level. Upon casting, the caster
then the spell has no effect, although breath- determines the strength or brightness of the
ing may become a little difficult. If the check aura, as well as its hue. The strength may
is failed, then Strength and Life Points are vary from a faint and almost undetectable
lost in accordance with the Choking maneu- shimmer, to a radiance which may be obvi-
ver under the Wrestling skill (see Chap. 8: ous a hundred feet away. While the caster
Skills). may choose any hue, popular choices are
black, red, or an eerie green.
This spell does not affect partial
creatures or objects. Other than appearance,
the aura does not affect the target creature
or object. Since a spell is in effect, a proper
detection spell will detect the presence of
active magic.
The effected area is limited by caster
level:

Caster Level Area Effected


1 1 cubic foot or 1 cat
2 3 cubic feet or 1 dog
Artwork Here 3 10 cubic feet or 1 human
4 100 cubic feet
5+ 1,000 cubic feet

437
Bestow Blindness Bestow Blistering Boils
Level: 4 Level: 2
Discipline: Deterioration Discipline: Deterioration
Range: Touch Range: Touch
Area: One creature touched Area: One victim’s skin
Duration: Permanent Duration: Two hours to an exponential power
Chant: To be determined equal to the level of the caster
Ingredients: To be determined Chant: To be determined
Ritual: To be determined Ingredients: To be determined
Description: Casting this spell causes a target Ritual: To be determined
creature touched by the spellcaster to be- Description: Casting this spell causes the skin of
come permanently and totally blind. Blind a touched victim to blister and form puss-
creatures are unable to see; Vision is zero. filled boils. This affliction has an onset time
If the target creature does not desire to be of d20 rounds. After the onset time, d100
touched by the spellcaster, then a Brawling boils will appear each round for d6 rounds.
skill check is required (see Chap. 8: Skills). Regardless of the number of boils that ap-
By passing a Health check at TH 80, the tar- pear, in totality they will cause 2d6 LP of
get creature is not affected by the spell and damage, unless the blisters pop. There is a
retains their Vision. Blind creatures depend 5% chance per level of the caster that d%
on the Blindfighting skill in combat (see of the blisters will pop after they finish ap-
Chap. 8: Skills). Blind humanoids often com- pearing. If blisters pop, then the percent-
pensate for their loss of Vision by using a age of the blisters that popped equals the
walking stick or staff as an aid. percentage of LP that the victim loses.
Clever spellcasters have gathered
puss from the broken blisters. If this puss
is ingested, it causes d4 LP of damage per
full gulp. Aside from its acrid taste, puss
from Bestow Blistering Boils burns the
throat and stomach.

Artwork Here

438
Bestow Century Bestow Deafness
Level: 5 Level: 4
Discipline: Deterioration Discipline: Deterioration
Range: Touch Range: Touch
Area: One creature touched Area: One creature touched
Duration: Permanent Duration: Permanent
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell causes a target Description: Casting this spell causes a target
creature touched by the spellcaster to in- creature touched by the spellcaster to be-
stantly and permanently age one hundred come permanently and totally deaf. Deaf
years. If the target creature does not desire creatures are unable to hear. If the target
to be touched by the spellcaster, then a creature does not desire to be touched by
Brawling skill check is required (see Chap. 8: the spellcaster, then a Brawling skill check is
Skills). The MM must determine the lifespan required (see Chap. 8: Skills). By passing a
of the target creature. Aging beyond the Health check at TH 80, the target creature
creature’s lifespan is fatal. is not affected by the spell and retains their
hearing. If sentient, in time the deaf crea-
ture may be able to learn to read lips.
Bestow Convulsion
Level: 4
Discipline: Deterioration Bestow Decade
Range: 200 feet Level: 4
Area: One creature Discipline: Deterioration
Duration: Two rounds to an exponential power Range: Touch
equal to the level of the caster Area: One creature touched
Chant: To be determined Duration: Permanent
Ingredients: To be determined Chant: To be determined
Ritual: To be determined Ingredients: To be determined
Description: Casting this spell causes a target Ritual: To be determined
who is seen by the caster to begin convuls- Description: Casting this spell causes a target
ing uncontrollably. Bestow Convulsion af- creature touched by the spellcaster to in-
fects 4d100 LP; a creature with more LP is stantly and permanently age ten years. If
unaffected. If bipedal, the victim will topple the target creature does not desire to be
to the ground. The victim’s limbs will ex- touched by the spellcaster, then a Brawling
tend and become stiff or rigid, and shake skill check is required (see Chap. 8: Skills).
violently from their socket at the torso. The The MM must determine the lifespan of the
victim’s mind remains clear, though they are target creature. Aging beyond the creature’s
unable to prevent spasmodic shaking. Fur- lifespan is fatal.
ther, the victim is unable to speak. How-
ever, if the victim passes a Drive of TH 40,
they may be able to whisper. If able, vic-
tims of Bestow Convulsion usually whisper
pathetic pleas, such as “Help, help me.”

439
Bestow Disease Bestow Earache
Level: 3 Level: 1
Discipline: Deterioration Discipline: Deterioration
Range: Touch Range: Touch
Area: One creature touched Area: One creature touched
Duration: Permanent Duration: 1d20 hours
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell causes a target Description: Casting this spell causes a creature to
creature touched by the spellcaster to acquire suffer from an earache. An earache is pain
a random disease from Chapter 3: Body. If in the middle ear. The pain is caused by an
the target creature does not desire to be infection that causes fluid to collect behind
touched by the spellcaster, then a Brawling the eardrum. A creature afflicted with an
skill check is required (see Chap. 8: Skills). earache will suffer a penalty of 1d100 when
The random and magical disease that is ac- making a Sound skill check. Further, the
quired is permanent, though it is subject to creature may find that it is difficult to con-
all limitations of the real disease. centrate, and is subject to any such modifi-
ers deemed appropriate by the MM. Other-
wise, the earache is irritating to the afflicted
Bestow Dislocation creature. In order to bestow an earache, the
Level: 2 target creature must be touched by the caster,
Discipline: Deterioration which necessitates a Brawling skill check (see
Range: 100 feet Chap. 8: Skills).
Area: Two creatures to an exponential power
equal to the level of the caster
Duration: Two rounds to an exponential power Bestow Fatigue
equal to the level of the caster Level: 1
Chant: To be determined Discipline: Deterioration
Ingredients: To be determined Range: 20 feet per caster level
Ritual: To be determined Area: One creature
Description: Casting this spell causes a randomly Duration: 1d20 minutes
determined limb on multiple creatures to Chant: To be determined
become temporarily useless. Since differ- Ingredients: To be determined
ent creatures have different numbers of Ritual: To be determined
limbs, the MM must randomly determine Description: Casting this spell causes a creature to
which limb. If a creature has a tail, it counts suffer great fatigue. The following adjust-
as a limb. The caster must see the target ments take effect for the duration of the
creatures as the spell is cast. The MM de- spell: Physical Fitness and Strength are
termines the effects of a useless limb. halved, Hand-Eye Coordination and Agility
are reduced to 75%.

440
Bestow Greater Harm Bestow Headache
Level: 3 Level: 1
Discipline: Deterioration Discipline: Deterioration
Range: Touch Range: Touch
Area: One creature touched Area: One creature touched
Duration: Instantaneous Duration: 1d20 hours
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell allows the caster to Description: Casting this spell causes a creature to
harm another. In order to inflict greater suffer from a headache. A headache is pain
harm, the creature to be harmed must be in the head. An inflicted creature may find
touched by the caster, which necessitates a that it is difficult to concentrate, and is sub-
Brawling skill check (see Chap. 8: Skills). If ject to any such modifiers deemed appro-
successful, the creature suffers 2d20 Life priate by the MM. Otherwise, the headache
Points of damage. This spell only harms is irritating to the afflicted creature. In or-
the living. If missed, then the spell is wasted. der to bestow a headache, the target crea-
ture must be touched by the caster, which
necessitates a Brawling skill check (see Chap.
Bestow Harm 8: Skills).
Level: 2
Discipline: Deterioration
Range: Touch
Area: One creature touched
Duration: Instantaneous
Chant: To be determined
Ingredients: To be determined
Ritual: To be determined
Description: Casting this spell allows the caster to
harm another. In order to inflict harm, the
creature to be harmed must be touched by
the caster, which necessitates a Brawling skill
check (see Chap. 8: Skills). If successful, the
target creature suffers 2d8 Life Points of Artwork Here
damage. This spell only harms the living.
If missed, then the spell is wasted.

441
Bestow Ingrown Nail Bestow Intoxication
Level: 1 Level: 1
Discipline: Deterioration Discipline: Deterioration
Range: Touch Range: Touch
Area: One creature touched Area: Two creatures to an exponential power equal
Duration: 1d20 hours to the level of the caster
Chant: To be determined Duration: Two hours to an exponential power equal
Ingredients: To be determined to the level of the caster
Ritual: To be determined Chant: To be determined
Description: Casting this spell causes a creature to Ingredients: To be determined
suffer from an ingrown nail. An ingrown Ritual: To be determined
nail is pain in a finger or toe. Roll percentile Description: Casting this spell causes multiple
to determine whether it is a (01-50%) fin- recipients to become intoxicated. To intoxi-
gernail or (51-100%) toenail. Next, deter- cate someone, the spellcaster must success-
mine whether it is on the (01-50%) left or fully touch them, entailing a successful Brawl-
(51-100%) right hand or foot. Finally, roll ing skill check (see Chap. 8: Skills), unless the
1d6 to determine the specific finger or toe; target creature freely allows the spellcaster
let 1 = the thumb or big toe and reroll 6’s. to touch them. Each recipient is affected as
A creature with an ingrown fingernail will though they drank 1d6 glasses of mead (see
suffer a penalty of - 1d100 when making skill Intoxication in Chap. 3: Body). Effects may
checks that involve the use of that hand. A be cumulative from multiple castings.
creature with an ingrown toenail will have
their Sprint speed reduced by (1d100)%.
Otherwise, the ingrown nail is irritating to
the target creature. In order to bestow an
ingrown nail, the target creature must be
touched by the caster, which necessitates a
Brawling skill check (see Chap. 8: Skills).

Artwork Here

442
Bestow Leprosy Bestow Lesser Harm
Level: 4 Level: 1
Discipline: Deterioration Discipline: Deterioration
Range: Touch Range: Touch
Area: One creature Area: One creature touched
Duration: Permanent Duration: Instantaneous
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell causes a creature Description: Casting this spell allows the caster to
touched to acquire the disease known as lep- harm another. In order to inflict lesser harm,
rosy. (see Diseases in Chap. 3: Body). If the the target creature must be touched by the
target creature does not desire to be touched, caster, which necessitates a Brawling skill
then a Brawling skill check is required (see check (see Chap. 8: Skills). If successful, the
Chap. 8: Skills). creature suffers 1d10 Life Points of dam-
Upon successfully touching the tar- age. This spell only harms the living. If
get creature, they must pass a Health check missed, then the spell is wasted.
at TH 95 to not acquire the disease. If the
target creature fails the check, they acquire
Leprosy.
Leprosy is a chronic, infectious dis-
ease that primarily affects the skin, mucous
membranes, and nerves. Many consider lep-
rosy to be a punishment of the gods for sin;
hence, the leper is in a state of defilement.
The target creature immediately ex-
periences a loss of sensation in 1d4 patches
of skin. These areas are randomly deter-
mined as follows. Roll 1d10 and consult the
table for Crucial Damage in Chap. 10: Com-
bat to determine the General Body Loca-
tion.
One of these areas is severe enough Artwork Here
to cause a body part or limb to fall off. The
others remain problematic areas of ex-
tremely low sensation.

443
Bestow Loss of Appetite Bestow Millennium
Level: 2 Level: 6
Discipline: Deterioration Discipline: Deterioration
Range: Touch Range: Touch
Area: One creature touched Area: One creature touched
Duration: Two days to an exponential power equal Duration: Permanent
to the level of the caster Chant: To be determined
Chant: To be determined Ingredients: To be determined
Ingredients: To be determined Ritual: To be determined
Ritual: To be determined Description: Casting this spell causes a target
Description: Casting this spell allows the caster to creature touched by the spellcaster to in-
nullify the appetite of a target creature. In stantly and permanently age one thousand
order to Bestow Loss of Appetite, the tar- years. If the target creature does not desire
get creature must be touched by the caster, to be touched by the spellcaster, then a
which necessitates a Brawling skill check (see Brawling skill check is required (see Chap. 8:
Chap. 8: Skills). If successful, the creature Skills). The MM must determine the lifespan
loses all desire to eat. All thoughts of food of the target creature. Aging beyond the
and drink will be disgusting to the target crea- creature’s lifespan is fatal. Most mortals die.
ture. Consult the following table to deter-
mine the damage done:
Bestow Muteness
Days w/o Substance LP Reduced to: Level: 4
1 100% Discipline: Deterioration
2 (90 + 1d8)% Range: Touch
3 (70 + 1d20)% Area: One creature touched
4 (40 + 2d20)% Duration: Permanent
5 (3d20)% Chant: To be determined
Ingredients: To be determined
If the target creature does not eat Ritual: To be determined
or drink in five days, then they will perish Description: Casting this spell causes a target
before the sixth. The target creature will creature touched by the spellcaster to be-
violently oppose any tactics by others to in- come permanently and totally mute. Mute
duce eating or drinking. creatures are unable to speak or utter a
sound. If the target creature does not de-
sire to be touched by the spellcaster, then a
Brawling skill check is required (see Chap. 8:
Skills). By passing a Health check at TH 80,
the target creature is not affected by the spell
and retains their ability to speak or make
vocal sounds. Mute creatures may suffer a
reduction in Rhetorical Charisma as deter-
mined by the MM.

444
Bestow Numbness Bestow Paralysis
Level: 1 Level: 2
Discipline: Deterioration Discipline: Deterioration
Range: Touch Range: Touch
Area: 6 square inches of flesh Area: One creature
Duration: Three rounds to an exponential power Duration: Permanent
equal to the level of the caster Chant: To be determined
Chant: To be determined Ingredients: To be determined
Ingredients: To be determined Ritual: To be determined
Ritual: To be determined Description: Casting this spell causes a creature
Description: Casting this spell causes an area of touched to become paralyzed. If the target
skin on another to lose all sensation after creature does not desire to be touched, then
the caster touches it. The caster’s touch a Brawling skill check is required (see Chap.
necessitates a successful Brawling skill check 8: Skills). This spell only affects 2 LP to an
(see Chap. 8: Skills). This spell is used for exponential power equal to the level of the
many purposes. For instance, if an caster. Creatures with more LP than the
opponent’s hand becomes numb, they are caster is capable of affecting or unaffected.
80% likely to drop their weapon. Once touched, a target creature must
make a Health check. Consult the table be-
low:

TH Effect
<05 Total body paralysis, including the
brain and heart. Target
creature dies in 2d6 rounds.
05 Bodily paralysis, but able to breathe.
25 Bodily paralysis, but able to breathe
and one random limb is not
paralyzed.
50 Bodily paralysis, but able to breathe
and two random limbs are
not paralyzed.
Artwork Here 75 Two random limbs are paralyzed.
90 One random limb is paralyzed.

Victims of Bestow Paralysis are able


to move their eyes, unless their Health TH
was less than 5. Further, victims are able to
think clearly. Although the neck of a victim
suffering ‘bodily paralysis’ will not move, the
victim is aware of their condition and sur-
roundings; they are simply unable to move
or react.

445
Bestow Sniffles Bestow Tooth-Rot
Level: 1 Level: 3
Discipline: Deterioration Discipline: Deterioration
Range: Touch Range: Touch
Area: One creature Area: One creature
Duration: Three rounds to an exponential power Duration: Three rounds to an exponential power
equal to the level of the caster equal to the level of the caster
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell causes a creature Description: Casting this spell causes a creature
touched to experience their sinuses drain- touched to lose a number of teeth. In or-
ing. Watery snot will drip from the nose of der to Bestow Tooth-Rot, the target crea-
the target creature for the duration of the ture must be touched, which necessitates a
spell. The rate of dripping is a number of Brawling skill check (see Chap. 8: Skills). This
drips per round equal to the level of the spell causes 1d20 teeth of the target crea-
spellcaster. In order to Bestow Sniffles, the ture to rot and fall out. The higher the level
target creature must be touched, which ne- of the spellcaster, the sooner the teeth rot.
cessitates a Brawling skill check (see Chap. 8: Consult the following table:
Skills).
Level Effect
1-2 1d12 months
Bestow Toothache 3-4 1d4 weeks
Level: 1 5-6 1d8 days
Discipline: Deterioration 7-8 1d20 hours
Range: Touch 9-10 1d10 minutes
Area: One creature 11+ 1d10 rounds
Duration: Three rounds to an exponential power
equal to the level of the caster
Chant: To be determined
Ingredients: To be determined
Ritual: To be determined
Description: Casting this spell causes a creature
touched to experience a toothache. The
affected creature will have problems concen-
trating, and the MM may impose such pen-
alties as appropriate. In order to bestow a Artwork Here
toothache, the target creature must be
touched, which necessitates a Brawling skill
check (see Chap. 8: Skills).

446
Bestow Ulcer Bestow Virus
Level: 1 Level: 1
Discipline: Deterioration Discipline: Deterioration
Range: Touch Range: 50 feet per caster level
Area: One creature Area: Special, see below
Duration: Three rounds to an exponential power Duration: One minute per caster level
equal to the level of the caster Chant: To be determined
Chant: To be determined Ingredients: To be determined
Ingredients: To be determined Ritual: To be determined
Ritual: To be determined Description: Casting this spell causes a number of
Description: Casting this spell causes a creature LP of creatures specified below to need to
touched to acquire an ulcer. An ulcer is a pass a Health check at TH 60 or they be-
shallow sore. Although an ulcer may occur come infected with a magical virus, popu-
in many bodily locations, this spell causes larly called Infectuosica-Vomitory. The vi-
ulcers in the stomach. A stomach ulcer rus causes people to vomit unwillingly and
causes pain and irritates the target creature. uncontrollably 1d10 times per minute. Dur-
In order to bestow an ulcer, the target crea- ing the duration of this spell, they are un-
ture must be touched, which necessitates a able to attack, their Sprint Speed is reduced
Brawling skill check (see Chap. 8: Skills). to 50%, and their CA suffers 15. The caster
is immune to the virus. See the table below
to determine the number of LP affected:

Caster Level LP Affected


1 1d10
2 2d8
3 2d20
4 4d100
5+ 4d1000

All of the LP of a target must be


used for that target to be affected.

Artwork Here

447
Brittlebone Business Spell
Level: 1 Level: 1
Discipline: Deterioration Discipline: Supportation
Range: 25 feet Range: 20’ radius from figurine
Area: One creature Area: One small business or shop
Duration: 1d6 rounds Duration: As long as the figurine is in the wall
Chant: To be determined Reference: PGM IV. 2359-72.
Ingredients: To be determined Chant: CHAIOCHEN OUTIBILMEMNOUOTH
Ritual: To be determined ATRAUICH. Give income and business to
Description: This spell serves to weaken the skel- this place, because Psentebeth lives here.
etal structure of a man-sized or smaller crea-Ingredients: Orange beeswax, the juice of an aeria
ture, thereby doubling the effective range for plant, ground ivy, as well as a cock, some
Crucial Damage with pounding weapons and wine, and a lamp that is not colored red.
adds 20 to the severity of all crucial blows. Ritual: Take the beeswax, juice, and ivy, and make
The target creature must be seen by the a figure of a merchant having a hollow bot-
caster. tom, grasping in his left hand a herald’s wand
and in his right a small bag. Write on hieratic
papyrus these names, and you will have con-
Burning Bush tinuous business: CHAIOCHEN
Level: 9 OUTIBILMEMNOUOTH ATRAUICH.
Discipline: Convocation Put the papyrus inside the figure and fill in
Range: 50 feet the hole with the same beeswax. Then de-
Area: 10 cubic feet posit it in a wall, at an inconspicuous place,
Duration: 1 round per two caster levels and crown him on the outside, and sacrifice
Chant: To be determined to him a cock, and make a drink offering of
Ingredients: To be determined wine, and light for him a lamp that is not
Ritual: To be determined colored red.
Description: Casting this spell convokes a deity to Description: Profits increase by 10% per caster level
enter a bush, which makes the bush burn. in one shop or small business for as long as
The deity inside the Burning Bush commu- the caster desires and retains the figurine in
nicates with a low and booming voice from place.
within and addresses the spellcaster. No
spellcaster has ever learned its true name.
The deity refuses to identify itself. Yet, it Call Acid Rain
has been renowned for wielding godly might Level: 3
in the past at the behest of the spellcaster. Discipline: Convocation
The MM determines the reactions of the Range: 1 mile
god to being summoned. If asked its name, Area: 100,000 cubic feet
the god replies “I am who I am,” so that the Duration: 2d4 rounds
spellcaster will not know its true name and Chant: To be determined
have any power over it. Further, this god Ingredients: To be determined
will refuse to emerge from the burning bush Ritual: To be determined
and does not allow anyone to see it. The Description: Casting this spell summons acid rain
bush will burn without structurally deterio- to fall in a 100’ x 100’ x 100’ area. Each
rating for the duration of the spell. round that acid rain contacts flesh, it causes
1d10 LP of damage. The acid is weak and
does no harm to metal or other substances.

448
Call Animals Call Avalanche
Level: 2 Level: 5
Discipline: Convocation Discipline: Convocation
Range: 0 Range: 1 mile
Area: One mile radius Area: 100’ x 100’ x 100’
Duration: One round per caster level Duration: Two rounds to an exponential power
Chant: To be determined equal to the level of the caster
Ingredients: To be determined Chant: To be determined
Ritual: To be determined Ingredients: To be determined
Description: This spell summons a number of Ritual: To be determined
creatures from the surrounding area as a Description: Casting this spell summons a por-
function of the caster’s level. The exact type tion of an avalanche occuring somewhere
of creature is determined by the MM, since in the world at the moment. The caster de-
the surroundings may vary considerably. termines where the avalanche will appear
Usually, common creatures arrive. Creatures within the radius of a mile. The avalanche
never have more Life Points than the caster, will either consist of tons of falling snow
though together they may have more. Con- and ice(1-4 on a d8) or rock (5-8).
sider the table below: The avalanche itself will occur for
d6 rounds. During this time heavy material
Caster Level Number Summoned determined above will fall to the ground.
1-2 1d4 After this time, 1d20 feet of the material will
3 1d6 remain and cause continuous crushing dam-
4-5 1d8 age until the end of the duration of the spell.
6-8 2d6 Falling snow distributes 1d4 IP or
7-10 2d8 LP per round. Thereafter, crushing dam-
11-15 2d10 age is 1/3 LP per foot of depth of snow
16+ 2d12 and ice.
Falling rock distributes 2d20 LP per
round. Thereafter, crushing damage is 5 LP
per foot of depth of remaining rock.
In either case, characters trapped
underneath material should consult the
choking maneuver under the Wrestling skill
(see Chap. 8: Skills) to see if they suffocate
to death.

Artwork Here

449
Call Ball Lightning Call Blizzard
Level: 2 Level: 7
Discipline: Convocation Discipline: Convocation
Range: 1 mile Range: 1 mile
Area: 1d10 inch diameter sphere Area: 1,000’ x 1,000’ x 1,000’
Duration: 1d4 seconds to an exponential power Duration: Two rounds to an exponential power
equal to the level of the caster equal to the level of the caster
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell summons a natural Description: Casting this spell summons a severe
phenomenon known as ball lightning. Ball blizzard to appear in an area designated by
lightning is a mysterious glowing sphere that the caster and which is within the range of
drifts through the air, though it can bounce the spell. For the first 2d4 rounds, no dam-
along the ground as well. Various colors of age will occur to creatures within the bliz-
ball lightning have been seen. Sometimes it zard. Visibility will be reduced to 5%.
changes color. Ball lightning may have an However, after 2d4 rounds of con-
internal structure, such as layers or moving tinual exposure, each creature within the bliz-
sparks. The lifetime of ball lightning is re- zard will suffer 1 LP of cold damage per
lated to its size, and inversely related to its round. If the creature wears metal armor,
brightness. Balls that are blue and orange but is not directly touching metal, then dam-
seem to last longer than average. Ball light- age is increased to 2 LP oer round.
ning has no observable buoyancy effect. It For each round in which cold dam-
is 75% likely to end with a violent explo- age occurs, there is a chance of getting frost-
sion. Ball lightning illuminates a 10’ radius, bite. The chance of acquiring frostbite is
so it is brighter than a candle, but not as exponential. For the first round of dam-
bright as a torch. age, there is a 2% chance. This chance
Upon successful casting, the ball doubles exponentially each round thereaf-
lightning will appear two feet in front of the ter. If frostbite is acquired, then roll 1d6 to
caster. The ball lightning will move accord- determine its location: (1-3) hands, (4-5) feet,
ing to the whim of the spellcaster, though it (6) nose.
is unable to move faster than 100 feet per If any portion of the body of a
round and it will remain three feet above sbjected creature is in contact with metal,
the ground. Ball lightning must remain in then this portion of the body risks twice
motion. If the spellcaster is unable to con- the normal chance of acquiring frostbite.
centrate on it, then it either dissipates or vio-
lently explodes (as determined above).
If the ball lightning explodes, it
causes 1d10 Integrity Points or Life Points
of electrical damage to all within 3 feet.

450
Call Comet Call Familiar
Level: 10 Level: 1
Discipline: Convocation Discipline: Convocation
Range: Unlimited Range: Caster
Area: One comet Area: 1-mile radius
Duration: Instantaneous Duration: Permanent
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell summons the Description: The caster calls forth a single animal
nearest comet in the universe. This spell from the surrounding countryside to be-
may not be cast by one spellcaster, but re- come a permanent pet and minion. A spe-
quires multiple druids; this is a circle spell. cial mental and magical bond exists between
The summoned comet will appear and be the caster and the minion that allows them
visible in the sky. The comet will appear to communicate telepathically. It is at the
just outside the atmosphere. The exact lo- MM’s discretion what type of animal comes
cation and direction of the comet, once sum- forth to serve. The creature serves the caster
moned, is determined by the circle of dru- faithfully and willingly. The creature can have
ids. The circle of druids may direct the no more than the amount of LP that the
course of this comet as this please. If the caster has. Most familiars have 1d10 LP. If
summoned comet collides with a planet, the familiar dies, the caster must pass a
mass destruction may result. Health check at a TH of 60 or die. If the
caster survives, he will be weak and effec-
tively have 0 MP for 1d6 days. Common
Call Chilly Gust names for familiars are Hammerlein,
Level: 1 Haussibut, and Hinkebein.
Discipline: Convocation
Range: Limited by caster’s vision
Area: 20’ x 20’ x 20’ Call Flood
Duration: Instantaneous Level: 10
Chant: To be determined Discipline: Convocation
Ingredients: To be determined Range: One entire world
Ritual: To be determined Area: One entire world
Description: Casting this spell summons a chilly Duration: 40 days and 40 nights
gust of air. The caster may place the chilly Chant: To be determined
gust of air anywhere that they can see. Any Ingredients: To be determined
target the caster is able to see may be af- Ritual: To be determined
fected by a chilly gust of wind. The air does Description: Casting this spell causes an entire
(1d6 -1) LP of damage to all in the area. world to be flooded for forty day and forty
Those with human-like skin are apt to have nights. After this time, the effects of the
goosebumps after experiencing the chilly flood will take one year to fully return to
gust. normal.

451
Call Fog Call Gale Wind
Level: 1 Level: 1
Discipline: Convocation Discipline: Convocation
Range: One mile Range: Limited only by caster’s vision
Area: 10 cubic feet to an exponential power equal Area: 20’ x 20’ x 20’
to the level of the caster Duration: 1 round per caster level
Duration: Four rounds to an exponential power Chant: To be determined
equal to the level of the caster Ingredients: To be determined
Chant: To be determined Ritual: To be determined
Ingredients: To be determined Description: Casting this spell causes wind that does
Ritual: To be determined not damage creatures, but effectively im-
Description: Casting this spell summons fog from pedes or prevents movement toward the
the atmosphere, which the caster may cen- caster and assists movement away from the
ter anywhere within one mile. Spellcasters caster according to the table below:
usually use fog to reduce visibility, such as
when it is necesary to flee, sneak about, or Spr int Spe e d
avoid combatants. This spell grants a base Tar ge t We ight
in Pounds Move m e nt Move m e nt
penalty of - 30 to Vision checks, with an Towar d A way
additional penalty of - 5 per caster level. The <1 1 * 0% 100%
penalty only applies when reasonable. 1 1 -5 0 20% 110%
5 1 -1 0 0 40% 120%
1 0 1 -1 5 0 60% 130%
1 5 1 -2 0 0 80% 140%
201+ 100% 150%

*Note: Any objects weighing less


than eleven pounds will be hurled in a ran-
dom direction, both horizontally and verti-
cally. When striking another object, 1d10
points of damage are done to both the ob-
ject hurled and the object struck.

When attempting to Sprint, a suc-


cessful Balance skill check (see Chap. 8: Skills)
Artwork Here must be made at TH 50 or instead they fall
down and are subject to any enemy attacks
that are within range for one round.

452
Call God Call Guard Dog
Level: 10 Level: 2
Discipline: Convocation Discipline: Convocation
Range: Unlimited Range: One mile
Area: One comet Area: One creature
Duration: Instantaneous Duration: 2d6 hours
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell summons a god. Description: A wild or domesticated dog from the
This spell may not be cast by one spellcaster, surrounding mile is summoned to serve the
but requires multiple druids; this is a circle caster. The dog will bark continuously and
spell. The druids must select a god. The as loud as possible whenever it sees any be-
summoned god will appear in physical form ing larger than two feet in height or length
in the center of the druidic circle. Regard- approach within 100 feet of the caster. If
less of the disposition of the god, the god the dog is attacked, it will attempt to remove
is likely to be upset that it has been forced the genitalia of the opponent by biting, lock-
to appear in its current location by mortals. ing, and pulling. The dog will not be dis-
Once the god appears, the circle of druids tracted from its duties. For example, a male
has no influence over the god. The MM dog may become erect if a bitch (in any con-
determines the reaction of the god. text) wanders past, but miraculously, he will
not chase her in hopes of procreation. At
the end of the spell, the dog is finally al-
lowed to urinate, lick its balls, and runs home.
Call Greater Item
Level: 4
Discipline: Convocation Call Lesser Being
Range: Touch Level: 2
Area: One item Discipline: Convocation
Duration: One day per caster level Range: 300 feet
Chant: To be determined Area: One creature
Ingredients: To be determined Duration: Two rounds to an exponential power
Ritual: To be determined equal to the level of the caster
Description: The item summoned may weigh no Chant: To be determined
more than 100 lbs. It is not possible to sum- Ingredients: To be determined
mon a part or portion of an object; the Ritual: To be determined
whole or entire object must be summoned. Description: A being of 10-20 LP is summoned by
For instance, it is not possible to summon a the caster to do his bidding. The creature
vagina without the woman who must accom- that arrives is determined by the MM’s dis-
pany it, unless of course it was already dis- cretion. Most commonly, these creatures
membered. The item cannot be magical. arrive: dogs, goblins, halflings, demi-human
Upon completion of the spell, the item van- women, big snakes, etc.
ishes, returning to its original place prior to
summoning.

453
Call Light Call Lightning
Level: 1 Level: 4
Discipline: Convocation Discipline: Convocation
Range: 50 feet Range: 1 mile
Area: 25’ radius that may be mobile Area: One creature or object
Duration: Two minutes to an exponential power Duration: Two rounds
equal to the level of the caster Chant: To be determined
Chant: To be determined Ingredients: To be determined
Ingredients: To be determined Ritual: To be determined
Ritual: To be determined Description: Casting this spell conjures electrical
Description: Casting this spell summons light as energy from the surrounding sky and
bright as torch-light. The light is summoned harnasses it together into a single destruc-
to a single point within the range as deter- tive bolt. During the casting of the spell,
mined by the caster. From this point, the the caster must specify the target creature
light will shine with the brightness of torch- or object as a location of the strike. Energy
light for the duration of the spell. In total gathers above during the first round, though
darkness, the light will reasonably illuminate it cannot be seen, heard, or otherwise de-
an area of 25’ radius. tected. Regardless of the caster’s initiative,
If the light is summoned onto a a bolt of lightning strikes the target at the
point within the radius, and the point is beginning of the second round. The light-
mobile, then the light will move with the ning bolt causes 10d10 IP or LP damage.
point. However, if the mobile point at any Due to thunder, those within 50 feet must
time exceeds the range of the spell, the light pass a Health check at TH 30 or become
will cease and the spell will end prematurely. permanently deaf. Thunder will be heard
If the light is summoned into an eye miles away.
of a living creature, it may blind that eye of
the creature for 1d6 rounds if they fail a
Health check at TH 50. If one eye is blinded,
then the MM will apply a penalty of - 30 to
all attack rolls for the duration of the spell.

Artwork Here

454
Call Maggots Call Object
Level: 1 Level: 2
Discipline: Convocation Discipline: Convocation
Range: 50 feet Range: Special
Area: 10’ x 10’ Area: Special
Duration: Two rounds to an exponential power Duration: Two rounds to an exponential power
equal to the level of the caster equal to the level of the caster
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell summons 1d1000 Description: Casting this spell summons a non-
maggots into the area designated by the living object from the surrounding area to
caster. Maggots feast only upon dead flesh. rest in the hand of the spellcaster. The ob-
If only living creatures are present within ject may weigh no more than 10% of the
the area, the maggots will crawl over their weight of the caster. Also, the object may
body, eating away only dead flesh such as not exceed one cubic foot per level of the
dandruff; this is actually healthy for the skin. spellcaster. Consult the table below to de-
However, if any cadaver is within the termine the maximum range within which
area, such as an undead creature, the mag- the object may be summoned:
gots will swarm it within the next round.
Thereafter, the maggots will eat flesh at a Caster Level Range
rate presented below: 1 10 feet
2 50 feet
# of Maggots Consumption Rate 3 100 feet
1 - 51 1 LP/week 4-5 200 feet
51 - 100 1 LP/day 6-7 500 feet
101 - 250 1 LP/hour 8-9 1,000 feet
251 - 500 1 LP/minute 10-12 1 mile
501 - 750 1 LP/3 rounds 13-14 10 miles
751 - 1,000 1 LP/round 15+ 100 miles

After the duration of the spell, the


Call Magic Mail summoned object will return to its original
Level: 1 location. The object may not be magical.
Discipline: Convocation
Range: Touch
Area: One target creature
Duration: 2d6 rounds
Chant: To be determined
Ingredients: To be determined
Ritual: To be determined
Description: Casting this spell calls forth magical
energy that protects one target creature by
providing a bonus of 15 to CA. If the tar-
get creature does not desire to be touched
by the spellcaster, then a Brawling skill check
is required (see Chap. 8: Skills).

455
Call Quake Call Termites
Level: 6 Level: 1
Discipline: Convocation Discipline: Convocation
Range: One mile Range: One mile
Area: 100,000 cubic feet Area: 100,000 cubic feet
Duration: 2d4 rounds Duration: Permanent
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell summons an earth- Description: Casting this spell summons a colony
quake to occur at the designated area. The of termites. To determine the number of
earth opens a rift around the area of effect, termites in the colony, roll 1d1000 and mul-
which must be within 100’ x 100’ x 100’. All tiply the result by 1,000. Termites are in-
who are within the area fall to the bottom sects, and are mistakenly called white ants.
of the rift. At the end of the spell, the rift These insects feed on wood. Termites tun-
closes, sealing as though nothing ever hap- nel their way through wood, into which they
pened. All within suffer 4d1000 x 10 IP or burrow to obtain food. Given enough time,
LP of damageuntil crushed or dead. they burrow through the wood until noth-
ing remains but a shell. To determine how
much wood may be eaten per hour by the
termites, consult the following table:

Number Pounds
1,000 - 100,000 1
100,001 - 200,000 5
200,001 - 300,000 10
300,001 - 400,000 15
400,001 - 500,000 20
500,001 - 600,000 25
600,001 - 700,000 30
700,001 - 800,000 35
800,001 - 900,000 40
Artwork Here 900,001 - 1,000,000 45

456
Call Tidal Wave Call Vermin
Level: 5 Level: 5
Discipline: Convocation Discipline: Convocation
Range: One mile Range: One mile
Area: 100,000 cubic feet Area: 10’ x 10’
Duration: Instantaneous Duration: 2d6 rounds
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell summons a tidal Description: This spell summons a horde of
wave that is 100 feet tall and over 100 feet 1d1000 red-eyed rodents from the surround-
wide. The tidal wave appears instantly and ing mile to simultaneously attempt to devour
falls upon whatever is in the area, distribut- anything within the specified are. To deter-
ing 4d1000 IP or LP of damage. mine how many pounds of vermin attack a
Though damage is distributed imme- target, multiply the number in the horde by
diately, the circumstances and environment two. The swarming black massive horde of
affect the next few minutes. After the initial vermin will attempt to Overbear any target
distribution of damage, the waters will dis- within the area, as in the Wrestling skill. If
perse appropriately. The aftereffects of this successful, the horde will tear meat from the
much water being summoned to the area is victim’s skull. Once they Overbear the vic-
the MM’s discretion. tim, the rodents will gnash and gnaw at the
skull first, and work their way from head to
toe, picking every morsel to the bone. How-
ever, if the horde is exposed to any fire, they
will abandon their target and flee. While the
spell is in effect, the target is unable to react
if Overbearing is successful. Whether Over-
bearing occurs or not, the target suffers a
number of Life Points of damage per round
equal to 1% of the number of rodents in
the horde. Every round that the target is
being gnawed upon, the MM makes a secret
roll to determine whether or not the target
has acquired a disease. Note that it is quite
Artwork Here possible to acquire multiple diseases. The
MM’s check equals the target’s Health with
a TH of 40. If a disease is acquired, roll
percentile dice and consult the table below:

Roll Disease
01-10 Anthrax
11-30 Bubonic Plague
31-99 Rabies
00 Undulant Fever

Further, if the victim survives, then


for every round that rodents gnawed upon

457
them, they lose 5% of their Facial Charisma Charm for Causing Separation
due to scarring. There is also a 50% risk Level: 2
that the scarring is permanent. Discipline: Domination
Range: 1 mile per caster level
Area: Two people originally on good terms
Duration: 2 days to an exponential power equal to
the caster’s level
Reference: PGM XII. 365-75.
Chant: I call upon you, god, you who are in the
empty air, you who are terrible, invisible, and
great, you who afflict the earth and shake
the universe, you who love disturbances and
hate stability and scatter the clouds from one
another, IAIA IAKOUBIAI IO ERBETH,
IO PAKERBETH IO BOLCHOSETH
BASDOUMA PATATHNAX APOPSS
OSESRO ATAPH THABRAOU EO
THATHTHABRA BORARA
AROBREITHA BOLCHOSETH
KOKKOLOIPTOLE RAMBITHNIPS:
give to him, (speak the name of the first vic-
tim), the son of her, (speak the name of the
mother of the first victim), strife, war; and
to him, (speak the name of the second vic-
tim), the son of her, (speak the name of the
Artwork Here mother of the second victim), odiousness,
enmity.
Ingredients: A pot of smoked fish and a bronze
stylus
Ritual: On a pot of smoked fish inscribe a spell
with a bronze stylus and recite it afterwards
and put it where they (your victims) are,
where they usually return, repeating at the
same time the chant.
Description: Casting this spell separates two people
who are otherwise on good terms. Though
this spell is primarily intended to separate
two male friends, it may also separate hus-
band and wife.

458
Charm for Direct Vision Charm Small Mammal
Level: 5 Level: 1
Discipline: Convocation Discipline: Domination
Range: 50 feet Range: 50 feet
Area: 9’ diameter circle, unless broken Area: One non-humanoid mammal
Duration: 1 round per caster level Duration: 1d6 minutes
Reference: PGM VII. 319-34. Chant: To be determined
Chant: Let the earth be still, let the air be still, let Ingredients: To be determined
the sea be still; let the winds also be still, and Ritual: To be determined
do not be a hindrance to this my divination Description: The effect of this spell is to subdue a
— no sound, no loud cry, no hissing. For I non-humanoid mammal of 10 LP or less to
am a prophet, and since I am about to call a obey simple commands of the caster. The
terrible, fearful name, ‘KOLLA charmed mammal will not understand
OLPHILOGEMALA ACHEROIO,’ open speech, but only the simplest of the caster’s
the holy temple, the world built on the earth, thoughts. For example, it may understand:
because I am MANCHNOBIS help me, kill them, defend me, or guard this. Con-
CHOLCHOBE MALASET IAT versely, the mammal will not understand
THANNOUITA KERTOMENOU thoughts such as: take the sword from his hand,
PAKERBAO KRAMMASIRAT get his attention, bring me food, etc.
MOMOMO MELASOUT PEU PHRE.
Open my ears so that you may reveal to me
concerning those things I ask you to answer Charm to Break Enchantment
me. Come on, come on; immediately, im- Level: 4
mediately; quickly, quickly; and speak con- Discipline: Convocation
cerning those things about which I ques- Range: None
tioned you. Appear to me, I command you, Area: Caster
for I am IEO BELPHENO, who considers Duration: One hour per spell level
this matter.” Reference: PGM XXXVI. 256-64.
Ingredients: Copper vessel, male frankincense Chant: None
Ritual: Take the copper vessel, pour rainwater into Ingredients: A three-cornered sherd (shard)
it, and make an offering of male frankin- Ritual: Taking a three-cornered sherd from the fork
cense. Speak the chant. of a road -- pick it up with your left hand --
Description: This spell summons a spirit to answer inscribe it with ink and hide it. Write:
a question asked by the spellcaster. Once ASSTRAELOS CHRAELOS, dissolve ev-
the spirit appears, the spellcaster may ask the ery enchantment against me, (write your own
question. When finished and desiring to dis- name), for I conjure you by the great and
miss the spirit, say: “Go away, for my health terrible names which the winds fear and the
and well-being.” While bound within the rocks split when they hear it.
circle, the spirit is also bound to speak the Description: Casting this spell nullifies or breaks
truth. If the spirit does not know the an- all spells from the domination discipline in
swer, it must admit ignorance. If the circle effect by others regarding the caster.
is broken, the spirit is no longer bound by
the caster and may leave. The MM deter-
mines the knowledge and behavior of the
spirit. Even though the spirit is bound by
the caster and must be truthful, the spirit
does not have to behave respectfully.

459
Charm to Break Spells Charm to Induce Insomnia II
Level: 3 Level: 4
Discipline: Universal Discipline: Eradication
Range: Self Range: Two miles to an exponential power equal
Area: 3-feet radius to an exponential power equal to the level of the caster
to the level of the caster Area: One female
Duration: Permanent/Instantaneous Duration: Permanent until caster negates it
Reference: PGM XXXVI. 178-87. Reference: PGM XII. 376-96.
Chant: None Chant: None
Ingredients: Lead Ingredients: A living bat and ink
Ritual: Take lead and draw on it a unique figure Ritual: Take a living bat and on the right wing paint
holding a torch in its right hand, in its left - with ink a picture of a man with long hair
- and at the left -- a knife, and on its head sitting on a chair. On the left wing write the
three falcons, and under its legs a scarab, and following: “I call upon you, great god,
under the scarab a serpent. T H A T H A B A T H A T H
Description: Casting this spell will break other spells. PETENNABOUTHI PEPTOU BAST
Provided that the caster is of equal or greater EIESOUS OUAIR AMOUN OUTHI
occupational level (except priests, who must ASCHELIDONETH BATHARIBATH; let
exceed the level) and that they have more her, (name the female you would like to have
MP when the spell is cast than the spellcaster permanent insomnia), lie awake through the
whose spell they wish to break, all spells in whole night and day, until she dies, immedi-
effect and cast by others will cease. ately, immediately; quickly, quickly.”
Perform this spell at the waning of
the moon and the woman will die for lack
Charm to Induce Insomnia I of sleep, without lasting seven days. This
Level: 1 charm cannot at any time have an antidote.
Discipline: Domination But if you at some time wish one, do not
Range: 100 yards per caster level release the bat, but keep it in custody, and
Area: One female do this as well: when you want to release it,
Duration: The night following the casting wash off with spring water that has been
Reference: PGM VII. 374-76. written on the wings and release the bird.
Chant: None But do not use this spell save for a great
Ingredients: A seashell intrigue.
Ritual: Take the ingredient and write: “IPSAE Description: Casting this spell will cause a speci-
IAOAI, let her, (speak the name of the fe- fied female to suffer from insomnia until the
male to be affected), daughter of (speak the caster releases her from the spell or until she
name of the female’s mother), lie awake be- dies on the seventh day.
cause of me.” That night she will lie awake.
Description: Casting this spell causes one named
female to lie awake, unable to sleep, for one
night.

460
Charm to Inflict Harm I Charm to Inflict Harm II
Level: 2 Level: 4
Discipline: Deterioration Discipline: Deterioration
Range: 1 mile Range: One mile
Area: One victim Area: Those who bring charges against the
Duration: 1d100 hours spellcaster
Reference: PGM XXXVI. 231-55. Duration: Permanent
Chant: Supreme angels, just as this frog drips with Reference: PGM LI. 1-27.
blood and dries up, so also will the body of Chant: I exhort you, demon of the dead and the
him, (speak the name of the person to be necessity of death which has happened in
harmed), whom (speak the name of the your case, image of the gods, to hear my
mother of the person to be harmed) bore, request and to avenge me, (speak your name),
because I conjure you, who are in command whom (speak your mother’s name) bore,
of fire MASKELLI MASKELLO. because a charge has been brought against
Ingredients: A lead lamella (thin metal plate), me. And I exhort you not to listen to those
bronze stylus, blood from a bat, a frog, who have brought charges against me,
thread, bronze needle, reed, and hairs of a wicked men ungodly toward me. I ask you,
black ox. demon of the dead, not to listen to them
Ritual: Take a lead lamella and inscribe with a bronze but to listen only to me, (speak your own
stylus the following names, and after smear- name), since I am pious toward the gods,
ing it with blood from a bat, roll up the and to cause them to be ill for their whole
lamella in the usual fashion. Cut open a frog life.
and put it into its stomach. After stitching Ingredients: None
it up with thread and a bronze needle, hang Ritual: Speak the chant
it up on a reed from your property by means Description: Casting this spell will cause those who
of hairs from the tip of the tail of a black bring charges against the spellcaster to ac-
ox, at the east of the property near the ris- quire a random disease (see Chap. 3: Body).
ing of the sun. Charges are more than simple slander, they
On the lamella, write: “OUSIRI must be public, though not necessarily for-
SESEGGENBARPHARGGES mal or legal. Public, here, means the charges
OUSIRIISESE SIRISESE IRISESE must be told to a group of at least a dozen
RISESE ISESE SESEG ESEG SEGGEN people. Rumors and gossip spread individu-
EGGEN GGEN GE GGENBARPH ally do not count.
GGENBARPH GENBARPH
GENBARPH ENBARPH BA B.
“ E R I K I S E P H E A R A R AC H -
ARAPHTHISKERA RIKISIPHTHEARA-
RACHARAEPHTHISIKER IKISIP-
HTHEARARACHARAEPHTHISIKE.”
Description: Casting this spell inflicts harm on one
chosen victim. The caster must roll percen-
tile dice to determine the amount of dam-
age in LP that the victim loses. This dam-
age will occur steadily during 1d100 hours.
If the victim loses 100% of their life, they
die. When the spell expires, the victim will
heal naturally.

461
Charm to Inflict Harm III Charm to Subject
Level: 5 Level: 6
Discipline: Deterioration Discipline: Annihilation
Range: One mile Range: One mile
Area: One female Area: One victim
Duration: One hour per level of the caster Duration: Caster’s whim, but the spell must be
Reference: PGM LXIV. 1-12. maintained by concentration, so the caster
Chant: Strike ill, attract, send a dream. I call upon may not perform other activities or cast
you by your sacred names, PSINA PSINA other spells.
KRADIDA PSIOMOIPS....Make her writhe Reference: PGM X. 36-50.
at my feet for a short time. Chant: Just as these sacred names are being
Ingredients: None trampled, so also let him, (speak the name
Ritual: Speak the chant of the person), the trouble-maker, be
Description: Casting this spell causes a woman to trampled.
suffer for a duration. This writhing pain will Ingredients: A lamella (metal leaf or thin metal
never be forgotten. The female will con- plate) and a frog’s tongue.
vulse painfully and continuously. When the Ritual: Take a lamella from a yoke for mules and
spell expires, every muscle in her body will engrave on it the following names and put a
ache for d4 days. frog’s tongue in it.
ABRASAX
IOCHCH
AEEIOYO CHYCH MICHAEL NYSEU
EEIOYOA CHYBACHYCH RAPHAEL NYCHIEU

Charm to Open a Door EIOYOAE


IOYOAEE
BACHACHYCH
BAKAXICHYCH
GABRIEL
SOURIEL
AOCHE
MECHEU
OYOAEEI BAZABACHYCH ZAZIEL IAO
Level: 2 YOAEEIO BADETOPHOTH BADAKIEL SABAOTH
OAEEIOY BAINCHOOOCH SYLIEL ADONAI
Discipline: Universal ABRASAX Subject him, (write the name of the person), to me immediately; quickly,
quickly.
Range: Touch z

Area: One door When the metal leaf with the frog’s
Duration: Permanent tongue is put into your right sandal, speak
Reference: PGM XXXVI. 312-20. the chant.
Chant: Open up for me, open up for me, door bolt; Description: With the casting of this spell, a per-
be opened, be opened, door bolt, because I son named by the caster will be trampled as
am ARCHEPHRENEPSOU PHIRIGX. long as the caster wears an engraved lamella
Ingredients: An unfallen umbilical cord and ink under their sandal. 4d8 LP of damage oc-
Ritual: Take from a firstborn ram an umbilical cord cur every round.
that has not fallen to the ground, and after
mixing in ink, apply it to the door bolts when
you want to open a door, and speak the
chant, and you will open it immediately.
Description: Casting this spell will open a door,
whether it is sealed by magic or rust.

462
Cloak Coal Foot
Level: 9 Level: 1
Discipline: Reformation Discipline: Supportation
Range: Touch Range: Touch
Area: See below Area: One creature
Duration: Permanent Duration: 1d6 minutes
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell will magically hide a Description: Casting this spell causes the creature
large area by imbuing every creature and item touched to gain the ability to walk across or
within the area with an ethereal Cloak. The upon non-magical fire barefoot without ex-
matter within the area is ethereal and invis- periencing pain or damage. However, non-
ible to others who are not so imbued. Ev- magical fire may be applied to other parts
eryone affected by the Cloak can see each of the body of the target creature with nor-
other and interact normally. Matter inside mal and damaging effects.
the area at the time of casting is imbued with
an ethereal cloak. For example, a character
inside seems to become ethereal. This char-
acter may leave the area, but since the effect
of this spell is limited to the specified area,
if this character leaves the area they will be
visible as normal. If non-ethereal matter
enters the cloaked area, it will not be no-
ticed by those who are cloaked. If ethereal
matter enters the cloaked area, it may be no-
ticed by those who are cloaked. Once a
cloaked character or object leaves the cloaked
area, it will not regain its ethereal Cloak upon
entering the affected area again.
This spell may only be cast by mul-
tiple druids in a circle; Cloak is a circle spell. Artwork Here
The amount of area affected is de-
termined below:

Level Affected Area


<10 1 cubic quarter-mile
10-12 1 cubic half-mile
13-15 1 cubic mile
16-18 2 cubic miles
19-21 5 cubic miles
22-24 10 cubic miles
25-27 20 cubic miles
28+ 100 cubic miles

463
Cocoon Coercive Spell for Restraining
Level: 5 Level: 3
Discipline: Reformation Discipline: Eradication
Range: Touch Range: 1 mile
Area: One creature Area: One limb
Duration: Two minutes to an exponential power Duration: Two minutes to an exponential power
equal to the level of the caster equal to the level of the caster
Chant: To be determined Reference: PGM VII. 394-95.
Ingredients: To be determined Chant: SPHEDEMOUR BIRBIA ECHI
Ritual: To be determined EROPHTHI ATARMETRA CHELOOPS.
Description: Casting this spell causes the target Ingredients: None
creature, regardless of size, to become Ritual: Speak the chant.
trapped inside a cocoon. The target crea- Description: Casting this spell causes one limb of
ture must be touched for the spell to take a person or creature of which the caster
effect. If the target creature does not de- envisions to become useless and immobile.
sire to be touched by the spellcaster, then a
Brawling skill check is required (see Chap. 8:
Skills). Complete Healing
A cocoon will form instantly. The Level: 6
cocoon is formed largely from silk, and is a Discipline: Restoration
quickly hardening material with high tensile Range: Touch
strength. Only a creature with a Strength Area: One creature touched
sub-ability of 300 or more can either break Duration: Instantaneous
out of or into a cocoon by brute force. If Chant: To be determined
the entrapped target creature breathes to stay Ingredients: To be determined
alive, they will suffocate in time as per the Ritual: To be determined
choking maneuver in the Wrestling skill. Description: Casting this spell allows the caster to
If the trapped target creature has a heal one creature without limitation. In or-
Strength sub-ability of 250 or more, they der to bestow healing, the creature to be
are not fully unable to move; they may move healed must be touched by the caster, which
1d4 limbs d% of their normally unhindered means that a successful Brawling skill check
range. Most trapped target creatures imme- is required (see Chap. 8: Skills), unless the
diately find a sharp object, such as a dagger, creature does not object to being healed, in
and cut a hole through the cocoon for air which case no check is necessary. If suc-
(requires 2d10 IP of damage), and then free cessful, the creature regains their full poten-
themselves (2d100 IP required for a human- tial of Life Points if they are wounded, re-
sized cocoon). gardless of the number. If missed, then the
spell is wasted.

464
Conflagration Contraceptive Spell
Level: 7 Level: 3
Discipline: Annihilation Discipline: Eradication
Range: One mile Range: Touch
Area: 250 feet blast radius Area: A woman’s genitals
Duration: Instantaneous Duration: Number of years of sterility according
Chant: To be determined to the number of seeds used.
Ingredients: To be determined Reference: PGM XXXVI. 320-32.
Ritual: To be determined Chant: None
Description: Casting this spell causes incomprehen- Ingredients: Bittervetch seeds, frog, a seed of hen-
sible burning damage. The caster must bane, mare’s milk, nasal mucus of a cow,
choose a central point within the range. grains of barley, leather skin made from a
From this central point, a fiery blast will ex- fawn, mulehide skin
plode violently and implode again within one Ritual: Take as many bittervetch seeds as you want
round. Anything within the area is subjected for the number of years you wish to remain
to 2d100 IP or LP. No vegetation will grow sterile. Steep them in the menses of a men-
in this area for one year. The explosion will struating woman. Let them steep in her own
be heard and felt up to a half-mile away. genitals. And take a frog that is alive and
throw the bittervetch seeds into its mouth
so that the frog swallows them, and release
the frog alive at the place where you cap-
tured him. And take a seed of henbane,
steep it in mare’s milk; and take the nasal
mucus of a cow, with grains of barley, put
these into a leather skin made from a fawn
and on the outside bind it up with mulehide
skin, and attach it as an amulet during the
waning of the moon. Mix in also with the
barley grains cerumen from the ear of a
mule.
Description: Casting this spell prevents pregnancy.

Artwork Here

465
Convert to Cannibal Create Species
Level: 3 Level: 10
Discipline: Domination Discipline: Reformation
Range: Touch Range: Touch
Area: One target creature Area: Earth
Duration: Two days to an exponential power Duration: Instantaneous
equal to the level of the caster Chant: To be determined
Chant: To be determined Ingredients: To be determined
Ingredients: To be determined Ritual: To be determined
Ritual: To be determined Description: Casting this spell allows the caster to
Description: Casting this spell converts a target create a mortal species. If a mortal casts
creature to cannibalism for the duration of this spell, it is likely to upset gods. The player
the spell. For the duration of the spell, the must consult the MM to determine what is
target creature will demonstrate a distaste for admissible.
most food, and clearly prefers to eat their
own species. Target creatures that are con-
verted to cannibalism will not act stupidly,
but may cunningly attempt to eat their own
kind, if possible.
If the target creature does not de-
sire to be touched by the spellcaster, then a
Brawling skill check is required (see Chap. 8:
Skills). If the target creature passes a Wis-
dom check at TH 70, then the spell has no
effect.

Cover Tracks
Level: 1
Discipline: Reformation
Range: None Artwork Here
Area: A mobile 25’ radius around the caster
Duration: Two minutes to an exponential power
equal to the caster’s level
Chant: To be determined
Ingredients: To be determined
Ritual: To be determined
Description: For the duration of this spell, the area
around the caster is untraceable. This ap-
plies to all area that had been affected. For
instance, a wizard casts this spell and gets
away on his wagon. All area that the wagon
has covered during the duration of the spell
will leave no tracks. Thus, the first few min-
utes of his getaway are permanently untrace-
able.

466
Cryogenics Cryoprobe
Level: 3 Level: 1
Discipline: Annihilation Discipline: Annihilation
Range: 200 feet Range: 50 feet
Area: One target Area: One target
Duration: Instantaneous Duration: Instantaneous
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell releases cold energy Description: Casting this spell releases cold energy
in the form of a thin beam that projects in the form of a thin beam that projects
forth from the end of one of the caster’s forth from the end of one of the caster’s
fingers. For the beam to be aimed and there- fingers. For the beam to be aimed and there-
fore connect with the target, a successful fore connect with the target, a successful
Aim skill check must be made (see Chap. 8: Aim skill check must be made (see Chap. 8:
Skills). The beam of cold energy causes 2d20 Skills). The beam of cold energy causes 1d10
Life Points of damage by freezing this pro- Life Points of damage.
portion of the victim solid. Consult the
Crucial Damage section of Chap. 10: Combat
to determine the location of the ray’s con- Cryotherapy
tact. Level: 1
The MM determines what body Discipline: Restoration
parts are frozen. For humanoids, the fol- Range: Touch
lowing percentages apply: Area: One target
Duration: Instantaneous
Body Part Percent of Body Chant: To be determined
Head 10 Ingredients: To be determined
Each arm 10 Ritual: To be determined
Torso 40 Description: Casting this spell releases cold energy
Each leg 15 through touch. If a creature does not want
to be touched, then a successful Brawling
If the entire head or torso becomes skill check (see Chap. 8: Skills) must be made
frozen then the victim must pass a Health to touch them. If touched, no damage will
check at TH 30 to remain alive. Each minute occur, but a cold sensation will be felt.
thereafter, they must pass a check, though The common application of this
the TH increases by 5 every minute until they spell is to prevent further swelling on a
are completely thawed. wound. While it does not heal, no further
Movement may be hindered as well damage will occur with that wound. For in-
when body parts are frozen. The MM must stance, if a character is unconscious, they
decide the effects. are more likely to stabilize.
Thawing time equals 2 minutes per
LP of damage. The rate of thawing may be
affected by the temperature of the environ-
ment and is subject to the MM’s discretion.

467
Cup Spell De Medicamentis
Level:4 Level: 6
Discipline: Domination Discipline: Restoration
Range: Ingestion Range: Touch
Area: One specific female Area: One diseased, unhealthy, or wounded person
Duration: Special Duration: Permanent
Reference: PGM VII. 643-51. Reference: Arcana Mundi, p. 72
Chant: You are wine; you are not wine. The guts Chant: Go away, no matter whether you originated
of IAO PAKERBETH SEMESILAM today or earlier: this disease, this illness, this
OOO E PATACHNA IAAA. At whatever pain, this swelling, this redness, this goiter,
hour you descend into the guts of her, (speak these tonsils, this abscess, this tumor, these
the name of the desired female), let her love glands and the little glands I call forth, I lead
me, (speak your own name), for all the time forth, through this spell, from these limbs
of her life. and bones.
Ingredients: A cup of wine Ingredients: None
Ritual: Speak the chant to the cup seven times Ritual: Recite the chant while sober and touching
Description: Once this spell is cast, the cup of wine the relevant part of the body with three fin-
must be drunk by the desired female so gers: thumb, middle finger, and ring finger;
named in the chant within the day. If not, the other two are stretched out.
the spell has no effect. If the desired fe- Description: Casting this spell cures a disease, heals
male drinks the entire cup of wine within a wound, or brings a person back to health.
the same day that the spell was cast, then The power of this spell is its diversity of
she will immediately fall in eternal love with applications and its disregard for LP. Re-
the caster. gardless of the points considered, it is healed
or restored in one creature.

Artwork Here

468
Decortication Defenistration
Level: 4 Level: 1
Discipline: Reformation Discipline: Reformation
Range: Direct line of sight Range: Direct line of sight
Area: One square foot of flesh per level of the Area: One creature
caster Duration: Instantaneous
Duration: Instantaneous Chant: To be determined
Chant: To be determined Ingredients: To be determined
Ingredients: To be determined Ritual: To be determined
Ritual: To be determined Description: Casting this spell causes a creature or
Description: Casting this spell causes the skin of a object seen by the caster to be ejected out
target creature seen by the spellcaster dur- the nearest window. If there is no window
ing casting to be peeled from their body. The within 100 feet, then the spell fails. The tar-
skin begins peeling at 1d4 random locations get creature will feel an invisible force. The
on their body, determined by the MM. The force will push them toward the window at
MM must estimate the percentage of skin a rate of 100 feet per round, regardless of
that has been peeled. This equals the per- resistance. If the character has room, their
centage of LP suffered in damage. only hope is to run away from the force and,
Further, unless bandaged immedi- of course, avoid the window.
ately, the skinned victim will lose a number
of LP per round equal to the estimated per-
centage above due to blood loss.
If the victim survives being skinned
alive, the skinned portions of their body will
feel no pain, since nerve endings are in the
flesh.

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469
Demokritos’ Sphere Demokritos’ Table Gimmicks
Level: 2 Level: 1
Discipline: Prognostication Discipline: Universal
Range: 50 feet Range: Special, see below
Area: One sick person Area: Special, see below
Duration: Instantaneous Duration: Special, see below
Reference: PGM XII. 351-64. Reference: PGM VII. 167-86.
Chant: None Chant: None
Ingredients: None Ingredients: Listed below, if any
Ritual: Find out what day of the month the sick Ritual: Listed below
one took to bed. Figure the numerological Description: Originating from Demokritos, one of
number of the name of the sick person (see the first wizards from ages past, this spell
the Divination [Numerology] skill in Chap. consists of many uses for minor magic.
8: Skills). Add the number of their name to They are as follows:
the day of the month they became sick and To make bronzeware look like it’s made of gold: Mix na-
divide by thirty. Look up on the ‘sphere’ tive sulfur with chalky soil and wipe it off.
the quotient: if the number is on the upper This spell has been recognized as the begin-
register, the person will live, but if it is on nings of alchemy.
the lower register, he will die. To make an egg become like an apple: Boil the egg and
smear it with a mixture of egg-yolk and red
1 10 19 wine.
2 11 20 To make the chef unable to light the burner: Set a house-
3 13 23 leek plant on his stove.
4 14 25 To be able to eat garlic and not stink: Bake beetroots
7 16 26 and eat them. This may also be used as a
9 17 27 breath freshener.
5 15 22 To keep an old woman from either chattering or drinking
6 18 28 too much: Mince some pine and put it in her
8 21 29 mixed wine.
12 24 30 To make the gladiators painted on the cups “fight”: Smoke
some hare’s head underneath them.
Description: This spell cannot be learned or cast To make cold food burn the banqueter: Soak a squill in
without already having the skill of Divina- hot water and give it to him to wash with.
tion (Numerology) in Chapter 8: Skills. To relieve him: Apply oil.
To let those who have difficulty intermingling, those who
are shy in a social setting, perform well: Give gum
mixed with wine and honey to be smeared
on the face.
To be able to drink a lot and not get drunk: Eat a baked
pig’s lung.
Artwork Here To be able to travel a long way home and not get thirsty:
Gulp down an egg beaten in wine.
To be able to copulate a lot: Grind up fifty tiny pinecones
with two ounces of sweet wine and two pep-
per grains and drink it.
To get an erection when you want: Grind up a pepper
with some honey and coat your “thing”.

470
Detect Air Detect Earth
Level: 1 Level: 1
Discipline: Prognostication Discipline: Prognostication
Range: None Range: None
Area: 50’ radius Area: 50’ radius
Duration: Instantaneous Duration: Instantaneous
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell allows the caster to Description: Casting this spell allows the caster to
be able to detect the element of air in the be able to detect the element of earth in the
area. area.

Detect Choleric Temperament


Level: 2
Discipline: Prognostication
Range: None
Area: 50’ radius
Duration: Instantaneous
Chant: To be determined
Ingredients: To be determined
Ritual: To be determined
Description: Casting this spell allows the caster to
be able to detect the scent of any and all
primarily choleric beings in the area unless
they are protected by some sort of spell that
prevents detection. The caster is not able
to discern the exact beings unless they are
within 10 feet of the caster or are alone.

Artwork Here

471
Detect Emotion Detect Ether
Level: 4 Level: 1
Discipline: Prognostication Discipline: Prognostication
Range: 50 feet Range: None
Area: One creature Area: 50’ radius
Duration: Instantaneous Duration: Instantaneous
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: The caster is able to detect the domi- Description: Casting this spell allows the caster to
nant emotion felt by a target creature at the be able to detect the element of ether in the
moment, unless they are protected by some area.
sort of spell that prevents detection. Only
one emotion may be detected. Emotions
that may be detected include the following Detect Ethicality
primary emotions: Level: 3
Discipline: Prognostication
Primary Emotions Range: None
Acceptance Fear Area: 50’ radius
Anger Joy Duration: Instantaneous
Anticipation Sadness Chant: To be determined
Disgust Surprise Ingredients: To be determined
Ritual: To be determined
However, in some circumstances, Description: Casting this spell allows the caster to
two emotions are felt in equal proportion, be able to detect the scent of any and all
creating a blend. Depending on the discre- ethical beings in the area unless they are pro-
tion of the MM, the following secondary tected by some sort of spell that prevents
emotions may be useful: detection. Note that it is not possible to
discern the exact beings unless they are
Secondary Primary Components within 10 feet of the caster or alone.
Aggression Anger and anticipation
Awe Fear and surprise
Contempt Anger and disgust
Disappointm. Sadness and Surprise
Love Acceptance and Joy
Optimism Anticipation and Joy
Remorse Disgust and Sadness
Submission Acceptance and Fear

472
Detect Evanescence Detect Immorality
Level: 7 Level: 3
Discipline: Prognostication Discipline: Prognostication
Range: None Range: None
Area: Two-feet radius to an exponential power Area: 50’ radius
equal to the level of the caster Duration: Instantaneous
Duration: Two rounds to an exponential power Chant: To be determined
equal to the level of the caster Ingredients: To be determined
Chant: To be determined Ritual: To be determined
Ingredients: To be determined Description: The caster is able to detect the scent
Ritual: To be determined of any and all immoral beings in the area
Description: Casting this spell allows the caster to unless they are protected by some sort of
be able to detect and locate the presence of spell that prevents detection. The caster is
evanescent or invisible creatures. They ap- not able to discern the exact beings unless
pear to have a glowing black aura around they are within 10 feet of the caster or are
them, however, the caster is not able to iden- alone.
tify the type of creature. Only the glowing
aura shows. Only the caster is able to see
the aura. Detect Inferiority
Level: 4
Discipline: Prognostication
Detect Fire Range: None
Level: 1 Area: 50’ radius
Discipline: Prognostication Duration: Instantaneous
Range: None Chant: To be determined
Area: 50’ radius Ingredients: To be determined
Duration: Instantaneous Ritual: To be determined
Chant: To be determined Description: The caster is able to detect the scent
Ingredients: To be determined of any and all beings who are numerically
Ritual: To be determined inferior to the spellcaster in one parameter
Description: Casting this spell allows the caster to that is selected and declared upon
be able to detect the element of fire in the spellcasting. The selected parameter may be
area. Life Points, Magic Points, Piety Points, any
ability or sub-ability, height, or any other
parameter approved by the MM.

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473
Detect Lie Detect Melancholic Temperament
Level: 4 Level: 2
Discipline: Prognostication Discipline: Prognostication
Range: None Range: None
Area: 50’ radius Area: 50’ radius
Duration: Two rounds to an exponential power Duration: Instantaneous
equal to the level of the caster Chant: To be determined
Chant: To be determined Ingredients: To be determined
Ingredients: To be determined Ritual: To be determined
Ritual: To be determined Description: Casting this spell allows the caster to
Description: The caster is able to detect the scent be able to detect the scent of any and all
of any and all lies as they are spoken in the primarily melancholic beings in the area un-
area, unless they are protected by some sort less they are protected by some sort of spell
of spell that prevents detection. The caster that prevents detection. The caster is not
is not able to discern the exact beings unless able to discern the exact beings unless they
they are within 10 feet of the caster or are are within 10 feet of the caster or are alone.
alone. The scent is not stronger or weaker
depending on the degree of lying. Each
statement made is either truthful as far as Detect Morality
the teller knows, or it is not. Hence, a white
Level: 3
lie is still a lie. Discipline: Prognostication
Range: None
Area: 50’ radius
Detect Magic Duration: Instantaneous
Level: 1 Chant: To be determined
Discipline: Universal Ingredients: To be determined
Range: None Ritual: To be determined
Area: 50’ radius from the caster Description: Casting this spell allows the caster to
Duration: Instantaneous be able to detect the scent of any and all
Chant: To be determined moral beings in the area unless they are pro-
Ingredients: To be determined tected by some sort of spell that prevents
Ritual: To be determined detection. The caster is not able to discern
Description: Casting this spell allows the caster to the exact beings unless they are within 10
immediately sense the presence of magic feet of the caster or are alone.
nearby. Though this is not clear, the caster
may discern whether the magic is weak,
moderate, or strong.

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474
Detect Object Objects may be detected at the fol-
Level: 6 lowing ranges:
Discipline: Prognostication
Range: Special Caster Level Range
Area: One object 1-6 100 feet
Duration: Instantaneous 7 250 feet
Chant: To be determined 8 1,000 feet
Ingredients: To be determined 9 1 mile
Ritual: To be determined 10 10 miles
Description: Casting this spell allows the caster to 11-12 100 miles
be able to detect any object. The more 13-14 1,000 miles
familar the caster is with the object, the easier 15-17 10,000 miles
it is to detect it. The caster must pass a Spa- 16-19 Current planet
tial sub-ability check as follows to detect the 20+ Universe and other planes
object:
If the object is found, the caster in-
TH Example stantly knows the location of it, but only by
05 Lifelong possession of the caster Spatial Intelligence. For instance, the caster
20 Caster has seen the object within a feels an urge that it is “this way,” but cannot
week visualize the immediate surroundings of the
30 Caster has seen the object within a object.
month
40 Caster possesses a piece of the
object, such as a link from a
suit of chainmaille
60 Caster has seen the object
80 Caster has received a detailed ac-
count of the object by an
eye-witness
99 Caster does not know anything spe-
cific about the object. For example,
the caster searches for a book, but
does not know the name, size, color,
or author of it.

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475
Detect Phlegmatic Temperament Detect Scent
Level: 2 Level: 1
Discipline: Prognostication Discipline: Prognostication
Range: None Range: None
Area: 50’ radius Area: 50’ radius
Duration: Instantaneous Duration: Instantaneous
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell allows the caster to Description: Casting this spell allows the caster to
be able to detect the scent of any and all be able to detect the scent of any and all
primarily phlegmatic beings in the area un- living beings in the area unless they are pro-
less they are protected by some sort of spell tected by some sort of spell that prevents
that prevents detection. The caster is not detection. The caster is not able to discern
able to discern the exact beings unless they the exact beings unless they are within 10
are within 10 feet of the caster or are alone. feet of the caster or are alone.

Detect Sanguine Temperament Detect Superiority


Level: 2 Level: 4
Discipline: Prognostication Discipline: Prognostication
Range: None Range: None
Area: 50’ radius Area: 50’ radius
Duration: Instantaneous Duration: Instantaneous
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell allows the caster to Description: The caster is able to detect the scent
be able to detect the scent of any and all of any and all beings who are numerically
primarily sanguine beings in the area unless superior to the spellcaster in one parameter
they are protected by some sort of spell that that is selected and declared upon
prevents detection. The caster is not able spellcasting. The selected parameter may be
to discern the exact beings unless they are Life Points, Magic Points, Piety Points, any
within 10 feet of the caster or are alone. ability or sub-ability, height, or any other
parameter approved by the MM.

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476
Detect Surface Thoughts Detect Thoughts
Level: 4 Level: 5
Discipline: Prognostication Discipline: Prognostication
Range: 50 feet Range: Touch
Area: One creature Area: One creature
Duration: Two rounds to an exponential power Duration: Two rounds to an exponential power
equal to the level of the caster equal to the level of the caster
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: The caster is able to Detect Surface Description: The caster is able to Detect Thoughts
Thoughts of a target creature at the mo- of a target creature at the moment, unless
ment, unless they are protected by some sort they are protected by some sort of spell that
of spell that prevents detection. Surface prevents detection. The spellcaster must
thoughts do not involve deeper consider- touch the target creature. If the target crea-
ations or necessarily reflect a position that a ture does not desire to be touched by the
creature has taken on an issue. Instead, sur- spellcaster, then a Brawling skill check is re-
face thoughts are merely the thoughts that quired (see Chap. 8: Skills).
occur to the creature at the moment. Different from Detect Surface
For example, if the surface thoughts Thoughts, Detect Thoughts allows the
are detected of a virile male as an attractive spellcaster to probe the mind of the target
strumpet approaches, thoughts detected may creature while touching their head. The
be “God, I’d give anything to shove my spellcaster must decide what thought is to
stovepipe into that!” be detected. Here, thoughts may be opin-
ions on topics or issues.
It takes 1d6 rounds for the brain of
the target creature to reply. The reply is not
conscious. Instead, the spellcaster is merely
silencing everything else in the brain except
for thoughts about that particular issue.

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477
Detect Unethicality Determine Magic
Level: 3 Level: 1
Discipline: Prognostication Discipline: Universal
Range: None Range: Touch
Area: 50’ radius Area: One object
Duration: Instantaneous Duration: One second
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell allows the caster to Description: The effect of this spell is to deter-
be able to detect the scent of any and all mine the discipline of magic imbued in an
unethical beings in the area unless they are object. Following is a table that delineates
protected by some sort of spell that pre- the color of each discipline:
vents detection. The caster is not able to
discern the exact beings unless they are Color Discipline
within 10 feet of the caster or are alone. Red Annihilation
Green Convocation
Gray Deterioration
Detect Water Sable Domination
Level: 1 Yellow Eradication
Discipline: Prognostication Orange Hallucination
Range: None Purple Prognostication
Area: 50’ radius Blue Reformation
Duration: Instantaneous Peachy Restoration
Chant: To be determined Brown Supportation
Ingredients: To be determined White Universal
Ritual: To be determined
Description: Casting this spell allows the caster to
be able to detect the element of water in
the area.

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478
Detonation Develop Breasts
Level: 1 Level: 2
Discipline: Annihilation Discipline: Reformation
Range: Touch Range: Touch
Area: Special Area: One creature
Duration: Special Duration: Permanent
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell allows the spell- Description: Casting this spell causes the breasts
caster to select a non-living target for Deto- of a target creature to develop. The
nation. The spellcaster must touch the tar- spellcaster must touch the target creature.
get. The target cannot be more than one If the target creature does not desire to be
object. Only a whole, not partial, target can touched by the spellcaster, a Brawling skill
be detonated. check is required (see Chap. 8: Skills).
The size of the target to be deto- This spell may be cast on any mam-
nated depends on the level of the spellcaster. mal -- male or female, young or old. The
Two cubic feet per exponential power equal effects of this spell are to increase the size
to the level of the caster. of the breasts of the target creature. In fact,
The blast radius is equal to the size the breasts will increase the equivalent of
of the target to an exponential power equal one cup size. However, there is no guaran-
to the level of the caster. Upon Detona- tee that they will be perky. For instance, the
tion, everything within the blast radius in- nipples may aim at the ground.
curs 1d10 IP or LP or damage. If male breasts are developed, the
The duration is randomly deter- male will not gain muscle, nor breast milk,
mined by the MM as follows. First, roll d4. but the fatty deposits of the chest will aug-
The unit of time is either (1) seconds, (2) ment. This will cause a reduction of 3 in
rounds, (3) minutes, or (4) hours. Next, Bodily Attractiveness. Others may be more
multiply one unit of this measurement by likely to mock the male’s breasts.
1d100. This is the duration until Detona- If female breasts are developed, she
tion. The spellcaster is unaware of the du- will likely gain significantly more sexual at-
ration until Detonation. tention. Below are modifiers to Bodily At-
If the target determined to detonate tractiveness based on the new cup size:
takes any damage whatsoever, it detonates
immediately. New Cup Size Modifier
Since only non-living targets may be B +15
selected, it is popular among spellcasters to C +10
cast this spell on the undead, which allows D +5
for wandering targets that will inevitably ex- DD -5
plode. DDD -10
DDDD+ -15

479
Diminish Charisma Diminish Dexterity
Level: 5 Level: 5
Discipline: Deterioration Discipline: Deterioration
Range: Touch Range: Touch
Area: One creature Area: One creature
Duration: Permanent Duration: Permanent
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell causes one of the Description: Casting this spell causes one of the
sub-abilities of Charisma of the target crea- sub-abilities of Dexterity of the target crea-
ture to diminish. Which sub-ability is af- ture to diminish. Which sub-ability is af-
fected is determined randomly by the MM fected is determined randomly by the MM
with a d4. The spellcaster must touch the with a d4. The spellcaster must touch the
target creature for the spell to take effect. target creature for the spell to take effect.
If the target creature does not desire to be If the target creature does not desire to be
touched by the spellcaster, then a Brawling touched by the spellcaster, then a Brawling
skill check is required (see Chap. 8: Skills). skill check is required (see Chap. 8: Skills).
The randomly selected sub-ability decreases The randomly selected sub-ability decreases
by 1d12 points. by 1d12 points.

Diminish Debauchery Diminish Intelligence


Level: 5 Level: 5
Discipline: Deterioration Discipline: Deterioration
Range: Touch Range: Touch
Area: One creature Area: One creature
Duration: Permanent Duration: Permanent
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell causes a decrease Description: Casting this spell causes one of the
in Debauchery of the target creature. The sub-abilities of Intelligence of the target
spellcaster must touch the target creature for creature to diminish. Which sub-ability is
the spell to take effect. If the target crea- affected is determined randomly by the MM
ture does not desire to be touched by the with a d4. The spellcaster must touch the
spellcaster, then a Brawling skill check is re- target creature for the spell to take effect.
quired (see Chap. 8: Skills). Debauchery is If the target creature does not desire to be
diminished by 1d12 points. touched by the spellcaster, then a Brawling
skill check is required (see Chap. 8: Skills).
The randomly selected sub-ability decreases
by 1d12 points.

480
Diminish Magic Diminish Piety
Level: 5 Level: 5
Discipline: Deterioration Discipline: Deterioration
Range: Touch Range: Touch
Area: One creature Area: One creature
Duration: Permanent Duration: Permanent
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell causes a decrease Description: Casting this spell causes a decrease
in Magic Points of the target creature. The in Piety Points of the target creature. The
spellcaster must touch the target creature for spellcaster must touch the target creature for
the spell to take effect. If the target crea- the spell to take effect. If the target crea-
ture does not desire to be touched by the ture does not desire to be touched by the
spellcaster, then a Brawling skill check is re- spellcaster, then a Brawling skill check is re-
quired (see Chap. 8: Skills). Magic Points are quired (see Chap. 8: Skills). Piety Points are
diminished by 1d12. diminished by 1d12.

Diminish Physique Diminish Wisdom


Level: 5 Level: 5
Discipline: Deterioration Discipline: Deterioration
Range: Touch Range: Touch
Area: One creature Area: One creature
Duration: Permanent Duration: Permanent
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell causes one of the Description: Casting this spell causes one of the
sub-abilities of Physique of the target crea- sub-abilities of Wisdom of the target crea-
ture to diminish. Which sub-ability is af- ture to diminish. Which sub-ability is af-
fected is determined randomly by the MM fected is determined randomly by the MM
with a d4. The spellcaster must touch the with a d4. The spellcaster must touch the
target creature for the spell to take effect. target creature for the spell to take effect.
If the target creature does not desire to be If the target creature does not desire to be
touched by the spellcaster, then a Brawling touched by the spellcaster, then a Brawling
skill check is required (see Chap. 8: Skills). skill check is required (see Chap. 8: Skills).
The randomly selected sub-ability decreases The randomly selected sub-ability decreases
by 1d12 points. by 1d12 points.

481
Discursivity Divination by Means of a Boy
Level: 3 Level: 4
Discipline: Domination Discipline: Convocation
Range: Touch Range: 50 feet
Area: One target humanoid creature Area: Nine-foot circle
Duration: Two hours to an exponential power Duration: One minute per caster level
equal to the level of the caster Reference: PGM VII. 348-58.
Chant: To be determined Chant: I call upon you, inhabitants of Chaos and
Ingredients: To be determined Erebos, of the depth, of earth, watchers of
Ritual: To be determined heaven, of darkness, masters of things not
Description: Casting this spell causes one crea- to be seen, guardians of secrets, leaders of
ture touched by the caster to be unable to those beneath the earth, adminstrators of
hold a conversation without rambling ran- things which are infinite, those who wield
domly from topic to topic. This spell re- power over earth, servants in the chasm,
quires the caster to touch the target, which shudderful fighters, fearful ministers, inhab-
necessitates a Brawling skill check (see Chap. itants of dark Erebos, coercive watchers, rul-
8: Skills). The target creature is compelled ers of cliffs, grievers of the heart, adverse
to change the topic every 1d20 words. To demons, iron-hearted ones BITHOURARA
be unaffected by the spell, the target crea- ASOUEMARA...OTROUR MOURROUR
ture must pass two sub-ability checks: Drive APHLAU MANDRAROUROU SOU
at TH 50, and Rhetorical Charisma at TH MARAROU, reveal concerning the matter
40. which I am considering.
Ingredients: A boy
Ritual: After lying the boy on the ground, speak
the chant and a dark-colored boy will ap-
pear to him.
Description: Casting this spell summons a spirit
who manifests itself in the form of a dark-
colored boy. This random spirit from a cha-
otic or immoral afterlife will be forced by
the spell to inform the caster of everything
the spirit knows regarding the matter. The
MM decides the extent, if any, of the spirit’s
knowledge. If the circle surrounding the
Artwork Here spirit is broken, the spirit will almost cer-
tainly attempt to harm the caster. While the
spirit itself is noncorporeal, the boy is
present physically. The spirit possesses the
body of the boy, and if free, it will not ally
itself with another entity. If the boy’s body
is slain, the spirit will return to its afterlife.
The boy’s body has 10 LP.

482
Divine Maul Drawn and Quartered
Level: 3 Level: 4
Discipline: Annihilation Discipline: Convocation
Range: 100’ radius Range: 50 feet
Area: 50’ radius Area: 500 square feet
Duration: 1 round per 2 caster levels Duration: Two rounds
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell creates a magical Description: Casting this spell summons four large
maul (which is 20 lbs., 5’ in length, made of and powerful steeds, two on each end of a
granite) that appears and immediately seeks target creature seen by the caster. Each horse
out any vertebrates. Upon finding a verte- will face away from the target. Four ropes
brate, living or dead, within the area of the are also conjured. Each rope has one end
spell, this unholy truncheon attempts to tied to an ankle or wrist of the target, and
bludgeon until it is powder. The Divine Maul the other end tied to a leg of a horse.
attacks only once per round, which is last in At the absolute beginning of the sec-
every round. The weapon receives no bo- ond round, each horse feels sharp pain on
nuses or penalties while attacking. If it hits, its rear, and the horses attempt to flee the
however, the Divine Maul delivers 2d20 Life area. As the horses attempt to flee, each
Points of damage. Crucial Damage is pos- limp of the target creature is torn from the
sible, and when such a hit is scored, the Di- torso and dragged behind a fleeing horse.
vine Maul hits as though swung by a size Anyone with a Strength less than 300 is dis-
Large assailant. The Divine Maul will never membered and dies, regardless of the num-
attack the caster. If there is no vertebrate ber of LP. At the end of this round, the
within the area, the Divine Maul will pound horses and ropes return to where they were
the ground. conjured from, but the body parts remain.

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483
Dream Spell Ejaculate Blood
Level: 1 Level: 1
Discipline: Hallucination Discipline: Reformation
Range: 5 feet to an exponential power equal to the Range: Touch
caster’s level Area: Testicles of touched target creature
Area: One female Duration: Special
Duration: One hour per caster level Chant: To be determined
Reference: PGM VII. 407-10. Ingredients: To be determined
Chant: CHEIAMOPSEI ERPEBOTH, let her, Ritual: To be determined
(speak the name of the female to whom you Description: Casting this spell requires the caster
would like to appear in their dreams), whom to touch the target creature, necessitating a
(speak the name of the female’s mother) Brawling skill check (see Chap. 8: Skills). This
bore, see me in her dreams, immediately, spell only works on males. Upon successful
immediately; quickly, quickly. contact, the next time the target creature
Ingredients: None ejaculates, normal sperm will not spew forth
Ritual: Speak the chant frequently. from his penis, but blood.
Description: Casting this spell causes the caster to
appear in a female’s dreams whom he names.
It is the MM’s duty to invent the caster’s role Ejaculate Poison
in the subject’s dream. Level: 2
Discipline: Reformation
Range: Touch
Ejaculate Acid Area: Testicles of touched target creature
Level: 1 Duration: Special
Discipline: Reformation Chant: To be determined
Range: Touch Ingredients: To be determined
Area: Testicles of touched target creature Ritual: To be determined
Duration: Special Description: Casting this spell requires the caster
Chant: To be determined to touch the target creature, necessitating a
Ingredients: To be determined Brawling skill check (see Chap. 8: Skills). This
Ritual: To be determined spell only works on males. Upon successful
Description: Casting this spell requires the caster contact, the next time the target creature
to touch the target creature, necessitating a ejaculates, normal sperm will not spew forth
Brawling skill check (see Chap. 8: Skills). This from his penis, but poison. The entire load
spell only works on males. Upon successful of magical poison will cause 1 IP or LP of
contact, the next time the target creature poison damage per caster level to whatever
ejaculates, normal sperm will not spew forth it touches. If the semen is ingested by a
from his penis, but acid. The entire load of female, she must pass a Health check of TH
magical acid will cause 1 IP or LP of corro- 30 or die.
sive damage per caster level to whatever it
touches.

484
Electrical Field Evanescence
Level: 1 Level: 3
Discipline: Annihilation Discipline: Hallucination
Range: 15 feet Range: Touch
Area: One target and a two-foot radius around the Area: Special
target Duration: Special
Duration: Two rounds per caster level Chant: To be determined
Chant: To be determined Ingredients: To be determined
Ingredients: To be determined Ritual: To be determined
Ritual: To be determined Description: Casting this spell causes a creature
Description: Casting this spell creates a small elec- or object touched by the caster to become
trical field to surround the target. It is harm- evanescent, invisible. If a creature is the
less to the target and does 1d10 Life Points intended recipient, and if the creature does
of damage to anything that enters within a not desire to become evanescent, then the
two-foot radius of the target. caster must pass a Brawling skill check (see
Chap. 8: Skills) to successfully touch the crea-
ture.
Eternal Spell for Binding a Lover Evanescence is a hallucination that
Level: 3 functions by inducing all onlookering sen-
Discipline: Domination tient beings to need to pass Intuition checks
Range: Penile penetration at a TH of 60 + 3 per caster level. Failure
Area: One orifice means they do not see the evanescent crea-
Duration: Eternity ture or object.
Reference: PGM VII. 191-92. While evanescent, a creature may be
Chant: None invisible to others, but will still make sound
Ingredients: Gall of a wild boar, rock salt, and normally. Evanescent creatures may attack
honey others and remain evanescent.
Ritual: Rub together the ingredients and smear the The amount of area which may be-
head of your penis. come evanescent follows:
Description: Upon casting this spell, the caster must
insert his smeared head of his penis into an Caster Level Area Effected
orifice of his desire. Thereafter, that orifice 1 1 cubic inch
will burn with desire for the caster eternally, 2 4 cubic inches
begging for it daily. 3 1 cubic foot or a cat
4 10 cubic feet or a human
5 100 cubic feet
6 1,000 cubic feet
7 10,000 cubic feet
8 100,000 cubic feet
9 1,000,000 cubic feet
10 10,000,000 cubic feet
11 100,000,000 cubic feet
12 1 cubic mile
13 1,000 cubic miles
14 100,000 cubic miles
15 100,000,000 cubic miles

485
Only one creature or object may be- Evil Sleep I
come evanescent. The creature or object in Level: 1
question must fit within the area listed above. Discipline: Domination
Otherwise, the spell simply fails. Only whole Range: 50 feet per caster level
creatures or objects may become evanescent. Area: One man
For instance, it is not possible for half of a Duration: 48 hours
broomstick to become evanescent. Either Reference: PDM xiv. 716-24.
the whole broomstick will, or none of it will Chant: None
be effected. Ingredients: 1 ounce of mandrake root, 1 ounce
Following is the duration for the of water and honey, 1 ounce of henbane,
spell’s effect: and 1 ounce of ivy.
Ritual: If you wish to make a man sleep for two
Caster Level Duration days: acquire the ingredients above and grind
1 1 round them with a measure of wine. If you wish
2 1 minute to do it cleverly, you should put four por-
3 30 minutes tions to each one of them with a glass of
4 1 hour wine; you should moisten them from morn-
5 12 hours ing to evening; you should clarify them; and
6-7 1 day you should make them drink it. It is very
8 1 week good.
9-10 1 year Description: Casting this spell will cause a man to
11 1 decade sleep for two days. During these 48 hours,
12-13 1 century the subject of the spell may be awakened if
14 1 millennium shaken and slapped violently, but will not
15+ Caster’s desire awaken on their own.

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486
Evil Sleep II Ingredients: A donkey’s head and blood, yellow
Level: 4 ocher, and clay (and possibly palm fiber).
Discipline: Convocation Ritual: Bring a donkey’s head; you place it between
Range: One mile per caster level your feet opposite the sun at dawn when it
Area: One victim is about to rise, opposite it again in the
Duration: Special evening when it is going to set; you anoint
Reference: PDM xiv. 675-94. your right foot with yellow ocher, your left
Chant: I call upon you who are in the empty air, foot with clay, the soles of your feet also;
you who are terrible, invisible, almighty, a you place your right hand in front and your
god of gods, you who cause destruction and left hand behind, the head being between
desolation, you who hate a stable household, them; you anoint one of your two hands
you who were driven out and have roamed with donkey’s blood, and the two corners
foreign lands, you who shatter everything of your mouth; and you recite these writ-
and are not defeated. I call upon you; I com- ings before the sun at dawn in the evening
mand your prophetic powers because I call for four days. He sleeps.
upon your authoritative name to which you If you wish to make him die, you
cannot refuse to listen, IO ERBETH IO should do it for seven days. If you do its
PAKERBETH IO BOLCHOSETH IO magic, you should bind a thread of palm fi-
PATATHNAX IO SORO IO ber to your hand, a piece of male palm fiber
NEBOUTOSOUALETH AKTIOPHI to your phallus and your head. It is very
ERESCHIGAL NEBOUTOSOALETH good.
ABERAMENTHOOULERTHEXAN- Description: Casting this spell causes a victim to
A X E T H R E L U O T H E N E M A R E BA either sleep for four days or die after seven
AEMINA. Come to me and go and strike days of the ritual.
him down, (speak the name of the man or
woman to be affected) with chills and fever.
That very person has wronged me and he
(or she) has spilled the blood in his (or her)
own house. For this reason I am doing this.

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487
Evil Sleep III False Alchemy
Level: 6 Level: 2
Discipline: Annihilation Discipline: Hallucination
Range: One mile per caster level Range: Touch
Area: One victim Area: Two coins to an exponential power equal to
Duration: Permanent the level of the caster
Reference: PDM xiv. 739-40. Duration: Two rounds to an exponential power
Chant: None equal to the level of the caster
Ingredients: Camel’s blood, blood of a dead man, Chant: To be determined
and wine Ingredients: To be determined
Ritual: If you put camel’s blood and the blood of a Ritual: To be determined
dead man into the wine and you make the Description: Casting this spell causes metal coins,
man drink it, he dies. or their equivalent in weight, to appear to
Description: Casting this spell will kill a man. This mutate into gold. In reality, however, the
spell has no effect on other species or races substance remains as it was; it is not actually
besides those available to players as charac- transformed into gold. All who view or
ters. LP are irrelevant. handle the results of False Alchemy must
pass a Common Sense check at TH 75 to
realize that it is false.
Faceless
Level: 1
Discipline: Reformation Fatal
Range: Touch Level: 10
Area: One creature Discipline: Annihilation
Duration: Permanent Range: None
Chant: To be determined Area: Current world
Ingredients: To be determined Duration: Permanent
Ritual: To be determined Chant: To be determined
Description: Casting this spell causes the features Ingredients: To be determined
of the face of the target creature to be re- Ritual: To be determined
moved. To remove facial features, the caster Description: Casting this spell causes all life to in-
must touch the target creature. If the target stantly die on the current world of the
creature does not desire to be touched, then spellcaster. The cause of death is without
the caster must pass a Brawling skill check explanation. Fatal is the most powerful spell
(see Chap. 8: Skills). If the caster success- ever mentioned and so far it has never been
fully touches the target creature, then the cast by a mortal.
face of the target creature becomes smooth.
The eyes, ears, and nose are reduced to dots,
and the mouth is reduced to a slit. No hair
exists anywhere on the visage of the target
creature who is now faceless. The Facial
Charisma of the faceless character is now
2d20. All future Sound skill checks will suf-
fer a penalty of - 75.

488
Fatal Fable Favor and Victory Charm
Level: 8 Level: 1
Discipline: Deterioration Discipline: Supportation
Range: Special Range: None
Area: Special Area: One person
Duration: Permanent Duration: While worn
Chant: To be determined Reference: PGM VII. 186-90.
Ingredients: To be determined Chant: None
Ritual: To be determined Ingredients: A blood-eating gecko found among
Description: Casting this spell causes the telling of tombs
a fable to deteriorate the LP of the lead char- Ritual: Take the ingredient and grasp its right front
acter in the fable, wherever they are, pro- foot and cut it off with a reed, allowing the
vided they are still alive. A fable is a story of gecko to return to its own hole alive. Fasten
supernatural or marvelous events and is in- the foot of the creature to the fold of your
tended to enforce a useful truth or precept. garment and wear it.
Fables are usually fictitious. The minimum Description: This charm grants + 2 to all attack
requirement for a fable is that it must take at rolls and skills related to combat while worn
least 3 minutes to tell it. During the telling around the neck. Otherwise, the charm may
of the fable, the lead character of the fable bestow + 2 to situations in which the MM
loses LP in proportion to the telling of it. deems “favor” to be relevant.
If the target creature is reduced to 1 LP, then
a Health check with a TH of 95 must be
passed to remain at 1 LP. If failed, they may
progress to 0 LP and die. If the fable is
completed, the lead character will have zero
LP, which normally constitutes death.

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489
Fetching Charm Ritual: Pound the ingredients of fruit and wax fine,
Level: 1 separately, and mix them with pitch and wax.
Discipline: Convocation Fashion a dog eight fingers long with its
Range: One mile mouth open. And you are to place in the
Area: One female mouth of the dog a bone from the head of
Duration: Two days to an exponential power equal a man who has died violently. And you are
to the level of the caster to place the dog on a tripod. And have the
Reference: PGM IV. 1872-1927. dog raising its right paw. And write on a
Chant: (1) IAO ASTO IOPHE (2) Barking dog, I strip of papyrus these names and what you
adjure you, Kerberos, by those who have wish: “IAO ASTO IOPHE,” and you are to
hanged themselves, by the dead, by those place the strip of papyrus on the tripod and
who have died violently: attract her to me, on top of the strip you are to place the dog
(speak the name of the female desired), and say these names many times. And so,
whose mother is (speak the name of the after you have spoken the second chant, the
female’s mother). I adjure you, Kerberos, dog hisses or barks, and if it hisses, she is
by the holy dead of the infernal gods. At- not coming (MM’s decision). Therefore ad-
tract to me her, (speak the name of the fe- dress the spell to it again, and if it barks, it is
male desired), whose mother is (speak the attracting her. Then open the door, and you
name of the female’s mother), ZOUCH will find her whom you wish at your doors.
ZOUKI TO PARY YPHEBARMO ENOR Let a censer stand beside the dog, and let
SEKEMI KRIOUDASEPHE TRIBEPSI: frankincense be placed upon it as you speak
attract t ome her, (speak the name of the the second chant. This spell is to be cast in
female desired), whose mother is (speak the a level, pure place.
name of the female’s mother), to me, (speak Description: Casting this spell will cause a female
your own name), immediately, immediately; named by the caster to fall in love with the
quickly, quickly. caster and become compelled to seek out
Ingredients: 4 ounces of wax, 8 ounces of fruit, the caster immediately. She will do anything
pitch, a censer, and frankincense. for the caster that she would normally do
for the true love of her life.

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490
Fetching Charm for an Unmanageable Ritual: Take a lamp, not painted red, with seven
Woman wicks, and make a wick of the hawser of a
Level: 2 wrecked ship. On the 1st wick write with
Discipline: Convocation ink, “IAO”; on the 2nd, “ADONAI”; on the
Range: This world 3rd, “SABAOTH”; on the 4th,
Area: One woman “PAGOURE”; on the 5th,
Duration: Seven days “MARMOROUTH”; on the 6th, “IAEO”;
Reference: PGM VII. 593-619 on the 7th, “MICHAEL.”
Chant: I call upon you, the masters, great gods, who Put olive oil in the lamp and place it
shine in the present hour, on this day, for in a window facing south. Also put worm-
the sake of her, the ungodly (speak the name wood seeds around the edge of the lamp,
of the unmanageable woman). For she has and recite the chant.
said ‘IAO does not have ribs.’ She, (speak If the first lamp flickers, know that
her name), has said, ‘ADONAI was cast out she has been seized by the demon. And if
because of his violent anger.’ She, (speak the 2nd, she has left the house; and if the
her name), has said, ‘SABAOTH emitted 3rd, she is on the way; and if the 4th, she
three cries.’ She, (speak her name), has said, has arrived; and if the 5th, she is at the door;
‘PAGOURE is by nature a hermaphrodite.’ the 6th, at the doorlatch; the 7th, she has
She (speak her name), has said, come into the house.
‘MARMOROUTH was castrated.’ She, This spell can fetch people from
(speak her name), has said, ‘IAEO was not across the sea. For that, place the lamp in
entrusted with the ark.’ She, (speak her some water in the open air. Place a papyrus
name), has said, MICHAEL is by nature a boat under the lamp, and recite the chant
hermaphrodite.’ six times.
I am not the one who says such Description: Casting this spell will summon a
things, master, but she, the godless (speak demon to fetch an unmanageable woman
her name). Therefore fetch her for me, her and bring her to the caster. The woman will
inflamed with passion, submissive. Let her not be able to sleep until she meets with the
not find sleep until she comes to me (repeat caster. When she arrives, she will be inflamed
this paragraph seven times). by passion and submissive.
Ingredients: A lamp (not painted red), seven wicks,
olive oil, and wormwood seeds

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491
Fierce Fire Flight
Level: 1 Level: 4
Discipline: Annihilation Discipline: Reformation
Range: 150 feet Range: Touch
Area: Five-foot radius Area: Creature touched
Duration: Instantaneous Duration: Three rounds to an exponential power
Chant: To be determined equal to the level of the caster
Ingredients: To be determined Chant: To be determined
Ritual: To be determined Ingredients: To be determined
Description: Casting this spell necessitates a suc- Ritual: To be determined
cessful Hurl skill check by the caster. Fire Description: Casting this spell allows the spell-
appears in one palm of the caster and is caster to bestow the ability of Flight on a
hurled at an opponent. If failed, the spell creature that would otherwise not be able
goes off (01-25%) beyond the target, (26- to fly. This spell has no effect on creatures
50%) short of the target, (51-75%) left of already capable of flying. The amount of
the target, or (76-100%) to the right of the weight which may be affected by Flight is
target by (1d10 + 10) feet. The thrown ob- determined by the level of the spellcaster.
ject ignites instantaneously when hitting the Consult the table below:
target or ground and causes 1d10 damage
to all in the area of effect. Caster Level Weight in Pounds Affected
1 10
2 20
3 50
4 100
5 200
6 500
7-8 1,000
9-10 2,000
11-14 10,000
15-17 20,000
18-19 50,000
20+ 100,000

Artwork Here The creature touched may choose


their own direction, and they may hover in
place if desired. The maximum speed at
which a creature of Flight is able to fly is
determined as follows. Divide the Caster
Level by the weight in pounds of the crea-
ture affected by Flight. Multiply this num-
ber by 100. This result is the number of
feet which may be traveled per round.

492
For example, a 10th level spellcaster Flyweight
casts Flight and touches a 180 lb. half-orc. Level: 1
The half-orc will be capable of flying 550 Discipline: Reformation
feet per round ([10/180] x 100). However, Range: Touch
if the same spellcaster cast Flight on a 2,000 Area: Creature touched
lb. creature, the creature would only be ca- Duration: Two rounds to an exponential power
pable of flying at 50 feet per round. equal to the level of the caster
Since flight is three-dimensional, Chant: To be determined
speed may be calculated when elevation is Ingredients: To be determined
considered by referring to the Sprint skill Ritual: To be determined
(see Chap. 8: Skills). Description: Casting this spell causes the target en-
visioned by the caster to gain the benefit of
falling as slowly as a feather for the duration
of the spell. Note that if the target falls for
2 rounds and decides to jump off of a cliff,
he will still fall slowly until the end of the
duration.

For a Sleeping Woman to Confess the


Name of the Man she Loves
Level: 1
Discipline: Domination
Range: Touch
Area: One woman
Duration: One round
Reference: PGM LXIII. 7-12.
Chant: None
Artwork Here Ingredients: A bird’s tongue
Ritual: Place a bird’s tongue under her lip or on her
heart and put your question, and she calls
the name three times.
Description: Casting this spell causes a sleeping
woman to call out the name of the man she
loves thrice.

493
For an Erection For Ascent of the Uterus
Level: 1 Level: 1
Discipline: Supportation Discipline: Deterioration
Range: Touch Range: One mile
Area: One penis Area: One female
Duration: 2d100 minutes Duration: Three minutes to an exponential power
Reference: PDM lxi. 58-62 [PGM LXI. vi.x]. equal to the caster’s level
Chant: None Reference: PGM VII. 260-271.
Ingredients: Woad plant, wine, pepper Chant: None
Ritual: Boil woad plant in a pot and grind them up Ingredients: A cord of seven colors, a tablet
in wine with pepper; smear it on your geni- Ritual: Write the following on a tin tablet and weave
tals. If you wish it to relax again, provide a cord around one’s neck of seven colors,
with a decoction. then wear the tablet as an amulet:
Description: Casting this spell causes a limp penis I conjure you, O Womb, by the one
to become a blue-veined throbber. Though established over the Abyss, before heaven,
ejaculation will occur normally, there will be earth, sea, light, or darkness came to be; you
no refractory period afterward; it will remain who created the angels, being foremost,
throbbing for the duration of the spell, un- AMICHAMCHOU and CHOUCHAO
less a decoction is provided. CHEROEI OUEIACHO ODOU
PROSEIOGGES, and who sit over the
cherubim, who bear your own throne, that
you return again to your seat, and that you
do not turn to one side into the right part
of the ribs, or into the left part of the ribs,
and that you do not gnaw into the heart like
a dog, but remain indeed in your own in-
tended and proper place, not chewing as long
as I conjure by the one who, in the begin-
ning, made the heaven and earth and all that
is therein. Hallelujah! Amen!
Description: This spell causes a flexing of the an-
terior of the uterus, which in turn causes
some female problems such as blockage in
Artwork Here urination, and also causes a swelling of the
pubic area; in some women, it will cause an
inability to stand upright.

494
For Coughs For Fever with Shivering Fits
Level: 1 Level: 5
Discipline: Restoration Discipline: Restoration
Range: Touch Range: Touch
Area: One person Area: One person
Duration: Permanent/Instantaneous Duration: Permanent
Reference: PGM VII. 203-5. Reference: PGM VII. 211-12.
Chant: None Chant: SABAOTH
Ingredients: Hyena parchment Ingredients: Oil
Ritual: In black ink, write on the hyena parchment: Ritual: Take oil in your hands and speak the chant
“THAPSATE STHRAITO”. seven times, then spread the oil from the
Description: Casting this spell causes a person who sacrum to the feet.
is coughing to no longer need to cough. If Description: Casting this spell cures all fevers and
a disease makes the person cough, the dis- shivering fits, even those resulting from dis-
ease is not cured, but it no longer causes the ease.
person to cough.

For Swollen Testicles


For Discharge of the Eyes Level: 2
Level: 1 Discipline: Deterioration
Discipline: Restoration Range: One mile
Range: Touch Area: One set of testicles
Area: One person Duration: Three minutes to an exponential power
Duration: Permanent equal to the level of the caster
Reference: PGM VII. 197-98. Reference: PGM VII. 209-10.
Chant: None Chant: Kastor Thab Thab
Ingredients: Piece of papyrus Ingredients: A cord from a coin bag
Ritual: Write this on a piece of papyrus and attach Ritual: Take the ingredient and with each knot
it as an amulet: ROURARBISAROURB- speak the chant.
BARIASPHREN. Description: Casting this spell causes the testicles
Description: Casting this spell causes all discharge of a male envisioned by the caster to swell
of the eyes (tears, etc.) to no longer be to the point of causing discomfort and even
necesary. pain. For the first minute, it actually feels
good and makes the male horny to have full
testicles. Beyond the first minute, discom-
fort predominates and it becomes difficult
to walk.

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495
Force Ballista Force Fart
Level: 2 Level: 1
Discipline: Annihilation Discipline: Reformation
Range: 100 feet Range: 50 feet
Area: 10-feet radius Area: One creature
Duration: Instantaneous Duration: Two seconds to an exponential power
Chant: To be determined equal to the level of the caster
Ingredients: To be determined Chant: To be determined
Ritual: To be determined Ingredients: To be determined
Description: Casting this spell creates a Force Ritual: To be determined
Ballista that launches a spear-like projectile Description: Casting this spell causes a target seen
at the target, designated by the caster by by the caster to experience an accumulation
sight. The projectile explodes upon impact of gas in their rectum, forcing them to fart.
and is useless thereafter. More importantly, As the caster increases in level, the target
the magical projectile seeks its target unerr- will have to fart for a longer duration.
ingly, exploding for 1d6 Life Points of dam-
age upon impact to all in the area, except
for the main target, if it is directed to hit Force Favor
one, who receives 2d8 Life Points of dam- Level: 2
age. Discipline: Domination
Range: 50 feet
Area: One humanoid
Force Falsity Duration: Special
Level: 3 Chant: To be determined
Discipline: Domination Ingredients: To be determined
Range: 200 feet and direct line of sight Ritual: To be determined
Area: One creature Description: Casting this spell causes a humanoid
Duration: Two seconds to an exponential power subject to feel as though they owe the caster
equal to the level of the caster some sort of favor. If hostile, the subject
Chant: To be determined will attempt to refrain from harming the
Ingredients: To be determined caster. If friendly, the subject will seem to
Ritual: To be determined go to great ends to help the caster. A sane
Description: Casting this spell causes a target humanoid will never consider harming them-
creature to be forced to lie with every state- selves for the sake of the caster, favor or
ment made verbally. Even though the tar- not. The favor is not known until the caster
get creature may desire to speak the truth, a specifies it, and the favor must consist of an
lie will be spoken instead. action which may be executed in one round,
such as attacking another.

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496
Force Fear Force Fearlessness
Level: 3 Level: 3
Discipline: Domination Discipline: Domination
Range: Touch Range: Touch
Area: One target creature Area: One target creature
Duration: Two rounds to an exponential power Duration: Two rounds to an exponential power
equal to the level of the caster equal to the level of the caster
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell converts a target Description: Casting this spell converts a target
creature into a coward for the duration of creature into a creature who exhibits fear-
the spell. For the duration of the spell, the lessness in all decisions for the duration of
target creature will demonstrate extreme fear the spell. The target creature will demon-
and cowardice. Target creatures that are con- strate extreme rashness,fearlessness, or over-
verted to cowards will seem scared of ev- confidence. The target creature will seem
erything. If possible, the target creature will fearless regarding everything, which usually
flee. makes them too bold and brave. Fearless
If the target creature does not de- creatures, for instance, will confidently en-
sire to be touched by the spellcaster, then a ter combat with more opponents than can
Brawling skill check is required (see Chap. 8: be reasonably handled.
Skills). If the target creature passes a Wis- If the target creature does not de-
dom check at TH 70, then the spell has no sire to be touched by the spellcaster, then a
effect. Brawling skill check is required (see Chap. 8:
Skills). If the target creature passes a Wis-
dom check at TH 70, then the spell has no
effect.

Artwork Here

497
Force Feed Force Inferiority Complex
Level: 2 Level: 1
Discipline: Domination Discipline: Domination
Range: Touch Range: Touch
Area: One target creature Area: One target creature
Duration: Two rounds to an exponential power Duration: Two rounds to an exponential power
equal to the level of the caster equal to the level of the caster
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell causes a target Description: Casting this spell causes a target
creature to be overwhelmed by hunger. The creature to feel inferior to the spellcaster.
target creature must pass a Drive check at For the duration of the spell, the target crea-
TH 95 or eat as much as possible for the ture will experience a 25% reduction in
duration of the spell. For the duration of Drive, and the target creature will resent the
the spell, the target creature will driven by spellcaster. If the primary temperament of
hunger. While affected, a target creature will the target creature is choleric, then there is a
eat foods they would normally reject. For 25% chance that the target creature resorts
each round that the target creature is force to violence against the spellcaster. The MM
feeding themselves, the target creature will may modify this chance due to circum-
magically gain one pound of fat. stances. If the secondary temperament of
If the target creature does not de- the target creature is choleric, then there is a
sire to be touched by the spellcaster, then a 75% chance that the target creature, if sen-
Brawling skill check is required (see Chap. 8: tient, will badmouth the spellcaster.
Skills). If the target creature passes a Wis- If the target creature does not de-
dom check at TH 70, then the spell has no sire to be touched by the spellcaster, then a
effect. Brawling skill check is required (see Chap. 8:
Skills). If the target creature passes a Wis-
dom check at TH 70, then the spell has no
effect.

Artwork Here

498
Force Mass Fear Force Oblation
Level: 7 Level: 1
Discipline: Domination Discipline: Domination
Range: 100 miles Range: Touch
Area: Nearest 10,000 humanoids Area: One target creature
Duration: Two rounds to an exponential power Duration: Instantaneous
equal to the level of the caster Chant: To be determined
Chant: To be determined Ingredients: To be determined
Ingredients: To be determined Ritual: To be determined
Ritual: To be determined Description: Casting this spell causes a target
Description: Casting this spell converts the nearest creature to randomly select one of their
humanoids to a point chosen within the immediate possessions and sacrifice it in a
range of the spell into cowards for the du- ritual to the gods. If the target creature is
ration of the spell. The target creatures will religious, then the target creature may sacri-
demonstrate extreme fear and cowardice. fice the possession to their god. The target
Target creatures that are converted to cow- creature will ruin the possession beyond re-
ards will seem scared of everything. If pos- pair during the ritual. In the future, the tar-
sible, the target creatures will flee. get creature will have nothing to do with the
sacrificed possession.
If the target creature does not de-
Force Missile sire to be touched by the spellcaster, then a
Level: 1 Brawling skill check is required (see Chap. 8:
Discipline: Annihilation Skills). If the target creature passes a Wis-
Range: Any visible target dom check at TH 70, then the spell has no
Area: One target effect.
Duration: Instantaneous
Chant: To be determined
Ingredients: To be determined
Ritual: To be determined
Description: Upon casting this spell, a successful
Aim skill check must be made by the caster
in order to hit the target with the Force Mis-
sile; the Force Missile is a thin ray of force
that emits instantaneously from an extended
finger of the caster. If successful, the mis-
sile does 1d10 Life Points of damage per
Artwork Here
caster level to the target. The maximum
amount of damage possible is 7d10 LP.

499
Force Rancor Force Scream
Level: 1 Level: 1
Discipline: Domination Discipline: Domination
Range: Touch Range: 50 feet
Area: One creature Area: One creature
Duration: Two rounds to an exponential power Duration: Two seconds to an exponential power
equal to the level of the caster equal to the level of the caster
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell enrages a creature Description: Casting this spell causes a target seen
touched by the spellcaster. The target crea- by the caster to feel compelled to scream as
ture will attempt to do nothing but physical loudly as possible for the duration of the
harm to others nearby. For example, if cast spell. As the caster increases in level, the
on a wizard, they would ignore spellcasting target will scream for a longer duration. To
and most likely attack with any weapon avail- resist this mental domination, the target must
able. Affected creatures are often reported pass a Drive check of TH 40.
to have a sardonic grin during the fit of ran-
cor. To be unaffected by the spell, the tar-
get creature must pass a Wisdom check with Force Slumber
a TH of 50. Level: 1
The type of creature affected in- Discipline: Domination
creases with the caster’s level as shown on Range: Touch
the following table: Area: One creature
Duration: 1d6 minutes
Caster Level LP Affected Chant: To be determined
1 1d10 Ingredients: To be determined
2 2d8 Ritual: To be determined
3 2d20 Description: Casting this spell allows the caster to
4 4d100 induce creatures to succumb to slumber.
5+ 4d1000 The caster must successfully touch the tar-
get, necessitating a Brawling skill check. (see
Chap. 8: Skills).
If successfully touched, the spell is
able to force 1d10 LP of a creature into a
deep sleep. After the spell expires, the crea-
ture will awaken suddenly. This spell is usu-
ally powerful enough to put small animals
and infants to sleep. A creature may not be
partially forced into slumber. Either they
fall asleep, or the spell has no noticeable ef-
fect.

500
Foreknowledge Charm I Foreknowledge Charm II
Level: 6 Level: 9
Discipline: Prognostication Discipline: Prognostication
Range: People looked upon Range: One observed person
Area: One person per glance Area: Caster
Duration: One minute per caster level Duration: One day
Reference: PGM III. 483-88. Reference: PGM III. 263-75.
Chant: ALA.AANG XICHA MICHA ANG Chant: Make me know in advance the things in
E...EROTPITENPHET NPROME. each person’s mind, today, because I am
Ingredients: A golden-colored crown TOM...IAO SABAOTH IAO THEA-
Ritual: While wearing a gold-colored crown on the EETH...M ADOUNAI BATHIAO...EA
head, turn to the thief, kill him, cleave him, THOE IABRABA ARBATHRAS IAO
but do not behead him. BATHIAOOIA ZAGOURE BARBAT-
Description: This spell allows the caster to detect HIAO AEI AAAAAAA EEEEE-
a thief while concentrating on the stolen EE...OE...SOESESISIETH...SABAOTH
object. LAEO.
Ingredients: None
Ritual: Take your finger and place it under your
tongue before you speak to anyone, and
speak the chant.
Description: The purpose of this spell is to allow
the caster to know all things in advance, as
long as your finger is placed under your
tongue. To see if the spell is working, im-
mediately after casting say “Lord, if you wish
me to know in advance, let the falcon de-
scend onto the tree.” If it does not happen,
also speak this formula to the four winds
while you turn around toward the wind; the
formula is spoken to each of the four winds
as the caster faces them successively. The
Artwork Here MM will declare whether or not the spell
works.
If the spell functions properly, then
the thoughts of whoever the caster looks
upon are known to the caster as they occur.

501
Frosty Touch Greater Bidding
Level: 1 Level: 4
Discipline: Reformation Discipline: Domination
Range: Touch Range: 50 feet
Area: Creature touched Area: One creature
Duration: Instantaneous Duration: Two hours to an exponential power equal
Chant: To be determined to the level of the caster
Ingredients: To be determined Chant: To be determined
Ritual: To be determined Ingredients: To be determined
Description: Casting this spell requires the caster Ritual: To be determined
to touch the target. To touch the target, the Description: Casting this spell causes one target
caster must make a successful Brawling skill creature to become subservient to the
check. If failed, the spell is wasted. If spellcaster’s bidding. The spellcaster must
passed, the target suffers 1d10 LP of cold be within 50 feet of the target creature and
damage. be able to see their eyes without obstruc-
tion. The target creature may be able to
avoid the effects of the spell if they pass a
Drive check at TH 90.
While under the influence of the
spellcaster, the target creature will not com-
mit suicide, but may be more apt to harm
themselves than usual. Generally, they will
feel compelled to please the spellcaster by
doing the spellcaster’s bidding without ques-
tion. The target of this spell is mentally
dominated by the spellcaster.
When the spell expires, the target
creature will remember the events which
ocurred during this spell. However, these
memories will seem disoriented, as if from
a dream.
Artwork Here Perhaps the most popular use of this
spell is for sexual purposes. Horny male
spellcasters cast this spell frequently to make
attractive females do their sexual bidding.

502
Greater Electrical Discharge Greater Holocaust
Level: 3 Level: 10
Discipline: Annihilation Discipline: Annihilation
Range: 100 feet Range: 100 miles
Area: One target Area: Ten mile blast radius
Duration: Instantaneous Duration: Instantaneous
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: A beam of electricity zaps forth from Description: Casting this spell causes incomprehen-
the finger of the caster and does 2d20 LP sible burning damage. The caster must
of damage to the target. A successful Aim choose a central point within the range.
skill check must be made regarding the From this central point, a fiery blast will ex-
caster’s finger in order to hit the target (see plode violently and implode again within one
Chap. 8: Skills). Otherwise the spell is wasted. round. Anything within the area is subjected
to 4d100 x 100 IP or LP. It is likely that only
ashes will remain. No vegetation will grow
Greater Healing in this area for one millennium. The explo-
Level: 3 sion will be heard and felt up to a hundred
Discipline: Restoration miles away.
Range: Touch
Area: One creature touched
Duration: Instantaneous
Chant: To be determined
Ingredients: To be determined
Ritual: To be determined
Description: Casting this spell allows the caster to
heal another. In order to bestow Lesser
Healing, the creature to be healed must be
touched by the caster, which means that a
successful Brawling skill check must be made
(see Chap. 8: Skills), unless the creature does
not object to being healed, in which case no
check needs to be made. If successful, the Artwork Here
creature regains 2d20 Life Points if they are
wounded. If missed, then the spell is wasted.

503
Greater Hologram Greater Mending
Level: 3 Level: 4
Discipline: Hallucination Discipline: Restoration
Range: 100 feet + 50 feet per caster level Range: Touch
Area: Ten cubic feet Area: One creature touched
Duration: Until the caster ceases concentration on Duration: Instantaneous
the hologram Chant: To be determined
Chant: To be determined Ingredients: To be determined
Ingredients: To be determined Ritual: To be determined
Ritual: To be determined Description: Casting this spell allows the caster to
Description: Casting this spell allows the caster to mend severed tendons and limbs. Severed
create a scentless illusion no larger than 10 tendons and limbs often result from Crucial
cubic feet. The illusion may be mobile if so Damage (see Chap. 10: Combat). By touch-
desired, though the object cannot move be- ing the severed tendon or connecting the
yond the area of the spell. For instance, the severed limb with its stump, they are instantly
illusion may be any sort of small animal, as mended.
long as the caster has seen it before.
An improvement over Lesser Holo-
gram, Greater Hologram allows sound to
accompany the visual illusion, though this
hallucination cannot provide sensations of
taste, touch, or smell. The only sound which
may accompany the hallucination is a sound
which the caster has physically heard before
and remembers. Imagined sounds fail.
All creatures that view this hologram
must make a successful check of their Ana-
lytic Intelligence at a TH of 85 in order to
recognize that this is not real. If they fail
the check, then they will behave as if it were
real. If the spellcaster creates an illusion
which suggests a threat to the life of a be- Artwork Here
lieving creature, onlookers may also be sub-
jected to making a successful Health check
or suffering appropriate penalties as deemed
by the MM. For instance, a caster may
choose to create a hologram of a knife hurl-
ing through the air at the head of some poor
little trollop. If the trollop believes, then
the MM may make her roll against an ap-
propriate TH for the situation and may also
decide the appropriate penalties.

504
Greater Perpetual Hologram Greater Vulnerability to Acid
Level: 7 Level: 5
Discipline: Hallucination Discipline: Eradication
Range: 1,000 feet + 500 feet per caster level Range: Touch
Area: 1,000 cubic feet Area: One creature or object
Duration: Permanent Duration: Two rounds to an exponential power
Chant: To be determined equal to the level of the caster
Ingredients: To be determined Chant: To be determined
Ritual: To be determined Ingredients: To be determined
Description: Casting this spell allows the caster to Ritual: To be determined
create an illusion no larger than 1,000 cubic Description: Casting this spell causes the target
feet. The illusion may be mobile if so de- to automatically take 300% IP or LP of dam-
sired, though the object cannot move be- age from any and all acid attacks, natural or
yond the area of the spell. For instance, the magical, for the duration of the spell.
illusion may be any sort of small animal, as The spellcaster must touch the tar-
long as the caster has seen it before. get creature for the spell to take effect. If
An improvement over Perpetual Ho- the target creature does not desire to be
logram, Greater Perpetual Hologram allows touched by the spellcaster, then a Brawling
taste and touch to accompany the visual il- skill check is required (see Chap. 8: Skills).
lusion, though this hallucination; the sensa-
tions of sight, smell, sound, taste, and touch
may be included. The spellcaster may use Greater Vulnerability to Air
any sensation imagined.
Level: 4
All creatures that view this hologram
Discipline: Eradication
must make a successful check of their Ana-
Range: Touch
lytic Intelligence at a TH of 97 in order to
Area: One creature or object
recognize that this is not real. If they fail
Duration: Two rounds to an exponential power
the check, then they will behave as if it were
equal to the level of the caster
real. If the spellcaster creates an illusion
Chant: To be determined
which suggests a threat to the life of a be-
Ingredients: To be determined
lieving creature, onlookers may also be sub-
Ritual: To be determined
jected to making a successful Health check
Description: Casting this spell causes the target
or suffering appropriate penalties as deemed
to automatically take 300% IP or LP of dam-
by the MM. For instance, a caster may
age from any and all air attacks, natural or
choose to create a hologram of a knife hurl-
magical, for the duration of the spell.
ing through the air at the head of some poor
The spellcaster must touch the tar-
little trollop. If the trollop believes, then
get creature for the spell to take effect. If
the MM may make her roll against an ap-
the target creature does not desire to be
propriate TH for the situation and may also
touched by the spellcaster, then a Brawling
decide the appropriate penalties.
skill check is required (see Chap. 8: Skills).

505
Greater Vulnerability to Armor Greater Vulnerability to Cold
Level: 4 Level: 4
Discipline: Eradication Discipline: Eradication
Range: Touch Range: Touch
Area: One creature Area: One creature or object
Duration: Two rounds to an exponential power Duration: Two rounds to an exponential power
equal to the level of the caster equal to the level of the caster
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell causes an armored Description: Casting this spell causes the target to
creature to become more vulnerable, losing automatically take 300% IP or LP of dam-
10 CA per level of the caster. age from any and all cold attacks, natural or
The spellcaster must touch the tar- magical, for the duration of the spell.
get creature for the spell to take effect. If The spellcaster must touch the tar-
the target creature does not desire to be get creature for the spell to take effect. If
touched by the spellcaster, then a Brawling the target creature does not desire to be
skill check is required (see Chap. 8: Skills). touched by the spellcaster, then a Brawling
skill check is required (see Chap. 8: Skills).

Greater Vulnerability to Bases


Level: 5 Greater Vulnerability to Discipline
Discipline: Eradication Level: 4
Range: Touch Discipline: Eradication
Area: One creature or object Range: Touch
Duration: Two rounds to an exponential power Area: One creature or object
equal to the level of the caster Duration: Two rounds to an exponential power
Chant: To be determined equal to the level of the caster
Ingredients: To be determined Chant: To be determined
Ritual: To be determined Ingredients: To be determined
Description: Casting this spell causes the target to Ritual: To be determined
automatically take 300% IP or LP of dam- Description: Casting this spell causes a target to
age from any and all base attacks, natural or automatically take 300% IP or LP of dam-
magical, for the duration of the spell. By age from any magical attacks of a specified
base, it is meant the opposite of acid. discipline for the duration of the spell. The
The spellcaster must touch the tar- specific magical discipline must be named
get creature for the spell to take effect. If prior to casting.
the target creature does not desire to be The spellcaster must touch the tar-
touched by the spellcaster, then a Brawling get creature for the spell to take effect. If
skill check is required (see Chap. 8: Skills). the target creature does not desire to be
touched by the spellcaster, then a Brawling
skill check is required (see Chap. 8: Skills).

506
Greater Vulnerability to Earth Greater Vulnerability to Ethicality
Level: 4 Level: 7
Discipline: Eradication Discipline: Eradication
Range: Touch Range: Touch
Area: One creature or object Area: One creature or object
Duration: Two rounds to an exponential power Duration: Two rounds to an exponential power
equal to the level of the caster equal to the level of the caster
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell necessitates the tar- Description: Casting this spell causes the target to
get to automatically take 300% IP or LP of automatically take 300% LP of damage from
damage from any and all earthen attacks, any and all attacks made by ethical creatures
natural or magical, for the duration of the for the duration of the spell.
spell. The spellcaster must touch the tar-
The spellcaster must touch the tar- get creature for the spell to take effect. If
get creature for the spell to take effect. If the target creature does not desire to be
the target creature does not desire to be touched by the spellcaster, then a Brawling
touched by the spellcaster, then a Brawling skill check is required (see Chap. 8: Skills).
skill check is required (see Chap. 8: Skills).

Greater Vulnerability to Fire


Greater Vulnerability to Electricity Level: 4
Level: 4 Discipline: Eradication
Discipline: Eradication Range: Touch
Range: Touch Area: One creature or object
Area: One creature or object Duration: Two rounds to an exponential power
Duration: Two rounds to an exponential power equal to the level of the caster
equal to the level of the caster Chant: To be determined
Chant: To be determined Ingredients: To be determined
Ingredients: To be determined Ritual: To be determined
Ritual: To be determined Description: Casting this spell causes the target to
Description: Casting this spell causes the target to automatically take 300% LP of damage from
automatically take 300% IP or LP of dam- any and all fire attacks, natural or magical,
age from any and all electrical attacks, natu- for the duration of the spell.
ral or magical, for the duration of the spell. The spellcaster must touch the tar-
The spellcaster must touch the tar- get creature for the spell to take effect. If
get creature for the spell to take effect. If the target creature does not desire to be
the target creature does not desire to be touched by the spellcaster, then a Brawling
touched by the spellcaster, then a Brawling skill check is required (see Chap. 8: Skills).
skill check is required (see Chap. 8: Skills).

507
Greater Vulnerability to Immorality Greater Vulnerability to Poison
Level: 7 Level: 6
Discipline: Eradication Discipline: Eradication
Range: Touch Range: Touch
Area: One creature or object Area: One creature or object
Duration: Two rounds to an exponential power Duration: Two rounds to an exponential power
equal to the level of the caster equal to the level of the caster
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell causes the target to Description: Casting this spell causes the target to
automatically take 300% LP of damage from automatically take 300% IP or LP of dam-
any and all attacks made by immoral crea- age from any and all poison, natural or magi-
tures for the duration of the spell. cal, for the duration of the spell.
The spellcaster must touch the tar- The spellcaster must touch the tar-
get creature for the spell to take effect. If get creature for the spell to take effect. If
the target creature does not desire to be the target creature does not desire to be
touched by the spellcaster, then a Brawling touched by the spellcaster, then a Brawling
skill check is required (see Chap. 8: Skills). skill check is required (see Chap. 8: Skills).

Greater Vulnerability to Morality Greater Vulnerability to Skill


Level: 7 Level: 6
Discipline: Eradication Discipline: Eradication
Range: Touch Range: Touch
Area: One creature or object Area: One creature
Duration: Two rounds to an exponential power Duration: Two rounds to an exponential power
equal to the level of the caster equal to the level of the caster
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell causes the target to Description: Casting this spell causes a target to
automatically take 300% LP of damage from automatically suffer a penalty to all skill
any and all attacks made by moral creatures checks. The penalty is - 10 per level of the
for the duration of the spell. caster. However, the caster must touch the
The spellcaster must touch the tar- target to bestow Greater Vulnerability to
get creature for the spell to take effect. If Skill. Touch necessitates a successful Brawl-
the target creature does not desire to be ing skill check (see Chap. 8: Skills).
touched by the spellcaster, then a Brawling
skill check is required (see Chap. 8: Skills).

508
Greater Vulnerability to Sonics Greater Vulnerability to Weapon
Level: 5 Level: 4
Discipline: Eradication Discipline: Eradication
Range: Touch Range: Touch
Area: One creature or object Area: One creature or object
Duration: Two rounds to an exponential power Duration: Two rounds to an exponential power
equal to the level of the caster equal to the level of the caster
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell causes the target to Description: Casting this spell causes the target to
automatically take 300% IP or LP of dam- automatically take 300% IP or LP of dam-
age from any and all sonic attacks, natural age from any and all attacks that result from
or magical, for the duration of the spell. a specific type of weapon envisioned by the
The spellcaster must touch the tar- caster during casting.
get creature for the spell to take effect. If The spellcaster must touch the tar-
the target creature does not desire to be get creature for the spell to take effect. If
touched by the spellcaster, then a Brawling the target creature does not desire to be
skill check is required (see Chap. 8: Skills). touched by the spellcaster, then a Brawling
skill check is required (see Chap. 8: Skills).

Greater Vulnerability to Unethicality


Level: 7
Discipline: Eradication
Range: Touch
Area: One creature or object
Duration: Two rounds to an exponential power
equal to the level of the caster
Chant: To be determined
Ingredients: To be determined
Ritual: To be determined
Description: Casting this spell causes the target to
automatically take 300% LP of damage from
any and all attacks made by unethical crea- Artwork Here
tures for the duration of the spell.
The spellcaster must touch the tar-
get creature for the spell to take effect. If
the target creature does not desire to be
touched by the spellcaster, then a Brawling
skill check is required (see Chap. 8: Skills).

509
Happy Cleaver Have Her Cadaver
Level: 3 Level: 3
Discipline: Reformation Discipline: Hallucination
Range: 0 Range: Touch
Area: Caster’s line of sight Area: One female humanoid
Duration: Two rounds to an exponential power Duration: Two rounds to an exponential power
equal to the level of the caster equal to the level of the caster
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell causes matter in the Description: Casting this spell causes one female
surrounding area to mutate into a demented, humanoid cadaver to appear to be alive and
intelligent, and laughing cleaver. The MM unconscious. This appearance is illusory and
determines which matter randomly. This each character who senses (sees, smells,
animated cleaver revels in bloodlust and will tastes, and/or touches) the female cadaver
turn against the caster if the cleaver does must roll percentile dice and the results must
not attack within one minute. If no other be 75 or higher to disbelieve the hallucina-
creatures that may bleed are within the area, tion. For the spell to function, the cadaver
then the cleaver attacks the caster. Who- must have all of its bones; no flesh is neces-
ever the cleaver attacks, it does so while sary. This spell does not function on a hu-
laughing hysterically with an evil tone. Upon manoid larger than seven feet in height.
a successful cleave, the Happy Cleaver makes While the spell functions, the dead female
a slurping sound as if enjoying the blood will appear exactly as she did during the most
which flows freely from the gaping wound. fertile moment of her life; she will have hair,
The cleaver attacks three times per flesh that is not discolored and is warm to
round, doing 1d10 LP of damage, but it has the touch, etc. In fact, if her chest is ob-
no Delivery Penalty. With an Intelligence served, it will appear to rise and fall as though
of 30, it is unable to speak, but it laughs co- she breathes. If her nose is examined, it
herently. The cleaver has a mind of its own will feel as though she inhales and exhales.
and does not need the caster to wield it. The Finally, if her vagina is penetrated, it will feel
cleaver propels itself through the air magi- warm and wet. In every respect, the female
cally. For some unknown reason, Happy cadaver will appear to be healthy and alive.
Cleavers particularly love to hack seduc- If in life the female was unattractive, then
tresses to pieces. the illusion of her will be equally unattrac-
tive.
This spell is not among the most
popular, but when it is cast the most com-
mon reason for casting is copulation. When
the spell duration expires, the illusion will
instantly disappear.
Artwork Here

510
Headless Heal Dislocation or Fracture
Level: 1 Level: 2
Discipline: Hallucination Discipline: Restoration
Range: Touch Range: Touch
Area: One head Area: One dislocated socket or fractured bone
Duration: Two rounds to an exponential power Duration: Permanent
equal to the level of the caster Reference: Arcana Mundi, p. 72
Chant: To be determined Chant: (first one) Moetas vaeta daries dardaries
Ingredients: To be determined astataries dissunapiter
Ritual: To be determined (second one) huat huat huat ista sistas
Description: Casting this spell causes one head of sitardannabou dannaustra
a living or undead character or creature to Ingredients: Green reed of 4-5’ in length
appear to be missing. The missing head is Ritual: Take the green reed, split it in the middle,
illusory and each character who sees the crea- and let two men hold it to their hips. Recite
ture with a missing head must roll percentile the first chant until the parts come together.
dice and the results must be 50 or higher to When the two parts come together and
disbelieve the hallucination. If the head is touch each other, grip them with your hand,
touched, though it appears to be missing, it make a cut left and right, tie it onto the dis-
will be felt and the hallucination will no location or the fracture, and it will heal. But,
longer have an effect on the character who you must recite every day the second chant.
touched the head that seemed to be miss- Description: Casting this spell permanently heals
ing. one dislocated socket or fractured bone. All
When a character sees a headless damage suffered by the injury is restored.
creature, and believes the hallucination, re-
fer back to the previous roll and consult the
table below: Healing
Level: 2
Roll Result Discipline: Restoration
01-10 Unable to move for 1d100 rounds. Range: Touch
11-20 Tries to sprint away for 2d20 rounds, Area: One creature touched
but falls down every 1d6 rounds due Duration: Instantaneous
to panic. Chant: To be determined
21-30 Sprints away if possible for 1d20 Ingredients: To be determined
rounds. Ritual: To be determined
31-49 Unaffected Description: Casting this spell allows the caster to
heal another. In order to bestow Healing,
the creature to be healed must be touched
by the caster, which means that a successful
Brawling skill check is required (see Chap. 8:
Skills), unless the creature does not object
to being healed, in which case no check is
Artwork Here necessary. If successful, the creature regains
2d8 Life Points if they are wounded. If
missed, then the spell is wasted.

511
Hearing Voices Heating
Level: 4 Level: 1
Discipline: Prognostication Discipline: Reformation
Range: Touch Range: 50 feet
Area: Self Area: 30 pounds of wood or metal per level of
Duration: Two rounds to an exponential power the caster
equal to the level of the caster Duration: One round per 2 levels of the caster
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell allows the caster to Description: Casting this spell heats wood and metal
bestow an ability by touch (though usually enough to scorch and melt it, provided it is
the caster touches their own head) to detect seen by the caster. Should a living or ani-
supernatural voices. The surrounding air and mated target be wearing or touching this
ether are said to be populated with spirits, wood or metal, they will suffer damage.
angels, and demons. With the birth of ev- Metal will become scorched during
er y human, an agathodemon and the second round of application, and will
cacodemon are also created (see Grimoirium melt during the fifth round of Heating.
Monstrum). Wood becomes scorched immediately, and
The chance that the caster or target catches aflame if subjected to Heating for
of the spell hears a voice is 10% per caster more than one round, distributing an addi-
level. If a voice is heard (which the MM tional 1d6 LP of damage per round after-
must portray), the voice usually does not wards to those in contact. Wood will be-
state its identity, and the caster must attempt come cinders in four rounds.
to determine the identity of the voice with- Any living or animated target in con-
out aid from this spell. Most voices, when tact with the affected metal or wood will
heard, occur as whispers in which the gen- suffer damage. The damage is proportion-
der is difficult to impossible to distinguish. ate to the percent of their body which is
If the spell is cast frequently, and if affected. For instance, if only 50% of a
supernatural entities continually attend to the creature’s body is in contact, then they will
caster or target, such as in the case of an only receive 50% of the damage listed be-
agathodemon or cacodemon, it is possible low.
for the caster or target to build a relation- The first round of contact, flesh de-
ship with the entity, allowing them to better hydrates and melts away as it absorbs 3d6
determine whether the voice heard upon the Life Points of damage. The second round
next casting is actually that entity or another of contact, muscles melt away, and an addi-
pretending to be that entity. tional 3d6 LP of damage is distributed. The
Though some entities are friendly third round, the portion of the sorry son-
and helpful, most resent the living and will of-a-bitch’s skeleton in contact is scorched
misdirect or lead the caster or target into for all eternity, and an additional 3d6 LP of
trouble. Moral casters or targets usually seek damage is accrued. Finally, the fourth round
their agathodemon. Immoral casters or tar- of contact, the structure of any mortal crea-
gets usually seek their cacodemon. ture is reduced to a burnt, powdery, smelly,
soot-like substance. LP are irrelevant at this
stage; no mortal is able to survive this fiery
onslaught.

512
Hover Hurl Voice
Level: 3 Level: 1
Discipline: Reformation Discipline: Reformation
Range: Touch Range: 150 feet
Area: Creature touched Area: One originating object
Duration: Two rounds to an exponential power Duration: Casting time
equal to the level of the caster Chant: To be determined
Chant: To be determined Ingredients: To be determined
Ingredients: To be determined Ritual: To be determined
Ritual: To be determined Description: Casting this spell allows the caster to
Description: Casting this spell allows the spell- hurl a message of choice to seem as though
caster to bestow the ability to Hover on a it originates with one object, living or non-
creature. This spell has no effect on crea- living. The volume emanating from the ob-
tures already capable of flying. The amount ject will equal the volume from the caster’s
of weight which may be affected by Hover mouth.
is determined by the level of the spellcaster.
Consult the table below:

Caster Level Weight in Pounds Affected


1 10
2 20
3 50
4 100
5 200
6 500
7-8 1,000
9-10 2,000
11-14 10,000
15-17 20,000
18-19 50,000
20+ 100,000
Artwork Here
Hover does not allow a creature to
move about at will, which is the spell called
Flight. Instead, Hover allows a creature to
Hover above the ground. While in the air, a
hovering creature may push off on an ob-
ject. The speed gained is determined by the
MM, and should be a function of the
Strength sub-ability and the weight of the
hovering creature.

513
Imbue Item Immutability
Level: 5 Level: 6
Discipline: Universal Discipline: Universal
Range: Touch Range: Touch
Area: One item Area: Special
Duration: Special Duration: Permanent
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell causes the next spell Description: Casting this spell causes a spell effect
cast to be stored or imbued into an item which is currently in effect to become per-
specified by the caster. Most magical items manently in effect. Immutability will not
are created with this spell. The MM deter- make permanent effects or states which are
mines the effect. It may be necessary for not spell effects.
conditions to be specified as well. For example, a spellcaster may cast
For example, a spellcaster may im- Tenesmus on a victim, which makes them
bue a sword with Minor Harm. However, constipated for a limited duration. During
unless a condition is specified, the next crea- the duration of the effects of the Tenesmus
ture to touch the sword will receive the ef- spell, any spellcaster may cast Immutability
fects of that spell. If an appropriate condi- on the victim. This would result in making
tion is made, and it satisfies the MM, it may the effect of the Tenesmus spell permanent.
be possible for the wielder of the sword to For the rest of the victim’s life, they will suf-
remain unaffected and also able to select the fer from severe constipation.
recipient, such as the next creature struck. This spell is often used in conjunc-
Imbue Item is often used in conjunc- tion with Imbue Item. If an item is imbued
tion with another spell called Immutability. with a spell, then casting Immutability on
Casting Immutability on an imbued item will the item will make permanent whatever spell
make the effects of a spell permanent. For effects or capabilities it has.
instance, after casting Immutability on the
sword mentioned above with Minor Harm,
it may harm those upon contact whenever
the wielder wills it.

Artwork Here

514
Immutable Wound Impotence
Level: 4 Level: 1
Discipline: Reformation Discipline: Reformation
Range: Touch Range: Touch
Area: One creature Area: One creature
Duration: Permanent Duration: See below
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell causes a touched Description: Casting this spell causes a touched
target creature to never heal from the next target creature to become impotent. The
wound that they receive. The next wound degree of impotence is affected by the level
that the target creature receives will be im- of the spellcaster. This spell has no effect
mutable. Hence, whatever LP the target on females. For this spell to take effect, the
creature loses is permanent. For this spell spellcaster must touch the target creature.
to take effect, the spellcaster must touch the If the target creature does not desire to be
target creature. If the target creature does touched by the spellcaster, then a Brawling
not desire to be touched by the spellcaster, skill check is required (see Chap. 8: Skills).
then a Brawling skill check is required (see Consult the table below:
Chap. 8: Skills).
Level Effect
1-2 Manhood limp for 1d10
minutes
3-4 Manhood limp for 1d20
hours
5-6 Manhood limp for 1d8 days
7-8 Manhood limp for 1d4
weeks
9-10 Manhood limp for 1d12
months
11-12 Manhood limp for 1d10
years
13-14 Manhood limp for 1d10
Artwork Here decades
15+ Manhood permanently limp

515
Indispensable Invisibility Internal Explosion
Level: 5 Level: 2
Discipline: Hallucination Discipline: Annihilation
Range: Caster Range: Direct line of sight
Area: Caster’s body Area: One creature’s innards
Duration: Until sunset Duration: Instantaneous
Reference: PGM I. 222-31. Chant: To be determined
Chant: Make me invisible, AEO OAE EIE EAO, Ingredients: To be determined
in the presence of any man until sunset, IO Ritual: To be determined
IO O PHRIXRIZO EOA. Description: Casting this spell causes an Internal
Ingredients: Fat or eye of a night owl, ball (pellet) Explosion to occur in a target seen by the
of dung of a beetle, and oil of an unripe spellcaster during casting. The explosion
olive. causes 2d8 Life Points of damage to the in-
Ritual: Take the ingredients and grind them all to- nards of the selected creature. If the crea-
gether until smooth, and smear your whole ture survives, the MM may determine addi-
body with it. Then, speak the chant. tional effects, such as intense farting.
Description: Casting this spell will make the caster
invisible to all until sunset. If the light of
the sun is not available, the spell fails to func-
tion.

Inferno
Level: 8
Discipline: Annihilation
Range: Ten miles
Area: 1,000 feet blast radius
Duration: Instantaneous
Chant: To be determined
Ingredients: To be determined
Ritual: To be determined
Description: Casting this spell causes incomprehen- Artwork Here
sible burning damage. The caster must
choose a central point within the range.
From this central point, a fiery blast will ex-
plode violently and implode again within one
round. Anything within the area is subjected
to 4d100 IP or LP. No vegetation will grow
in this area for one decade. The explosion
will be heard and felt up to a mile away.

516
Internal Infestation Intestinal Wreathe
Level: 2 Level: 3
Discipline: Convocation Discipline: Reformation
Range: Touch Range: 500 feet
Area: One creature’s innards Area: One creature
Duration: Permanent Duration: Two rounds to an exponential power
Chant: To be determined equal to the level of the caster.
Ingredients: To be determined Chant: To be determined
Ritual: To be determined Ingredients: To be determined
Description: Casting this spell summons creatures Ritual: To be determined
to infest an area inside the touched target Description: Casting this spell causes a creature’s
creature. Upon casting this spell, the intestines to emerge from their rectum and
spellcaster must designate which internal area encircle the neck of their owner. The target’s
will be infested. Possibilities include: anus, intestines will strangulate them with a
mouth, stomach, vagina, or womb. Enough Strength equal to the caster (see Wrestling
creatures will be summoned to fill the inter- in Chap. 8: Skills). Even if the target over-
nal area. The species of creature summoned comes their animated intestines, they are
is randomly determined. Roll percentile dice usually bewildered for the rest of their lives,
and consult the table below: and defecating is uncomfortable at best. The
caster must be able to see the target crea-
Roll Insect ture at all times and maintain concentration.
01-10 Ant
11-20 Bee
21-30 Cockroach Invincibility
31-40 Firefly Level: 10
41-50 Fly Discipline: Supportation
51-60 Grasshopper Range: Touch
61-70 Mosquito Area: One creature
71-80 Spider, daddy long legs Duration: Two rounds to an exponential power
81-90 Spider, wolf equal to the level of the caster
91-100 Worm Chant: To be determined
Ingredients: To be determined
If an infestation occurs in the womb Ritual: To be determined
of a pregnant female, then the fetus instantly Description: Casting this spell causes the creature
dies. touched to become impervious to all attacks
Bees will sting the target creature. and harm, with one exception. If the touch
Four beestings will cause 1 Life Point of is unwanted, a Brawling skill check must be
damage. After the MM estimates the num- passed (see Chap. 8: Skills). The exception
ber of bees, the MM must roll to determine is determined by the MM. For some, it is a
what percent of the bees will sting the tar- specific location on their body at which they
get creature the first round. The remainder may be harmed normally. For others, there
will sting the target creature the second is only one form of attack, such as fire, to
round. which they are not invincible. This spell
grants invincibility with one exception de-
termined by the MM.

517
Invincibility to Acid Invincibility to Bases
Level: 8 Level: 8
Discipline: Supportation Discipline: Supportation
Range: Touch Range: Touch
Area: One creature Area: One creature
Duration: Two rounds to an exponential power Duration: Two rounds to an exponential power
equal to the level of the caster equal to the level of the caster
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell causes the creature Description: Casting this spell causes the creature
touched to become impervious to all acid touched to become impervious to all base
attacks, both magical and non-magical. If attacks, both magical and non-magical. Here,
the touch is unwanted, a Brawling skill check base is meant as the opposite of acid. If
must be passed (see Chap. 8: Skills). the touch is unwanted, a Brawling skill check
must be passed (see Chap. 8: Skills).

Invincibility to Air
Level: 7 Invincibility to Cold
Discipline: Supportation Level: 7
Range: Touch Discipline: Supportation
Area: One creature Range: Touch
Duration: Two rounds to an exponential power Area: One creature
equal to the level of the caster Duration: Two rounds to an exponential power
Chant: To be determined equal to the level of the caster
Ingredients: To be determined Chant: To be determined
Ritual: To be determined Ingredients: To be determined
Description: Casting this spell causes the creature Ritual: To be determined
touched to become impervious to all air at- Description: Casting this spell causes the creature
tacks, both magical and non-magical. If the touched to become impervious to all cold
touch is unwanted, a Brawling skill check attacks, both magical and non-magical. If
must be passed (see Chap. 8: Skills). the touch is unwanted, a Brawling skill check
must be passed (see Chap. 8: Skills).

Artwork Here

518
Invincibility to Earth Invincibility to Fire
Level: 7 Level: 7
Discipline: Supportation Discipline: Supportation
Range: Touch Range: Touch
Area: One creature Area: One creature
Duration: Two rounds to an exponential power Duration: Two rounds to an exponential power
equal to the level of the caster equal to the level of the caster
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell causes the creature Description: Casting this spell causes the creature
touched to become impervious to all earth touched to become impervious to all fire at-
attacks, both magical and non-magical. If tacks, both magical and non-magical. If the
the touch is unwanted, a Brawling skill check touch is unwanted, a Brawling skill check
must be passed (see Chap. 8: Skills). must be passed (see Chap. 8: Skills).

Invincibility to Electricity Invincibility to Gaze


Level: 7 Level: 8
Discipline: Supportation Discipline: Supportation
Range: Touch Range: Touch
Area: One creature Area: One creature
Duration: Two rounds to an exponential power Duration: Two rounds to an exponential power
equal to the level of the caster equal to the level of the caster
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell causes the creature Description: Casting this spell causes the creature
touched to become impervious to all elec- touched to become impervious to all gaze
trical attacks, both magical and non-magi- attacks, both magical and non-magical. If
cal. If the touch is unwanted, a Brawling the touch is unwanted, a Brawling skill check
skill check must be passed (see Chap. 8: Skills). must be passed (see Chap. 8: Skills).

Artwork Here

519
Invincibility to Poison Invisibility
Level: 9 Level: 3
Discipline: Supportation Discipline: Hallucination
Range: Touch Range: Caster
Area: One creature Area: Caster’s body
Duration: Two rounds to an exponential power Duration: Caster’s discretion.
equal to the level of the caster Reference: PGM I. 247-62.
Chant: To be determined Chant: Rise up, infernal demon, IO ERBETH IO
Ingredients: To be determined PHOBETH IO PAKERBETH IO
Ritual: To be determined APOMPS; Whatever I, (spellcaster’s name),
Description: Casting this spell causes the creature order you to do, be obedient to me.
touched to become impervious to all poi- Ingredients: Eye of a corpse that has died a vio-
son attacks, both magical and non-magical. lent death, a rose plant, and oil of lily.
If the touch is unwanted, a Brawling skill Ritual: Take the ingredients and rub them with oil
check must be passed (see Chap. 8: Skills). of lily. As you rub them, speak the chant.
If you wish to become invisible, rub just your
face with the concoction, and you will be
Invincibility to Water invisible for as long as you wish. And if you
Level: 7 wish to be visible again, move from west to
Discipline: Supportation east and say this name, and you will be obvi-
Range: Touch ous and visible to all.
Area: One creature Description: Casting this spell allows the spellcaster
Duration: Two rounds to an exponential power to become invisible for as long as they de-
equal to the level of the caster sire. The clothes and possessions of the
Chant: To be determined caster do not become invisible, only the body
Ingredients: To be determined of the caster. The power of this spell is
Ritual: To be determined granted by an infernal demon, and hence,
Description: Casting this spell causes the creature moral spellcasters shun its use.
touched to become impervious to all water
attacks, both magical and non-magical. If
the touch is unwanted, a Brawling skill check Ionic Attack
must be passed (see Chap. 8: Skills). Level: 1
Discipline: Annihilation
Range: Touch
Area: Creature touched
Duration: Instantaneous
Chant: To be determined
Ingredients: To be determined
Ritual: To be determined
Artwork Here Description: Casting this spell transfers damaging
ionic energy from the caster to a target by
touch. To touch the target, the caster must
pass a Brawling skill check. Once touched,
the target suffers 1d10 LP of electrical dam-
age. If the Brawling check is failed, the spell
is wasted.

520
Lesser Bidding Lesser Electrical Discharge
Level: 3 Level: 1
Discipline: Domination Discipline: Annihilation
Range: 25 feet Range: 50 feet
Area: One creature Area: One target
Duration: One hour per caster level Duration: Instantaneous
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell causes one target Description: Casting this spell causes a small beam
creature to become subservient to the of electricity to zap forth from the finger
spellcaster’s bidding. The spellcaster must of the caster and does 1d10 LP of damage
be within 25 feet of the target creature and to the target. A successful Aim skill check
be able to see their eyes without obstruc- must be made regarding the caster’s finger
tion. The target creature may be able to in order to hit the target (see Chap. 8: Skills).
avoid the effects of the spell if they pass a Otherwise the spell is wasted.
Drive check at TH 80.
While under the influence of the
spellcaster, the target creature will not com- Lesser Healing
mit suicide, but may be more apt to harm Level: 1
themselves than usual. Generally, they will Discipline: Restoration
feel compelled to please the spellcaster by Range: Touch
doing the spellcaster’s bidding without ques- Area: One creature touched
tion. The target of this spell is mentally Duration: Instantaneous
dominated by the spellcaster. Chant: To be determined
When the spell expires, the target Ingredients: To be determined
creature will remember the events which Ritual: To be determined
ocurred during this spell. However, these Description: Casting this spell allows the caster to
memories will seem disoriented, as if from heal another. In order to bestow Lesser
a dream. Healing, the creature to be healed must be
Perhaps the most popular use of this touched by the caster, which means that a
spell is for sexual purposes. Horny male successful Brawling skill check must be made
spellcasters cast this spell frequently to make (see Chap. 8: Skills), unless the creature does
attractive females do their sexual bidding. not object to being healed, in which case no
check needs to be made. If successful, the
creature regains 1d10 Life Points if they are
wounded. If missed, then the spell is wasted.

Artwork Here

521
Lesser Holocaust Lesser Hologram
Level: 9 Level: 1
Discipline: Annihilation Discipline: Hallucination
Range: 50 miles Range: 50 feet + 10 feet per caster level
Area: One mile blast radius Area: One cubic foot
Duration: Instantaneous Duration: Until the caster ceases concentration on
Chant: To be determined the hologram
Ingredients: To be determined Chant: To be determined
Ritual: To be determined Ingredients: To be determined
Description: Casting this spell causes incomprehen- Ritual: To be determined
sible burning damage. The caster must Description: Casting this spell allows the caster to
choose a central point within the range. create a silent and scentless illusion no larger
From this central point, a fiery blast will ex- than 1 cubic foot. The illusion may be mo-
plode violently and implode again within one bile if so desired, though the object cannot
round. Anything within the area is subjected move beyond the area of the spell. For in-
to 4d100 x 10 IP or LP. It is likely that only stance, the illusion may be any sort of small
ashes will remain. No vegetation will grow animal, as long as the caster has seen it be-
in this area for one century. The explosion fore.
will be heard and felt up to ten miles away. All creatures that view this hologram
must make a successful check of their Ana-
lytic Intelligence at a TH of 50 in order to
recognize that this is not real. If they fail
the check, then they will behave as if it were
real. In certain situations that may be cre-
ated by the spellcaster that could possibly
threaten the life of a believer, onlookers may
also be subjected to making a successful
Health check or suffering appropriate pen-
alties as deemed by the MM. For instance, a
caster may choose to create a hologram of
a knife hurling through the air at the head
of some poor little trollop. If the trollop
believes, then the MM may make her roll
Artwork Here against an appropriate TH for the situation
and may also decide the appropriate penal-
ties.

522
Lesser Mending Lesser Vulnerability to Air
Level: 2 Level: 1
Discipline: Restoration Discipline: Eradication
Range: Touch Range: Touch
Area: One creature touched Area: One creature or object
Duration: Instantaneous Duration: Two rounds to an exponential power
Chant: To be determined equal to the level of the caster
Ingredients: To be determined Chant: To be determined
Ritual: To be determined Ingredients: To be determined
Description: Casting this spell allows the caster to Ritual: To be determined
mend broken bones. Broken bones often Description: Casting this spell causes the target to
result from Crucial Damage (see Chap. 10: automatically take 150% IP or LP of dam-
Combat). Tendons and dismembered limbs age from any and all air attacks, natural or
may not be mended, except with the spell magical, for the duration of the spell.
called Greater Mending. The spellcaster must touch the tar-
get creature for the spell to take effect. If
the target creature does not desire to be
Lesser Vulnerability to Acid touched by the spellcaster, then a Brawling
Level: 2 skill check is required (see Chap. 8: Skills).
Discipline: Eradication
Range: Touch
Area: One creature or object Lesser Vulnerability to Armor
Duration: Two rounds to an exponential power Level: 1
equal to the level of the caster Discipline: Eradication
Chant: To be determined Range: Touch
Ingredients: To be determined Area: One creature
Ritual: To be determined Duration: Two rounds to an exponential power
Description: Casting this spell causes the target to equal to the level of the caster
automatically take 150% IP or LP of dam- Chant: To be determined
age from any and all acid attacks, natural or Ingredients: To be determined
magical, for the duration of the spell. Ritual: To be determined
The spellcaster must touch the tar- Description: Casting this spell causes an armored
get creature for the spell to take effect. If creature to become more vulnerable, losing
the target creature does not desire to be 5 CA per level of the caster.
touched by the spellcaster, then a Brawling The spellcaster must touch the tar-
skill check is required (see Chap. 8: Skills). get creature for the spell to take effect. If
the target creature does not desire to be
touched by the spellcaster, then a Brawling
skill check is required (see Chap. 8: Skills).

523
Lesser Vulnerability to Bases Lesser Vulnerability to Cold
Level: 2 Level: 1
Discipline: Eradication Discipline: Eradication
Range: Touch Range: Touch
Area: One creature or object Area: One creature or object
Duration: Two rounds to an exponential power Duration: Two rounds to an exponential power
equal to the level of the caster equal to the level of the caster
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell causes the target to Description: Casting this spell causes the target to
automatically take 150% IP or LP of dam- automatically take 150% IP or LP of dam-
age from any and all base attacks, natural or age from any and all cold attacks, natural or
magical, for the duration of the spell. By magical, for the duration of the spell.
base, it is meant the opposite of acid. The spellcaster must touch the tar-
The spellcaster must touch the tar- get creature for the spell to take effect. If
get creature for the spell to take effect. If the target creature does not desire to be
the target creature does not desire to be touched by the spellcaster, then a Brawling
touched by the spellcaster, then a Brawling skill check is required (see Chap. 8: Skills).
skill check is required (see Chap. 8: Skills).

Lesser Vulnerability to Discipline


Lesser Vulnerability to Cholerics Level: 1
Level: 2 Discipline: Eradication
Discipline: Eradication Range: Touch
Range: Touch Area: One creature or object
Area: One creature or object Duration: Two rounds to an exponential power
Duration: Two rounds to an exponential power equal to the level of the caster
equal to the level of the caster Chant: To be determined
Chant: To be determined Ingredients: To be determined
Ingredients: To be determined Ritual: To be determined
Ritual: To be determined Description: Casting this spell causes the target to
Description: Casting this spell causes the target automatically take 150% IP or LP of dam-
to automatically take 150% LP of damage age from any magical attacks of a specified
from any and all attacks made by creatures discipline for the duration of the spell. The
with a predominantly choleric temperament specific magical discipline must be named
for the duration of the spell. prior to casting.
The spellcaster must touch the tar- The spellcaster must touch the tar-
get creature for the spell to take effect. If get creature for the spell to take effect. If
the target creature does not desire to be the target creature does not desire to be
touched by the spellcaster, then a Brawling touched by the spellcaster, then a Brawling
skill check is required (see Chap. 8: Skills). skill check is required (see Chap. 8: Skills).

524
Lesser Vulnerability to Earth Lesser Vulnerability to Ethicality
Level: 1 Level: 3
Discipline: Eradication Discipline: Eradication
Range: Touch Range: Touch
Area: One creature or object Area: One creature or object
Duration: Two rounds to an exponential power Duration: Two rounds to an exponential power
equal to the level of the caster equal to the level of the caster
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell necessitates the tar- Description: Casting this spell causes the target to
get to automatically take 150% IP or LP of automatically take 150% LP of damage from
damage from any and all earthen attacks, any and all attacks made by ethical creatures
natural or magical, for the duration of the for the duration of the spell.
spell. The spellcaster must touch the tar-
The spellcaster must touch the tar- get creature for the spell to take effect. If
get creature for the spell to take effect. If the target creature does not desire to be
the target creature does not desire to be touched by the spellcaster, then a Brawling
touched by the spellcaster, then a Brawling skill check is required (see Chap. 8: Skills).
skill check is required (see Chap. 8: Skills).

Lesser Vulnerability to Fire


Lesser Vulnerability to Electricity Level: 1
Level: 1 Discipline: Eradication
Discipline: Eradication Range: Touch
Range: Touch Area: One creature or object
Area: One creature or object Duration: Two rounds to an exponential power
Duration: Two rounds to an exponential power equal to the level of the caster
equal to the level of the caster Chant: To be determined
Chant: To be determined Ingredients: To be determined
Ingredients: To be determined Ritual: To be determined
Ritual: To be determined Description: Casting this spell causes the target to
Description: Casting this spell causes the target to automatically take 150% LP of damage from
automatically take 150% IP or LP of dam- any and all fire attacks, natural or magical,
age from any and all electrical attacks, natu- for the duration of the spell.
ral or magical, for the duration of the spell. The spellcaster must touch the tar-
The spellcaster must touch the tar- get creature for the spell to take effect. If
get creature for the spell to take effect. If the target creature does not desire to be
the target creature does not desire to be touched by the spellcaster, then a Brawling
touched by the spellcaster, then a Brawling skill check is required (see Chap. 8: Skills).
skill check is required (see Chap. 8: Skills).

525
Lesser Vulnerability to Immorality Lesser Vulnerability to Morality
Level: 3 Level: 3
Discipline: Eradication Discipline: Eradication
Range: Touch Range: Touch
Area: One creature or object Area: One creature or object
Duration: Two rounds to an exponential power Duration: Two rounds to an exponential power
equal to the level of the caster equal to the level of the caster
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell causes the target to Description: Casting this spell causes the target to
automatically take 150% LP of damage from automatically take 150% LP of damage from
any and all attacks made by immoral crea- any and all attacks made by moral creatures
tures for the duration of the spell. for the duration of the spell.
The spellcaster must touch the tar- The spellcaster must touch the tar-
get creature for the spell to take effect. If get creature for the spell to take effect. If
the target creature does not desire to be the target creature does not desire to be
touched by the spellcaster, then a Brawling touched by the spellcaster, then a Brawling
skill check is required (see Chap. 8: Skills). skill check is required (see Chap. 8: Skills).

Lesser Vulnerability to Melancholics Lesser Vulnerability to Phlegmatics


Level: 2 Level: 2
Discipline: Eradication Discipline: Eradication
Range: Touch Range: Touch
Area: One creature or object Area: One creature or object
Duration: Two rounds to an exponential power Duration: Two rounds to an exponential power
equal to the level of the caster equal to the level of the caster
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell causes the target to Description: Casting this spell causes the target to
automatically take 150% LP of damage from automatically take 150% LP of damage from
any and all attacks made by creatures with a any and all attacks made by creatures with a
predominantly melanhcolic temperament predominantly phlegmatic temperament for
for the duration of the spell. the duration of the spell.
The spellcaster must touch the tar- The spellcaster must touch the tar-
get creature for the spell to take effect. If get creature for the spell to take effect. If
the target creature does not desire to be the target creature does not desire to be
touched by the spellcaster, then a Brawling touched by the spellcaster, then a Brawling
skill check is required (see Chap. 8: Skills). skill check is required (see Chap. 8: Skills).

526
Lesser Vulnerability to Poison Lesser Vulnerability to Skill
Level: 3 Level: 3
Discipline: Eradication Discipline: Eradication
Range: Touch Range: Touch
Area: One creature or object Area: One creature
Duration: Two rounds to an exponential power Duration: Two rounds to an exponential power
equal to the level of the caster equal to the level of the caster
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell causes the target to Description: Casting this spell causes the target to
automatically take 150% IP or LP of dam- automatically suffer a penalty to all skill
age from any and all poison, natural or magi- checks. The penalty is - 5 per level of the
cal, for the duration of the spell. caster. However, the caster must touch the
The spellcaster must touch the tar- target to bestow Lesser Vulnerability to Skill.
get creature for the spell to take effect. If Touch necessitates a successful Brawling skill
the target creature does not desire to be check (see Chap. 8: Skills).
touched by the spellcaster, then a Brawling
skill check is required (see Chap. 8: Skills).
Lesser Vulnerability to Sonics
Level: 2
Lesser Vulnerability to Sanguines Discipline: Eradication
Level: 2 Range: Touch
Discipline: Eradication Area: One creature or object
Range: Touch Duration: Two rounds to an exponential power
Area: One creature or object equal to the level of the caster
Duration: Two rounds to an exponential power Chant: To be determined
equal to the level of the caster Ingredients: To be determined
Chant: To be determined Ritual: To be determined
Ingredients: To be determined Description: Casting this spell causes the target to
Ritual: To be determined automatically take 150% IP or LP of dam-
Description: Casting this spell causes the target to age from any and all sonic attacks, natural
automatically take 150% LP of damage from or magical, for the duration of the spell.
any and all attacks made by creatures with a The spellcaster must touch the tar-
predominantly sanguine temperament for get creature for the spell to take effect. If
the duration of the spell. the target creature does not desire to be
The spellcaster must touch the tar- touched by the spellcaster, then a Brawling
get creature for the spell to take effect. If skill check is required (see Chap. 8: Skills).
the target creature does not desire to be
touched by the spellcaster, then a Brawling
skill check is required (see Chap. 8: Skills).

527
Lesser Vulnerability to Unethicality Living Monstrosity
Level: 3 Level: 2
Discipline: Eradication Discipline: Deterioration
Range: Touch Range: Touch
Area: One creature or object Area: One unborn fetus
Duration: Two rounds to an exponential power Duration: Permanent
equal to the level of the caster Chant: To be determined
Chant: To be determined Ingredients: To be determined
Ingredients: To be determined Ritual: To be determined
Ritual: To be determined Description: Casting this spell causes an unborn
Description: Casting this spell causes the target to fetus to become diseased or deformed. For
automatically take 150% LP of damage from the spell to take effect, the caster must touch
any and all attacks made by unethical crea- the belly of the pregnant female. If the
tures for the duration of the spell. touch is unwanted, this necessitates a Brawl-
The spellcaster must touch the tar- ing skill check (see Chap. 8: Skills). The MM
get creature for the spell to take effect. If decides the exact nature of the birth defect.
the target creature does not desire to be Whatever it is, it will be a curse to the child,
touched by the spellcaster, then a Brawling not a blessing.
skill check is required (see Chap. 8: Skills).

Love Spell I
Lesser Vulnerability to Weapon Level: 1
Level: 1 Discipline: Domination
Discipline: Eradication Range: Phallic Insertion
Range: Touch Area: One woman
Area: One creature or object Duration: Three hours to an exponential power
Duration: Two rounds to an exponential power equal to the level of the caster
equal to the level of the caster Reference: PDM xiv. 1047-48.
Chant: To be determined Chant: None
Ingredients: To be determined Ingredients: Foam of a stallion’s mouth
Ritual: To be determined Ritual: To make a woman love copulating with her:
Description: Casting this spell causes the target to Anoint your phallus with the ingredient and
automatically take 150% IP or LP of dam- lie with the woman.
age from any and all attacks that result from Description: Casting this spell will cause any woman
a specific type of weapon envisioned by the who is slept with to fall in love with the caster
caster during casting. upon sleeping with them.
The spellcaster must touch the tar-
get creature for the spell to take effect. If
the target creature does not desire to be
touched by the spellcaster, then a Brawling
skill check is required (see Chap. 8: Skills).

528
Love Spell II Love Spell IV
Level: 2 Level: 4
Discipline: Domination Discipline: Domination
Range: Phallic Insertion Range: One foot
Area: One woman Area: One passionately kissed partner
Duration: Three days to an exponential power equal Duration: Two weeks to an exponential power equal
to the level of the caster to the level of the caster
Reference: PDM xiv. 930-32. Reference: PGM VII. 661-63.
Chant: None Chant: ANOK THARENEPIBATHA
Ingredients: Fruit of acacia and honey CHEOUCHCHA ANOA ANOK
Ritual: To cause a woman to love a man: fruit of CHARIEMOCHTH LAILAM.
acacia; grind with honey; anoint his phallus Ingredients: None
with it; and lie with the woman! Ritual: In conversation while kissing passionately,
Description: Casting this spell allows the caster to speak the chant.
make any woman love him that sleeps with Description: Casting this spell causes one passion-
him. ately kissed partner to fall in love with the
caster. The caster may physically abuse the
partner if so desired, and their love for the
Love Spell III caster will not waiver.
Level: 3
Discipline: Domination
Range: Unlimited Love Spell V
Area: One beautiful woman Level: 5
Duration: Two weeks to an exponential power equal Discipline: Domination
to the level of the caster Range: Lip to lip
Reference: PGM IV. 1265-74. Area: The person passionately kissed
Chant: NEPHERIERI Duration: One year per caster level
Ingredients: Frankincense Reference: PGM VII. 405-6.
Ritual: If you wish to win a woman who is beauti- Chant: I am THAZI N EPIBATHA CHEOUCH
ful, be pure for 3 days, make an offering of CHA Iam I am CHARIEMOUTH
frankincense, and speak the chant over it. LAILAM.
You approach the woman and say it seven Ingredients: None
times in your soul as you gaze at her, and in Ritual: For love, speak the chant while kissing
this way it will succeed. But do this for seven passionately.
days. Description: Casting this spell causes the person
Description: Casting this spell will cause the beau- kissed to fall in love with the caster. They
tiful woman to fall in love with the caster. will be so attracted to the caster that at any
To qualify as beautiful, the woman must have moment they are not touching the caster,
Facial Charisma and Bodily Attractiveness they will masturbate. It is impossible for
sub-ability scores each in excess of 115. the subject to find others attractive.

529
Love Spell of Attraction I Love Spell of Attraction II
Level: 2 Level: 3
Discipline: Domination Discipline: Domination
Range: Unlimited Range: One mile
Area: One woman Area: One woman
Duration: Until she goes home and has sex with Duration: Three days to an exponential power equal
the caster. to the level of the caster
Reference: PGM IV. 94-153. Reference: PGM IV. 2943-66.
Chant: When she drinks, when she eats, when she Chant: None
has intercourse with someone else, I will be- Ingredients: A bat, unbaked dough or unmelted
witch her heart, I will bewitch the heart of wax, a new drinking vessel, a papyrus strip
her, I will bewitch her breath, I will bewitch Ritual: Take the eyes of a bat and release it alive,
her 365 members, I will bewitch her inner and take a piece of unbaked dough or
part...wherever I desire, until she comes to unmelted wax and mold a little dog; and put
me and I know what is in her heart, what the right eye of the bat into the right eye of
she does, and of what she thinks, quickly, the little dog, implanting also in the same
quickly; immediately, immediately. way the left one in the left. And take a needle,
Ingredients: Forge a double iron nail with a head, thread it with the magical material and stick
a thin base, and a strong point. it through the eyes of the little dog, so that
Ritual: Dip the double iron nail in blood and speak the magical material is visible. And put the
the chant. dog into a new drinking vessel, attach a pa-
Description: After casting this spell, every flam- pyrus strip to it. Deposit it at a crossroad
ing, every cooking, every heating, every after you have marked the spot so that,
steaming, and every sweating that you will should you wish to recover it, you can find
cause in this flaming stove, you will cause in it.
the heart, in the liver, in the area of the na- Written on the papyrus strip: “I ad-
vel, and in the belly of a specific female you jure you three times PHORPHORBA
want to attract, until you bring her home BAIBO PHORBORBA, that she, (speak the
and she puts what is in her hand into your name of the female desired), lose the fire in
hand, what is in her belly onto your belly, her eye or even lie awake with nothing on
what is in her female parts onto your male her mind except me, (speak your own name),
parts, quickly, quickly; immediately, immedi- alone. I adjure you by Kore, PHORBEA
ately. BRIMO NEREATO DAMON BRIMON
If a large amount of saliva forms in SEDNA DARDAR, All-seeing one, OPE,
your mouth as you speak, understand that make her, (speak the name of the desired
she is distressed, wants to talk to you, and is female), lie awake for me through all eter-
lovesick; if you yawn frequently, she wants nity.”
to come to you. But if you sneeze two times Description: Casting this spell causes a woman to
or more, she is in good health, unafflicted do nothing but think affectionately of the
by the love charm, and is returning to where caster. She is unable to concentrate on any-
she lives. If you have a headache and are thing else.
crying, she is distressed, lovesick, or even
dying.

530
Love Spell of Attraction III Love Spell of Attraction IV
Level: 3 Level: 4
Discipline: Domination Discipline: Domination
Range: 1 mile Range: One mile
Area: One person Area: One female
Duration: One hour per caster level Duration: One day
Reference: PGM XXXVI. 69-101. Reference: PGM XXXVI. 361-71.
Chant: None Chant: SISISOTH, attract to me her, (speak her
Ingredients: A pure papyrus, blood of an ass, and name) on this very day, in this very hour,
magical material (see below), vinegar gum because I adjure you by the name
Ritual: Take a pure papyrus and with blood of an CHYCHACHAMER MEROUTH
ass write the following names, and put in CHMEMINOUTH THIONTHOUTH
the magical material (such as her hair, cloth- PHIOPHAO BELECHAS AAA EEE EEE
ing, or other possession) from the woman L’ S’ S’ S’ N’ N’. Attract her, (speak her
you desire. Smear the strip of papyrus with name), to (speak your own name).
moistened vinegar gum and glue it to the Ingredients: The skin of an ass, a silurus (a par-
dry vaulted vapor room of a bath, and you ticular kind of common fish), and a dead dog.
will marvel. But watch yourself so that you Ritual: Take the skin of an ass and write the fol-
are not struck. lowing in the blood from the womb of a
The writing is this: Come, he who silurus (a particular kind of common fish)
sits on top of the gate, IO ERBETH IO after mixing in the juice of the plant Sarapis.
PAKERBETH IO BALCHOSETH IO After speaking the chant, place it in the
APOMPS IO SESENRO IO BIMAT mouth of a dead dog, and it will attract her
IAKOUMBIAI ABERRAMENTHO in the same hour.
OULER THEXANAX ETHRELUOOTH Description: This spell works on the same day it is
MEMAREBA TOU SETH, as you are in cast. For one day, this female will love the
flames and on fire, so also the soul, the heart caster so much, there is nothing she will not
of her, (write the name of the desired per- do for the caster.
son), whom (write the name of the desired
person’s mother) bore, until she comes lov-
ing me, (write your own name), and glues
her female pudenda to my male one, imme-
diately, immediately; quickly, quickly.
Description: Casting this spell attracts men to
women and women to men and makes vir-
gins rush out of their homes. This spell
causes lust more than love.
Artwork Here

531
Love Spell of Attraction through Touch Magical Warning
Level: 3 Level: 1
Discipline: Domination Discipline: Supportation
Range: Touch Range: None
Area: One female Area: A cone that matches the visual range of the
Duration: One day per caster level eye of a dog.
Reference: PGM VII. 973-80. Duration: Two hours per caster level
Chant: THOBARRABAU MICHAEL MICHAEL Chant: To be determined
OSIRIS PHOR PHORBA ABRIEL Ingredients: To be determined
SESEGGENBARPHARAGGES IAO Ritual: To be determined
SABAOTH ADONAIE LAILAM, compel Description: Casting this spell creates a plucked eye
her, (speak the name of the desired female), and severed vocal chord of a dog. This
whom (speak the name of the female’s warning device supports the caster by bark-
mother) bore, to follow me should I touch ing noisily whenever the eye sights move-
her. ment. The plucked eye will only see in the
Ingredients: A scarab, a vetch plant, and a glass direction in which it is placed, staring intently
cup without moving.
Ritual: Take a scarab and boil it in a good unguent,
and take the beetle and grind it together with
the plant vetch, and place them in a glass Martyrization
cup and speak the chant twice. Level: 8
Description: After casting this spell, the caster must
Discipline: Domination
touch the desired female for the spell to take
Range: Touch
effect. The female will love the caster for Area: One target creature
the duration of the spell. Duration: Permanent
Chant: To be determined
Ingredients: To be determined
Madness Ritual: To be determined
Level: 3 Description: Casting this spell causes a target
Discipline: Deterioration creature touched by the spellcaster, upon
Range: One mile death, to become a martyr. A sizable per-
Area: One person’s mind centage of the nearest population that is
Duration: Permanent aware of the death of the target creature
Reference: PDM xiv. 1182-87. will martyrize them. Circumstances vary, but
Chant: None if the target creature dies a public death in a
Ingredients: Hair of victim and dead man, a hawk city, about 100,000 inhabitants will martyr-
Ritual: To make mad any man or woman: You ize them after death. The exact effect is de-
should take the hair of the man whom you termined by the MM, but it is not uncom-
wish together with the hair of a dead man; mon for cults to form for a martyr.
you should tie them to each other; you
should tie them to the body of the hawk;
and you should release it alive. If you wish
to do it for some days, you should put the
hawk in a place, feeding it in your house.
Description: This spell will cause any man or woman
to acquire a random mental illness. Consult
the table in Chapter 5: Mind.

532
Mass Bidding Mass Complete Healing
Level: 5 Level: 8
Discipline: Domination Discipline: Restoration
Range: 100 feet Range: Touch
Area: 100 creatures Area: 1d1000 creatures
Duration: Two hours to an exponential power equal Duration: Instantaneous
to the level of the caster Chant: To be determined
Chant: To be determined Ingredients: To be determined
Ingredients: To be determined Ritual: To be determined
Ritual: To be determined Description: Casting this spell allows the caster to
Description: Casting this spell causes 100 target heal 1d1000 individuals. In order to bestow
creatures closest to a point designated by the healing, each creature to be healed must be
spellcaster to become subservient to the touched by the spellcaster, which means that
spellcaster’s bidding. The target creatures a successful Brawling skill check is required
may be able to avoid the effects of the spell (see Chap. 8: Skills), unless the creature does
if they pass a Drive check at TH 95. not object to being healed, in which case no
While under the influence of the check is necessary. If successful, each crea-
spellcaster, the target creatures will not com- ture regains their full potential of Life Points
mit suicide, but may be more apt to harm if they are wounded, regardless of the num-
themselves than usual. Generally, they will ber. If missed, then the spell is wasted.
feel compelled to please the spellcaster by
doing the spellcaster’s bidding without ques-
tion. The targets of this spell are mentally
dominated by the spellcaster.
When the spell expires, the target
creatures will remember the events which
ocurred during this spell. However, these
memories will seem disoriented, as if from
a dream.
Perhaps the most popular use of this
spell is to raise a military force or create a
mob.

Artwork Here

533
Mass Evanescence While evanescent, a creature may be
Level: 4 invisible to others, but will still make sound
Discipline: Hallucination normally. Evanescent creatures may attack
Range: All must touch each other simultaneously others and remain evanescent.
Area: 10’ x 10’ x 10’ Only whole creatures or objects may
Duration: Special become evanescent. For instance, it is not
Chant: To be determined possible for half of a broomstick to become
Ingredients: To be determined evanescent. Either the whole broomstick
Ritual: To be determined will, or none of it will be effected.
Description: Casting this spell causes all creatures Following is the duration for the
or objects touched by the caster in the area spell’s effect:
to become evanescent, invisible. If a crea-
ture is the intended recipient, and if the crea- Caster Level Duration
ture does not desire to become evanescent, 1 1 round
then the caster must pass a Brawling skill 2 1 minute
check (see Chap. 8: Skills) to successfully 3 30 minutes
touch the creature. 4 1 hour
Evanescence is a hallucination that 5 12 hours
functions by inducing all onlookering sen- 6-7 1 day
tient beings to need to pass Intuition checks 8 1 week
at a TH of (60 + 3 per caster level). Failure 9-10 1 year
means they do not see the evanescent crea- 11 1 decade
ture or object. 12-14 1 century
15+ Caster’s desire

Artwork Here

534
Mass Greater Bidding Mass Greater Healing
Level: 6 Level: 6
Discipline: Domination Discipline: Restoration
Range: 200 feet Range: Touch
Area: 1,000 creatures Area: 1d1000 creatures
Duration: Three hours to an exponential power Duration: Instantaneous
equal to the level of the caster Chant: To be determined
Chant: To be determined Ingredients: To be determined
Ingredients: To be determined Ritual: To be determined
Ritual: To be determined Description: Casting this spell allows the caster to
Description: Casting this spell causes 1,000 target heal 1d1000 individuals. In order to bestow
creatures closest to a point designated by the healing, each creature to be healed must be
spellcaster to become subservient to the touched by the spellcaster, which means that
spellcaster’s bidding. The target creatures a successful Brawling skill check is required
may be able to avoid the effects of the spell (see Chap. 8: Skills), unless the creature does
if they pass a Drive check at TH 99. not object to being healed, in which case no
While under the influence of the check is necessary. If successful, each crea-
spellcaster, the target creatures will not com- ture regains 2d20 Life Points if they are
mit suicide, but may be more apt to harm wounded. If missed, then the spell is wasted.
themselves than usual. Generally, they will
feel compelled to please the spellcaster by
doing the spellcaster’s bidding without ques- Mass Lesser Healing
tion. The targets of this spell are mentally Level: 4
dominated by the spellcaster. Discipline: Restoration
When the spell expires, the target Range: Touch
creatures will remember the events which Area: 1d10 creatures
ocurred during this spell. However, these Duration: Instantaneous
memories will seem disoriented, as if from Chant: To be determined
a dream. Ingredients: To be determined
Perhaps the most popular use of this Ritual: To be determined
spell is to raise a military force or create a Description: Casting this spell allows the caster to
mob. heal 1d10 individuals. In order to bestow
healing, each creature to be healed must be
touched by the spellcaster, which means that
a successful Brawling skill check is required
(see Chap. 8: Skills), unless the creature does
not object to being healed, in which case no
check is necessary. If successful, each crea-
ture regains 1d10 Life Points if they are
Artwork Here wounded. If missed, then the spell is wasted.

535
Mass Healing Mass Protection from Air
Level: 5 Level: 4
Discipline: Restoration Discipline: Supportation
Range: Touch Range: Touch
Area: 1d100 creatures Area: Two creatures to an exponential power
Duration: Instantaneous equal to the level of the caster
Chant: To be determined Duration: Three rounds to an exponential power
Ingredients: To be determined equal to the level of the caster
Ritual: To be determined Chant: To be determined
Description: Casting this spell allows the caster to Ingredients: To be determined
heal 1d100 individuals. In order to bestow Ritual: To be determined
Healing, each creature to be healed must be Description: Casting this spell protects touched
touched by the spellcaster, which means that creatures from air attacks by diminishing
a successful Brawling skill check is required damage. If a target creature does not desire
(see Chap. 8: Skills), unless the creature does to be touched, then a Brawling skill check
not object to being healed, in which case no must be made (see Chap. 8: Skills).
check is necessary. If successful, each crea- All air-based attacks on the target
ture regains 2d8 Life Points if they are creatures have reduced damage. Damage is
wounded. If missed, then the spell is wasted. reduced by a (5 x caster level)%. One LP of
damage is the least the target creatures can
experience.
Mass Protection from Acid
Level: 5
Discipline: Supportation Mass Protection from Bases
Range: Touch Level: 5
Area: Two creatues to an exponential power equal Discipline: Supportation
to the level of the caster Range: Touch
Duration: Three rounds to an exponential power Area: Two creatures to an exponential power
equal to the level of the caster equal to the level of the caster
Chant: To be determined Duration: Three rounds to an exponential power
Ingredients: To be determined equal to the level of the caster
Ritual: To be determined Chant: To be determined
Description: Casting this spell protects touched Ingredients: To be determined
creatures from non-magical acid by dimin- Ritual: To be determined
ishing damage. Magical acid is unaffected Description: Casting this spell protects touched
by this spell. If a target creature does not creatures from non-magical bases by dimin-
desire to be touched, then a Brawling skill ishing damage. Bases, here, are meant as
check must be made (see Chap. 8: Skills). the opposite of acids. Magical bases are un-
All acid-based attacks on the target affected by this spell. If a target creature
creatures have reduced damage. Damage is does not desire to be touched, then a Brawl-
reduced by a (5 x caster level)%. One LP of ing skill check must be made (see Chap. 8:
damage is the least the target creatures can Skills).
experience. All base-based attacks on the target
creatures have reduced damage. Damage is
reduced by a (5 x caster level)%. One LP of
damage is the least the target creatures can
experience.

536
Mass Protection from Cholerics Mass Protection from Discipline
Level: 5 Level: 4
Discipline: Supportation Discipline: Supportation
Range: Touch Range: Touch
Area: Two creatures to an exponential power Area: Two creatures to an exponential power
equal to the level of the caster equal to the level of the caster
Duration: Three rounds to an exponential power Duration: Three rounds to an exponential power
equal to the level of the caster equal to the level of the caster
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell protects touched Description: Casting this spell protects touched
creatures from attacks made by creatures creatures from all spells of a magical
with a predominantly choleric temperament dsicipline. The discipline, such as annihila-
by diminishing damage. If a target creature tion or deterioration, must be specified dur-
does not desire to be touched, then a Brawl- ing casting. If a target creature does not
ing skill check must be made (see Chap. 8: desire to be touched, then a Brawling skill
Skills). check must be made (see Chap. 8: Skills).
All attacks by choleric creatures on Any time during the duration of the
the target creatures have reduced damage. spell in which the target creatures must make
Damage is reduced by a (5 x caster level)%. a skill check, a bonus of (5 x caster level) is
One LP of damage is the least the target applied. Further, damage resulting to the
creatures can experience. target creatures from a spell or magical ef-
fect of the specified discipline is reduced by
(5 x caster level)%. One LP of damage is
Mass Protection from Cold the least the target creatures can experience.
Level: 4
Discipline: Supportation
Range: Touch
Area: Two creatures to an exponential power
equal to the level of the caster
Duration: Three rounds to an exponential power
equal to the level of the caster
Chant: To be determined
Ingredients: To be determined
Ritual: To be determined
Description: Casting this spell protects touched Artwork Here
creatures from non-magical cold by dimin-
ishing damage. If a target creature does not
desire to be touched, then a Brawling skill
check must be made (see Chap. 8: Skills).
All cold-based attacks on the target
creatures have reduced damage. Damage is
reduced by a (5 x caster level)%. One LP of
damage is the least the target creatures can
experience.

537
Mass Protection from Earth Mass Protection from Ethicality
Level: 4 Level: 6
Discipline: Supportation Discipline: Supportation
Range: Touch Range: Touch
Area: Two creatures to an exponential power Area: Two creatures to an exponential power
equal to the level of the caster equal to the level of the caster
Duration: Three rounds to an exponential power Duration: Three rounds to an exponential power
equal to the level of the caster equal to the level of the caster
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell protects touched Description: Casting this spell protects touched
creatures from earth-based attacks by dimin- creatures from attacks made by ethical crea-
ishing damage. If a target creature does not tures by diminishing damage. If a target crea-
desire to be touched, then a Brawling skill ture does not desire to be touched, then a
check must be made (see Chap. 8: Skills). Brawling skill check must be made (see Chap.
All earth-based attacks on the target 8: Skills).
creatures have reduced damage. Damage is All attacks by ethical creatures on the
reduced by a (5 x caster level)%. One LP of target creatures have reduced damage. Dam-
damage is the least the target creatures can age is reduced by a (5 x caster level)%. One
experience. LP of damage is the least the target crea-
tures can experience.

Mass Protection from Electricity


Level: 4 Mass Protection from Fire
Discipline: Supportation Level: 4
Range: Touch Discipline: Supportation
Area: Two creatures to an exponential power Range: Touch
equal to the level of the caster Area: Two creatures to an exponential power
Duration: Three rounds to an exponential power equal to the level of the caster
equal to the level of the caster Duration: Three rounds to an exponential power
Chant: To be determined equal to the level of the caster
Ingredients: To be determined Chant: To be determined
Ritual: To be determined Ingredients: To be determined
Description: Casting this spell protects touched Ritual: To be determined
creatures from non-magical electricity by di- Description: Casting this spell protects touched
minishing damage. Magical electricity is un- creatures from non-magical fire by dimin-
affected by this spell. If a target creature ishing damage. Magical fire is unaffected by
does not desire to be touched, then a Brawl- this spell. If a target creature does not de-
ing skill check must be made (see Chap. 8: sire to be touched, then a Brawling skill check
Skills). must be made (see Chap. 8: Skills).
All electricity-based attacks on the All fire-based attacks on the target
target creatures have reduced damage. Dam- creatures have reduced damage. Damage is
age is reduced by a (5 x caster level)%. One reduced by a (5 x caster level)%. One LP of
LP of damage is the least the target crea- damage is the least the target creatures can
tures can experience. experience.

538
Mass Protection from Gaze Mass Protection from Immorality
Level: 5 Level: 6
Discipline: Supportation Discipline: Supportation
Range: Touch Range: Touch
Area: Two creatures to an exponential power Area: Two creatures to an exponential power
equal to the level of the caster equal to the level of the caster
Duration: Three rounds to an exponential power Duration: Three rounds to an exponential power
equal to the level of the caster equal to the level of the caster
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell protects touched Description: Casting this spell protects touched
creatures from non-magical gaze by dimin- creatures from attacks made by immoral
ishing damage and increasing skill checks. creatures by diminishing damage. If a target
Magical gaze is unaffected by this spell. If a creature does not desire to be touched, then
target creature does not desire to be touched, a Brawling skill check must be made (see
then a Brawling skill check must be made Chap. 8: Skills).
(see Chap. 8: Skills). All attacks by immoral creatures on
Any time during the duration of the the target creatures have reduced damage.
spell in which the target creatures must make Damage is reduced by a (5 x caster level)%.
a skill check, a bonus of (5 x caster level) is One LP of damage is the least the target
applied. All gaze-based attacks on the tar- creatures can experience.
get creatures have reduced damage. Dam-
age is reduced by a (5 x caster level)%. One
LP of damage is the least the target crea- Mass Protection from Melancholics
tures can experience. Level: 5
Discipline: Supportation
Range: Touch
Area: Two creatures to an exponential power
equal to the level of the caster
Duration: Three rounds to an exponential power
equal to the level of the caster
Chant: To be determined
Ingredients: To be determined
Ritual: To be determined
Description: Casting this spell protects touched
Artwork Here creatures from attacks made by creatures
with a predominantly melancholic tempera-
ment by diminishing damage. If a target crea-
ture does not desire to be touched, then a
Brawling skill check must be made (see Chap.
8: Skills).
All attacks by melancholic creatures
on the target creatures have reduced dam-
age. Damage is reduced by a (5 x caster
level)%. One LP of damage is the least the
target creatures can experience.

539
Mass Protection from Morality Mass Protection from Physical Harm
Level: 6 Level: 6
Discipline: Supportation Discipline: Supportation
Range: Touch Range: Touch
Area: Two creatures to an exponential power Area: Two creatures to an exponential power
equal to the level of the caster equal to the level of the caster
Duration: Three rounds to an exponential power Duration: Three rounds to an exponential power
equal to the level of the caster equal to the level of the caster
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell protects touched Description: Casting this spell protects touched
creatures from attacks made by moral crea- creatures from all physical harm by dimin-
tures by diminishing damage. If a target crea- ishing damage. If a target creature does not
ture does not desire to be touched, then a desire to be touched, then a Brawling skill
Brawling skill check must be made (see Chap. check must be made (see Chap. 8: Skills).
8: Skills). Damage is reduced for all physical
All attacks by moral creatures on the attacks on the target creatures for the dura-
target creatures have reduced damage. Dam- tion of the spell. Damage is reduced by a (5
age is reduced by a (5 x caster level)%. One x caster level)%. One LP of damage is the
LP of damage is the least the target crea- least the target creatures can experience.
tures can experience.

Mass Protection from Poison


Mass Protection from Phlegmatics Level: 6
Level: 5 Discipline: Supportation
Discipline: Supportation Range: Touch
Range: Touch Area: Two creatures to an exponential power
Area: Two creatures to an exponential power equal to the level of the caster
equal to the level of the caster Duration: Three rounds to an exponential power
Duration: Three rounds to an exponential power equal to the level of the caster
equal to the level of the caster Chant: To be determined
Chant: To be determined Ingredients: To be determined
Ingredients: To be determined Ritual: To be determined
Ritual: To be determined Description: Casting this spell protects touched
Description: Casting this spell protects touched creatures from non-magical poison by di-
creatures from attacks made by creatures minishing damage. Magical poison is unaf-
with a predominantly phlegmatic tempera- fected by this spell. If a target creature does
ment by diminishing damage. If a target crea- not desire to be touched, then a Brawling
ture does not desire to be touched, then a skill check must be made (see Chap. 8: Skills).
Brawling skill check must be made (see Chap. All poison-based attacks on the tar-
8: Skills). get creatures have reduced damage. Dam-
All attacks by phlegmatic creatures age is reduced by a (5 x caster level)%. One
on the target creatures have reduced dam- LP of damage is the least the target crea-
age. Damage is reduced by a (5 x caster tures can experience.
level)%. One LP of damage is the least the
target creatures can experience.

540
Mass Protection from Sanguines Mass Protection from Unethicality
Level: 5 Level: 6
Discipline: Supportation Discipline: Supportation
Range: Touch Range: Touch
Area: Two creatures to an exponential power Area: Two creatures to an exponential power
equal to the level of the caster equal to the level of the caster
Duration: Three rounds to an exponential power Duration: Three rounds to an exponential power
equal to the level of the caster equal to the level of the caster
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell protects touched Description: Casting this spell protects touched
creatures from attacks made by creatures creatures from attacks made by unethical
with a predominantly sanguine temperament creatures by diminishing damage. If a target
by diminishing damage. If a target creature creature does not desire to be touched, then
does not desire to be touched, then a Brawl- a Brawling skill check must be made (see
ing skill check must be made (see Chap. 8: Chap. 8: Skills).
Skills). All attacks by unethical creatures on
All attacks by sanguine creatures on the target creatures have reduced damage.
the target creatures have reduced damage. Damage is reduced by a (5 x caster level)%.
Damage is reduced by a (5 x caster level)%. One LP of damage is the least the target
One LP of damage is the least the target creatures can experience.
creatures can experience.

Mass Protection from Water


Mass Protection from Sonics Level: 4
Level: 5 Discipline: Supportation
Discipline: Supportation Range: Touch
Range: Touch Area: Two creatures to an exponential power
Area: Two creatures to an exponential power equal to the level of the caster
equal to the level of the caster Duration: Three rounds to an exponential power
Duration: Three rounds to an exponential power equal to the level of the caster
equal to the level of the caster Chant: To be determined
Chant: To be determined Ingredients: To be determined
Ingredients: To be determined Ritual: To be determined
Ritual: To be determined Description: Casting this spell protects touched
Description: Casting this spell protects touched creatures from water-based attacks by dimin-
creatures from non-magical sonics by dimin- ishing damage. If a target creature does not
ishing damage. Magical sonics are unaffected desire to be touched, then a Brawling skill
by this spell. If a target creature does not check must be made (see Chap. 8: Skills).
desire to be touched, then a Brawling skill All water-based attacks on the tar-
check must be made (see Chap. 8: Skills). get creatures have reduced damage. Dam-
All sonic-based attacks on the tar- age is reduced by a (5 x caster level)%. One
get creatures have reduced damage. Dam- LP of damage is the least the target crea-
age is reduced by a (5 x caster level)%. One tures can experience.
LP of damage is the least the target crea-
tures can experience.

541
Mass Teleportation TH Reason
Level: 9 05 Caster has not been at the exact
Discipline: Reformation destination for at least 1 hour
Range: Touch 10 Caster has not been at the exact
Area: Two creatures to an exponential power location for at least 1 day
equal to the level of the caster 25 Caster has not been at the exact
Duration: Instantaneous destination for at least 1 month
Chant: To be determined 50 Caster has not been at the exact
Ingredients: To be determined destination for at least 1 year
Ritual: To be determined 75 Caster has not been at the exact
Description: Casting this spell causes multiple destination for at least 5 years
creatures to be instantly moved or trans- 95 Caster has not been at the exact
ported to a location envisioned by the caster. destination for at least 25 years
The caster must have personally been in the 98 Caster has not been at the exact
exact location where the target creatures are destination for at least 50 years
to be transported. The spell functions by 99 Caster has not been at the exact
converting the bodies of the targets into destination for at least 100 years
pure energy, which then seeks the appropri-
ate location at the speed of light, instantly However, the significance of the des-
transforming back into the target creatures tination is equally important to Reflection.
at the specified destination. All target crea- If a major life event happened at the loca-
tures will appear in the same proportion re- tion (such as marriage or divorce, death of a
garding distance to each other, and all must friend, close call with death, etc.), then the
appear at the same destination; the MM may lower the TH by no more than 50.
spellcaster may not specify multiple destina- If the spellcaster fails their Reflec-
tions. One of the target creatures must be- tion check, then the target creatures are not
come a main target creature who will ap- transported to the destination. Instead, roll
pear at the exact location, while the others percentile dice and consult the table below:
will appear in correct proportion around the
main target creature. Roll Result
An improvement over the spell 01-25 The target creatures are totally
Teleportation, a spellcaster may teleport unaffected by the spell
creatures regardless of their size. 26-50 The targets are converted into pure
In order for the target creatures to energy, and the caster does not know
successfully be transported to the correct where their energy is
location, the spellcaster must pass a Reflec- 51-75 The target creatures are transported
tion sub-ability check. The spellcaster must (1d100)% of the distance in a ran-
consult the MM to determine the TH of dom direction
the Reflection check. Below are some sug- 76-100 The target creatures are transported
gestions: (1d100%) of the distance in the cor-
rect direction

542
Mass Vulnerability to Acid Mass Vulnerability to Armor
Level: 8 Level: 7
Discipline: Eradication Discipline: Eradication
Range: Direct line of sight Range: Direct line of sight
Area: Two creatures or objects to an exponential Area: Two creatures to an exponential power equal
power equal to the level of the caster to the level of the caster
Duration: Two rounds to an exponential power Duration: Two rounds to an exponential power
equal to the level of the caster equal to the level of the caster
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell causes the targets to Description: Casting this spell causes armored crea-
automatically take 300% IP or LP of dam- tures to become more vulnerable, losing 10
age from any and all acid attacks, natural or CA per level of the caster. The spellcaster
magical, for the duration of the spell. The must be able to see the targets and specify
spellcaster must be able to see the targets them during casting.
and specify them during casting.

Mass Vulnerability to Bases


Mass Vulnerability to Air Level: 8
Level: 7 Discipline: Eradication
Discipline: Eradication Range: Direct line of sight
Range: Direct line of sight Area: Two creatures or objects to an exponential
Area: Two creatures or objects to an exponential power equal to the level of the caster
power equal to the level of the caster Duration: Two rounds to an exponential power
Duration: Two rounds to an exponential power equal to the level of the caster
equal to the level of the caster Chant: To be determined
Chant: To be determined Ingredients: To be determined
Ingredients: To be determined Ritual: To be determined
Ritual: To be determined Description: Casting this spell causes the targets to
Description: Casting this spell causes the targets to automatically take 300% IP or LP of dam-
automatically take 300% IP or LP of dam- age from any and all base attacks, natural or
age from any and all air attacks, natural or magical, for the duration of the spell. By
magical, for the duration of the spell. The base, it is meant the opposite of acid. The
spellcaster must be able to see the targets spellcaster must be able to see the targets
and specify them during casting. and specify them during casting.

Artwork Here

543
Mass Vulnerability to Cholerics Mass Vulnerability to Discipline
Level: 8 Level: 7
Discipline: Eradication Discipline: Eradication
Range: Direct line of sight Range: Direct line of sight
Area: Two creatures or objects to an exponential Area: Two creatures or objects to an exponential
power equal to the level of the caster power equal to the level of the caster
Duration: Two rounds to an exponential power Duration: Two rounds to an exponential power
equal to the level of the caster equal to the level of the caster
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell causes the targets to Description: Casting this spell causes the targets to
automatically take 300% LP of damage from automatically take 300% IP or LP of dam-
any and all attacks made by creatures with a age from any magical attacks of a specified
predominantly cholericc temperament for discipline for the duration of the spell. The
the duration of the spell. The spellcaster specific magical discipline must be named
must be able to see the targets and specify prior to casting. Also, the spellcaster must
them during casting. be able to see the targets and specify them
during casting.

Mass Vulnerability to Cold


Level: 7 Mass Vulnerability to Earth
Discipline: Eradication Level: 7
Range: Direct line of sight Discipline: Eradication
Area: Two creatures or objects to an exponential Range: Direct line of sight
power equal to the level of the caster Area: Two creatures or objects
Duration: Two rounds to an exponential power Duration: Two rounds to an exponential power
equal to the level of the caster equal to the level of the caster
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell causes the targets to Description: Casting this spell necessitates the tar-
automatically take 300% IP or LP of dam- gets to automatically take 300% IP or LP of
age from any and all cold attacks, natural or damage from any and all earthen attacks,
magical, for the duration of the spell. The natural or magical, for the duration of the
spellcaster must be able to see the targets spell. The spellcaster must be able to see
and specify them during casting. the targets and specify them during casting.

Artwork Here

544
Mass Vulnerability to Electricity Mass Vulnerability to Fire
Level: 7 Level: 7
Discipline: Eradication Discipline: Eradication
Range: Direct line of sight Range: Direct line of sight
Area: Two creatures or objects Area: Two creatures or objects to an exponential
Duration: Two rounds to an exponential power power equal to the level of the caster
equal to the level of the caster Duration: Two rounds to an exponential power
Chant: To be determined equal to the level of the caster
Ingredients: To be determined Chant: To be determined
Ritual: To be determined Ingredients: To be determined
Description: Casting this spell causes the targets to Ritual: To be determined
automatically take 300% IP or LP of dam- Description: Casting this spell causes the targets to
age from any and all electrical attacks, natu- automatically take 300% LP of damage from
ral or magical, for the duration of the spell. any and all fire attacks, natural or magical,
The spellcaster must be able to see the tar- for the duration of the spell. The spellcaster
gets and specify them during casting. must be able to see the targets and specify
them during casting.

Mass Vulnerability to Ethicality


Level: 9 Mass Vulnerability to Immorality
Discipline: Eradication Level: 9
Range: Direct line of sight Discipline: Eradication
Area: Two creatures or objects to an exponential Range: Direct line of sight
power equal to the level of the caster Area: Two creatures or objects to an exponential
Duration: Two rounds to an exponential power power equal to the level of the caster
equal to the level of the caster Duration: Two rounds to an exponential power
Chant: To be determined equal to the level of the caster
Ingredients: To be determined Chant: To be determined
Ritual: To be determined Ingredients: To be determined
Description: Casting this spell causes the targets to Ritual: To be determined
automatically take 300% LP of damage from Description: Casting this spell causes the targets to
any and all attacks made by ethical creatures automatically take 300% LP of damage from
for the duration of the spell. The spellcaster any and all attacks made by immoral crea-
must be able to see the targets and specify tures for the duration of the spell. The
them during casting. spellcaster must be able to see the targets
and specify them during casting.

Artwork Here

545
Mass Vulnerability to Melancholics Mass Vulnerability to Phlegmatics
Level: 8 Level: 8
Discipline: Eradication Discipline: Eradication
Range: Direct line of sight Range: Direct line of sight
Area: Two creatures or objects to an exponential Area: Two creatures or objects to an exponential
power equal to the level of the caster power equal to the level of the caster
Duration: Two rounds to an exponential power Duration: Two rounds to an exponential power
equal to the level of the caster equal to the level of the caster
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell causes the targets to Description: Casting this spell causes the targets to
automatically take 300% LP of damage from automatically take 300% LP of damage from
any and all attacks made by creatures with a any and all attacks made by creatures with a
predominantly melancholic temperament predominantly phlegmatic temperament for
for the duration of the spell. The spellcaster the duration of the spell. The spellcaster
must be able to see the targets and specify must be able to see the targets and specify
them during casting. them during casting.

Mass Vulnerability to Morality Mass Vulnerability to Poison


Level: 9 Level: 9
Discipline: Eradication Discipline: Eradication
Range: Direct line of sight Range: Direct line of sight
Area: Two creatures or objects to an exponential Area: Two creatures or objects to an exponential
power equal to the level of the caster power equal to the level of the caster
Duration: Two rounds to an exponential power Duration: Two rounds to an exponential power
equal to the level of the caster equal to the level of the caster
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell causes the targets to Description: Casting this spell causes the targets to
automatically take 300% LP of damage from automatically take 300% IP or LP of dam-
any and all attacks made by moral creatures age from any and all poison, natural or magi-
for the duration of the spell. The spellcaster cal, for the duration of the spell. The
must be able to see the targets and specify spellcsater must be able to see the targets
them during casting. and specify them during casting.

Artwork Here

546
Mass Vulnerability to Sanguines Mass Vulnerability to Sonics
Level: 8 Level: 8
Discipline: Eradication Discipline: Eradication
Range: Direct line of sight Range: Direct line of sight
Area: Two creatures or objects to an exponential Area: Two creatures or objects to an exponential
power equal to the level of the caster power equal to the level of the caster
Duration: Two rounds to an exponential power Duration: Two rounds to an exponential power
equal to the level of the caster equal to the level of the caster
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell causes the targets to Description: Casting this spell causes the targets to
automatically take 300% LP of damage from automatically take 300% IP or LP of dam-
any and all attacks made by creatures with a age from any and all sonic attacks, natural
predominantly sanguine temperament for or magical, for the duration of the spell. The
the duration of the spell. The spellcaster spellcaster must be able to see the targets
must be able to see the targets and specify and specify them during casting.
them during casting.

Mass Vulnerability to Unethicality


Mass Vulnerability to Skill Level: 9
Level: 9 Discipline: Eradication
Discipline: Eradication Range: Direct line of sight
Range: Direct line of sight Area: Two creatures or objects to an exponential
Area: Two creatures to an exponential power power equal to the level of the caster
equal to the level of the caster Duration: Two rounds to an exponential power
Duration: Two minutes to an exponential power equal to the level of the caster
equal to the level of the caster Chant: To be determined
Chant: To be determined Ingredients: To be determined
Ingredients: To be determined Ritual: To be determined
Ritual: To be determined Description: Casting this spell causes the targets to
Description: Casting this spell causes multiple tar- automatically take 300% LP of damage from
gets to automatically suffer penalties to all any and all attacks made by unethical crea-
skill checks. The penalty is - 5 per level of tures for the duration of the spell. The
the caster. The caster must see the targets spellcaster must be able to see the targets
upon casting the spell to bestow Mass Vul- and specify them during casting.
nerability to Skill.

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547
Mass Vulnerability to Weapon Miasma
Level: 7 Level: 5
Discipline: Eradication Discipline: Deterioration
Range: Direct line of sight Range: One mile
Area: Two creatures or objects to an exponential Area: Special
power equal to the level of the caster Duration: Special
Duration: Two rounds to an exponential power Chant: To be determined
equal to the level of the caster Ingredients: To be determined
Chant: To be determined Ritual: To be determined
Ingredients: To be determined Description: Casting this spell causes the air of an
Ritual: To be determined area to become vaporous and harmful if
Description: Casting this spell causes the targets to inhaled. Both the size of the area and the
automatically take 300% IP or LP of dam- amount of LP in damage depend on the level
age from any and all attacks that result from of the caster. Consult the following table:
a specific type of weapon envisioned by the
caster during casting. The spellcaster must C. Level Area Damage
see the targets and specify them during cast- 1-10 50 foot cube 1d4/round
ing. 11-14 100 foot cube 1d8/round
15-17 500 foot cube 2d20/round
18-19 1,000 ft. cube 1d100/rd.
Meltdown 20+ 10,000 ft. cube 14d100/rd.
Level: 4
Discipline: Annihilation Damage occurs for each round of
Range: 1,000 feet inhalation. Creatures that breathe the Mi-
Area: One creature or object asma will cough severely for 2d20 minutes
Duration: 1 round per level of the caster after exiting the vapors, their eyes will be-
Chant: To be determined come bloodshot, and snot will flow freely
Ingredients: To be determined from their nostrils.
Ritual: To be determined The duration of the Miasma de-
Description: Casting this spell creates a magical fire pends upon the ventilation of the area. If
capable of melting one creature or object, indoors, it could linger for years. If out-
unless they are immune to magical fire. doors, it usually dissipates in 2d20 minutes.
Meltdown causes 1d100 IP or LP of dam-
age per round.

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548
Modify Molecules Myotomy
Level: 2 Level: 4
Discipline: Reformation Discipline: Annihilation
Range: None Range: Touch
Area: Caster Area: One creature
Duration: Ten minutes per caster level Duration: Permanent
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell allows the caster to Description: Casting this spell causes the perma-
assume the form of anything within two feet nent division of a muscle. For this spell to
of the caster’s height. The caster still re- take effect, the caster must touch the target
tains the same physical properties of their creature. If the target creature does not
normal self, they just appear differently. For desire to be touched, then the caster must
instance, the caster may take the shape of a make a successful Brawling skill check (see
huge pile of defecation, but the caster will Chap. 8: Skills). If the caster successfully
still smell like their normal self (for some touches the target creature, then the muscle
this change will make their appearance match touched is divided. This muscle will never
that of their horrific odor). heal. The MM determines the effects of
this Myotomy. Crucial Damage in Chapter
10: Combat describes many effects for hacked
Multiplication of Loaves and Fish muscles.
Level: 4
Discipline: Supportation
Range: Touch
Area: A quantity of loaves and fish
Duration: Instantaneous
Chant: To be determined
Ingredients: To be determined
Ritual: To be determined
Description: Casting this spell causes any loaves of
bread and fish before the spellcaster to mul-
tiply by 500 times. Hence, one loaf of bread
would become 500 loaves of bread. Only
bread and fish may be multiplied. The bread Artwork Here
and fish must each be lighter than five
pounds.

549
Near Death Experience Nous
Level: 2 Level: 9
Discipline: Hallucination Discipline: Prognostication
Range: Touch Range: Touch
Area: One Creature Area: One Creature
Duration: Two rounds to an exponential power Duration: Two rounds to an exponential power
equal to the level of the caster equal to the level of the caster
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell causes a target crea- Description: Casting this spell grants extreme in-
ture to have a Near Death Experience. The sight to the touched target creature. For the
spellcaster must touch the target creature for spell to take effect, the spellcaster must touch
the spell to take effect. If the target crea- the target creature. If the target creature
ture does not desire to be touched, then the does not desire to be touched, then the
spellcaster must make a Brawling skill check spellcaster must pass a Brawling skill check
(see Chap. 8: Skills). If the spellcaster suc- (see Chap. 8: Skill). If the spellcaster is suc-
cessfully touches the target creature, then the cessful, then the target creature receives an
target creature becomes unconscious and additional 1d1000 points in their sub-ability
falls to the ground for the duration of the of Intuition for the duration of the spell.
spell. While unconscious, the target crea- Further, the target creature will receive a
ture will see a tunnel of white light and an bonus of 1d100 when making a skill check
unclear figure on the other end who is beck- for a skill that deals with insight in any man-
oning with open arms for the target crea- ner deemed appropriate by the MM. Nous
ture to go to them. When the spell ends, grants the highest degree of immediate in-
the target creature regains consciousness. As sight and Intuition.
a result of a Near Death Experience, the
Piety Points of the target creature are 40%
likely to decrease by 1d20. Otherwise, the
Piety Points of the target creature increase
by 1d20. After the experience, the target
creature will babble for 1d100 days about
experiencing a white light to any character
who will listen.

Artwork Here

550
Odium Theologicum Ondontoloxia
Level: 3 Level: 1
Discipline: Domination Discipline: Reformation
Range: Touch Range: Touch
Area: Creatures Touched Area: One Creature
Duration: Two rounds to an exponential power Duration: Permanent
equal to the level of the caster Chant: To be determined
Chant: To be determined Ingredients: To be determined
Ingredients: To be determined Ritual: To be determined
Ritual: To be determined Description: Casting this spell rearranges the teeth
Description: Casting this spell causes a hateful ar- of the touched target creature so that they
gument about religion to occur between all are irregular. When a character with
target creatures touched by the spellcaster. Ondontoloxia smiles, their Facial Charisma
If a target creature does not desire to be is lowered by 1d100. Teeth may occur in
touched, then a Brawling skill check must groups instead of a neat row, and protrude
be made (see Chap. 8: Skills). The spellcaster at awkward angles.
must touch all target creatures during the
round of spellcasting. Each touched target
creature will yell, grind their teeth, and ar-
gue a religious position for the duration of
the spell as long as any character disagrees
with their religious position.

Omniscience
Level: 10
Discipline: Prognostication
Range: Touch
Area: One Creature
Duration: Two rounds to an exponential power
equal to the level of the caster
Chant: To be determined Artwork Here
Ingredients: To be determined
Ritual: To be determined
Description: Casting this spell grants all knowl-
edge of everything to the touched target
creature. The target creature will know about
everything in the past, present, and future.
However, the target creature must pass an
Intelligence ability check at TH 99 or acquire
1d20 Random Mental Illnesses (see Chap. 5:
Mind). After the spell ends, all the knowl-
edge of the target creature returns to nor-
mal and none of the knowledge gained dur-
ing Omniscience will be remembered.

551
One for All Oophagous
Level: 1 Level: 2
Discipline: Deterioration Discipline: Reformation
Range: Touch Range: Touch
Area: One Creature Area: One Creature
Duration: Two rounds to an exponential power Duration: Permanent
equal to the level of the caster Chant: To be determined
Chant: To be determined Ingredients: To be determined
Ingredients: To be determined Ritual: To be determined
Ritual: To be determined Description: Casting this spell causes the digestive
Description: By casting this spell, the spellcaster system of the touched target creature to be
exploits one character or creature for the permanently changed; from now on, the
benefit of a group. The spellcaster must suc- target creature must eat eggs to survive.
cessfully touch the target creature. Upon a Food other than eggs will be regurgitated.
successful touch by the spellcaster, the tar- For the spell to take effect, the spellcaster
get character or creature must pass a Drive must touch the target creature. If the target
check at TH 50 or lose either Ethical, Moral, creature does not desire to be touched, then
Temperament, or sub-ability points. The the spellcaster must make a successful Brawl-
type of points must be specified by the ing skill check (see Chap. 8: Skills).
spellcaster during casting. The character or
creature does not simply lose points. In-
stead, the points are absorbed by the Oracle
spellcaster and all others within a number Level: 1
of feet of the spellcaster equal to the level Discipline: Prognostication
of the spellcaster. The points are distrib- Range: This earth
uted randomly, but evenly. If the target char- Area: One person
acter or creature is reduced to zero points, Duration: Instantaneous
then death occurs. When the effects of the Reference: PGM LXII. 47-51.
spell expire, the spellcaster and the group Chant: None
lose the absorbed points and the exploited Ingredients: A die and a bowl
victim recovers the points, if still alive. Ritual: Make the inquirer throw a die in a bowl.
Let him fill this with water. Add to the cast
of the die 612, which is the numerical value
of a god, and subtract from the sum 353,
which is the numerical value of another. If
then the number remaining be found divis-
ible by two, he lives; if not, death has him.
Description: Casting this spell allows the caster to
discern whether a man currently unseen is
alive or has died.

552
Ordained by God Oroanal
Level: 3 Level: 4
Discipline: Domination Discipline: Reformation
Range: Touch Range: Touch
Area: One Creature Area: One Creature
Duration: See below Duration: Permanent
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell causes the touched Description: Casting this spell causes one orifice
target creature to interpret the next event as of the touched target creature to function
though it was ordained by their god. The as an anus and a mouth. For example, in
interpretation is determined by the MM. nature a starfish is Oroanal -- it eats and def-
This spell has no effect on agnostics or ecates through the same orifice. For the spell
athesits. to take effect, the spellcaster must touch the
target creature. If the target creature does
not desire to be touched, then the spellcaster
must make a successful Brawling skill check
(see Chap. 8: Skills). If the spellcaster suc-
cessfully touches the target creature, then
either the (01-50%) anus or the (51-100%)
mouth becomes an Oroanal orifice. If the
anus becomes an Oroanal orifice, then the
mouth will become sealed shut; defecation
will occur as usual, but food must be shoved
into the anus where it will be digested. If
the mouth becomes an Oroanal orifice, then
the anus will become sealed shut; eating will
occur as usual, but defecation emerges from
the mouth.

Artwork Here

553
Pain Berry Perpetual Bleeding
Level: 1 Level: 6
Discipline: Deterioration Discipline: Deterioration
Range: Touch Range: Touch
Area: Up to 12 berries per caster level Area: One target creature
Duration: One day Duration: Permanent
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell creates bad berries. Description: Casting this spell requires the spell-
Each Pain Berry ingested produces imme- caster to touch the target creature, which
diate and intense burning. If swallowed, necessitates a successful Brawling skill check
these magical berries produce intestinal (see Chap. 8: Skills). Once the target crea-
burning. Eating only a few berries may be ture is successfully touched, they are not
lethal to a small child. Each berry eaten harmed...yet. The next time the target crea-
causes 2 LP of damage. The effect of these ture suffers damage which makes them
magical berries is identical to the poisonous bleed, they will discover that the wound will
berries of the daphne plant, which may be bleed eternally. Women are the only excep-
found in Chapter 17: Natural Substances. tion to this rule, since they bleed naturally.
Hence, this spell may give a woman eternal
menstruation.
Palfrey The rate of bleeding is determined
by the level of the caster. Consult the table
Level: 4
below:
Discipline: Convocation
Range: One mile
Caster Level Rate of Bleeding
Area: One riding horse
1-4 1 LP/day
Duration: Three minutes to an exponential power
5-8 1 LP/hour
equal to the level of the caster
9-11 1 LP/minute
Chant: To be determined
12-15 1 LP/round
Ingredients: To be determined
16-17 1 LP/second
Ritual: To be determined
18-19 10 LP/second
Description: Casting this spell summons a palfrey,
20+ 100 LP/second
a dainty riding horse, from the surrounding
mile. There is nothing remarkable about the
No matter what is done, it will bleed
horse. The mount will faithfully serve the
forever. Even if magical healing is applied,
caster as though it has known the caster for
the wound will not heal. Therefore, centu-
a lifetime.
ries later, the corpse of a human will still be
bleeding.

554
Perpetual Burn Perpetual Healing
Level: 5 Level: 10
Discipline: Reformation Discipline: Restoration
Range: Touch Range: Self
Area: Special Area: One creature touched
Duration: Permanent Duration: Instantaneous
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell creates a magical fire Description: Once this spell is cast for the first time,
that burns for eternity. The flame cannot there is no need to ever cast it again. Cast-
be extinguished. The size of the fire de- ing this spell eternally allows the caster to
pends on the level of the spellcaster. See heal any creature by touch without limita-
below: tion. In order to bestow healing, the crea-
ture to be healed must be touched by the
Caster Level Size of Fire caster, which means that a successful Brawl-
1-4 candle ing skill check is required (see Chap. 8: Skills),
5-8 torch unless the creature does not object to being
9-11 campfire healed, in which case no check is necessary.
12-15 bonfire If successful, the creature regains their full
16-17 housefire potential of Life Points if they are wounded,
18-19 burning village regardless of the number. Any creature that
20+ volcano physically contacts the caster, provided the
caster wills the effect to happen, is instantly
healed.

Artwork Here

555
Perpetual Hologram Perpetual Orgasm
Level: 5 Level: 5
Discipline: Hallucination Discipline: Reformation
Range: 500 feet + 100 feet per caster level Range: Touch
Area: One hundred cubic feet Area: One target creature
Duration: Permanent Duration: Permanent
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell allows the caster to Description: Casting this spell requires the caster
create an illusion no larger than 100 cubic to touch the target creature, which necessi-
feet. The illusion may be mobile if so de- tates a Brawling skill check (see Chap. 8:
sired, though the object cannot move be- Skills). If successful, the target creature will
yond the area of the spell. For instance, the orgasm without end and for eternity.
illusion may be any sort of small animal, as As good as a neverending orgasm
long as the caster has seen it before. sounds, no creature is capable of remaining
An improvement over Greater Ho- alive while experiencing a Perpetual Orgasm.
logram, Perpetual Hologram remains in ef- For the first 1-2 minutes, the effects of this
fect permanently, once cast. This spell al- spell will seem like the greatest blessing to
lows sound and smell to accompany the vi- the target creature. Thereafter, survival de-
sual illusion, though this hallucination can- pends on the sub-ability of Health. Every
not provide sensations of taste or touch. round after the initial 1-2 minutes necessi-
The only sound and smell which may ac- tates a Health check. The check must be
company the hallucination is a sound or passed to remain alive. Initially, the check is
smell which the caster has physically heard a TH of 30. However, the TH increases by
or smelt before and remembers. Imagined 15 per minute. The target creature will die
sounds and smells fail. of a heart attack. However, even after death,
All creatures that view this hologram their corpse continues to orgasm. To an
must make a successful check of their Ana- observer, it will seem as though the corpse
lytic Intelligence at a TH of 94 in order to convulses from the hips.
recognize that this is not real. If they fail Spellcasters often chuckle, thinking
the check, then they will behave as if it were that if you have to die, what a way to go.
real. If the spellcaster creates an illusion
which suggests a threat to the life of a be-
lieving creature, onlookers may also be sub-
jected to making a successful Health check
or suffering appropriate penalties as deemed
by the MM. For instance, a caster may
choose to create a hologram of a knife hurl-
ing through the air at the head of some poor
Artwork Here
little trollop. If the trollop believes, then
the MM may make her roll against an ap-
propriate TH for the situation and may also
decide the appropriate penalties.

556
Perpetual Slumber
Level: 4
Discipline: Domination
Range: Touch
Area: One target creature
Duration: Permanent
Chant: To be determined
Ingredients: To be determined
Ritual: To be determined
Description: Casting this spell requires the caster
to touch a target creature, necessitating a
Brawling skill check (see Chap. 8: Skills).
Upon touching a target creature, the crea-
ture is forced into eternal sleep. No matter
what is done to the sleeping target creature,
they will not awaken.

Artwork Here

557
Pestilential Host If a creature becomes afflicted with
Level: 5 a fever or plague, then a roll will determine
Discipline: Deterioration the results. Roll 1d100 and consult the table
Range: Touch below:
Area: One creature
Duration: One month per caster level Roll Result
Chant: To be determined 01 Instantly fatal
Ingredients: To be determined 02-05 Fever for 1d10 days, fatal
Ritual: To be determined 06-25 Fever for 2d20 days, fatal
Description: Casting this spell causes the target crea- 26-65 Fever for 4d100 days, fatal
ture touched to become a Pestilential Host. 66-85 Fever for 4d100 days,
If the target creature does not desire to be recovery
touched, a Brawling skill check must be made 86-95 Fever for 2d20 days,
(see Chap. 8: Skills). recovery
The Pestilential Host will spread 96-100 Fever for 1d10 days,
magically induced fever and plague wherever recovery
they go. Roll 1d100 to determine the radius
in feet that the Pestilential Host is conta- While afflicted with a fever or plague,
gious. Any creature passing within this ra- a creature will be confined to bedrest. They
dius of the Pestilential Host has a chance of will be unable to fight or work. Symptoms
acquiring a fever or plague. The chance does will include a high and neverending fever,
not reoccur everytime the creature enters the excessive sweating, a lack of energy, and they
radius. The chance to acquire a fever or will be borderline unconscious.
plague occurs only once. The chance to When the spell expires, the Pestilen-
acquire a fever or plague is (1d100)%. There- tial Host will no longer be contagious to
fore, every creature that enters the radius others. However, the pestilence will con-
specified above of the Pestilential Host for tinue to affect others for its full course as
the first time must roll percentile dice, and determined on the table above.
hope to roll above this amount to avoid the
fever or plague. If a creature passes this
check, then they are immune to the effects
of the fever or plague.

Artwork Here

558
Pestilential Penis Phlogistic Augmentation
Level: 4 Level: 1
Discipline: Deterioration Discipline: Reformation
Range: Direct line of sight Range: Fifty feet
Area: One male creature Area: Ten feet diameter
Duration: Six months per caster level Duration: Instantaneous
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell causes the penis of Description: Casting this spell enhances the vora-
the male creature seen during casting to seem ciousness of a chosen fire. The affected fire
to have no affliction during daily life, but if will blind all within the area who look at it.
it impregnates a woman, it causes the child Otherwise, it increases the damage done by
to have birth defects such as deformity or the fire to the next higher die, such as from
disease. The exact nature of the birth de- a d12 to a d20. This spell only affects natu-
fect is determined by the MM. ral fires.
If, however, someone with a Pesti-
lential Penis impregnates someone with a
Pestilential Pudenda, the result will be de- Pillar of Smoke
termined by percentile dice: 01-50 = healthy, Level: 10
normal child, 51-100 = born dead. Discipline: Convocation
Range: 500 feet
Area: A cylinder 5d20 feet in diameter and 4d100
Pestilential Pudenda feet in height
Level: 5 Duration: One round per caster level
Discipline: Deterioration Chant: To be determined
Range: One mile Ingredients: To be determined
Area: 100,000 cubic feet Ritual: To be determined
Duration: Six months per caster level Description: Casting this spell summons a pillar of
Chant: To be determined dark smoke as though a volcano erupted
Ingredients: To be determined underneath. The boundaries of the pillar
Ritual: To be determined are clearly defined. Itself, the pillar is quiet.
Description: Casting this spell causes all pudendas, However, a low and booming voice from
which are vaginas, within the area of the spell within will address the spellcaster. The voice
to only give birth to deformed or diseased from within is a deity, and most likely an el-
children. The MM determines the birth der deity, though no spellcaster has ever
defect. In all other respects, such as in daily learned its true name. The deity refuses to
life, the pudenda seems to have no afflic- identify itself. Yet, it has been renowned
tion. for wielding godly might in the past at the
If, however, someone with a Pesti- behest of the spellcaster. The MM deter-
lential Penis impregnates someone with a mines the reactions of the god to being sum-
Pestilential Pudenda, the result will be de- moned. If asked its name, the god replies
termined by percentile dice: 01-50 = healthy, “I am who I am,” so that the spellcaster will
normal child, 51-100 = born dead. not know its true name and have any power
over it. Further, this god will refuse to
emerge from the dark smoke and not allow
anyone to see it.

559
Pillars of Lightning Pillars of Salt
Level: 6 Level: 5
Discipline: Convocation Discipline: Annihilation
Range: Ten miles per caster level Range: Direct line of sight
Area: Ten cubic miles per caster level Area: Special
Duration: Instantaneous Duration: Instantaneous
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell summons energy Description: Casting this spell causes a bolt of white
from the skies, harnassing enough to create lightning to project from the caster’s open
one gigantic source of electrical power miles palm toward a target creature or object. The
above the ground. At the instant this source target must be within a direct line of sight.
forms, the energy bursts forth toward the In order to strike the target with the bolt,
ground with thunder louder than encoun- the caster must pass an Aim skill check (see
tered in natural thunderstorms. The energy Chap. 8: Skills). If the target is missed, the
separates into a number of lightning bolts bolt will continue in its direction until an
equal to the caster’s level and strikes random object is struck. In either case, the bolt will
points on the ground below. This effect carry a potential damage of 4d1000 IP or
creates a momentous maze of lightning in LP. Upon contacting a creature or object,
the sky and is extremely bright, though it the bolt will distribute as much of this dam-
will not blind an onlooker. Each bolt strikes age as the target can take. Oftentimes, the
the ground doing 10d10 Integrity Points or target will be reduced to zero IP or LP. If
Life Points of electrical damage. the target is a creature, a deposit of salt will
be the only remains. The bolt of white light-
ning will continue, though the energy will
travel until all energy is absorbed. Interest-
ingly, the bolt always seeks the nearest living
target. If two are equally close, the bolt will
strike the target with the most LP. When
this spell is cast, spellcasters usually use it to
annihilate humanoids, which leaves numer-
ous Pillars of Salt in its wake.
If the bolt of white lightning strikes
metal, the metal will not take damage so
Artwork Here much as become hot and refract the bolt in
a random direction determined by the MM.
If the bolt of white lightning strikes stone,
the stone will not take damage, though it
may become scorched, but it will become
hot and refract the bolt in a random direc-
tion determined by the MM.
If the bolt strikes a creature wearing
metal armor, the bolt will strike the creature
where its flesh is exposed, even if it must go
through the eye-slits of a visor, it WILL get
the target creature.

560
Pleasure Berry Prayer of Deliverance
Level: 1 Level: 9
Discipline: Restoration Discipline: Convocation
Range: Touch Range: Self
Area: Up to 12 berries per caster level Area: Caster
Duration: One day Duration: One hour
Chant: To be determined Reference: PGM I. 195-222.
Ingredients: To be determined Chant: I call upon you, lord. Hear me, holy god
Ritual: To be determined who rest among the holy ones, at whose side
Description: Casting this spell creates berries, which the Glorious Ones stand continually. I call
heal or allow a creature to recover 2 LP when upon you, forefather, and I beseech you,
ingested. Each Pleasure Berry tastes fresh eternal one, eternal ruler of the sun’s rays,
and sweet. When swallowed, these berries eternal ruler of the celestial orb, standing in
soothe the stomach. The berries disappear the seven-part region, CHAO CHAO CHA
after the spell duration. OUPH CHTHETHONIMEETHE-
CHRINIA MEROUMI ALDA ZAO
BLATHAMMACHOTH PHRIXA
Possession EKETHAMASTRA PHATIRI TAOCH
IALTHEMEACHE; you who hold fast to
Level:4
the root, who possess the powerful name
Discipline: Domination
which has been consecrated by all angels.
Range: One mile
Hear me, you who have established the
Area: One creature
mighty archangels, and beside whom stand
Duration: Special
untold myriads of angels. I call upon you,
Chant: To be determined
lord of the universe, in an hour of need;
Ingredients: To be determined
hear me, for my soul is distressed, and I am
Ritual: To be determined
perplexed and in want of everything. Where-
Description: Casting this spell allows a nearby spirit
fore, come to me, you who are lord over all
to possess a living body. The target creature
angels; shield me against excess of all magi-
and the spirit must compete for the highest
cal power of aerial demon and fate. Rescue
Drive check. The winner controls the body
me in an hour of need.
of the target creature. If the spirit wins,
Ingredients: None
then it enters the body of the target crea-
Ritual: Speak the chant above as a prayer to one’s
ture and continues to surpress the owner.
moral god.
The owner may fight with the pos-
Description: This is the prayer of deliverance for
sessing spirit continually, if desired, but they
a powerful moral god. If the caster is moral,
suffer - 50 to ability and skill checks while
then the god will grant the caster immortal-
being possessed. However, if the owner is
ity for the duration of the spell as a means
submissive and only fights for control once
of rescue. Further, an angel is 50% likely to
per week, then an ability or skill check may
appear and aid the caster for the duration
be made with only a penalty of - 10. An
of the spell.
owner may eject a possessing spirit only if a
Drive check of the owner exceeds the Drive
check of the possessing spirit by at least 50.
Creatures other than the owner are
unable to eject the possessing spirit except
by magical means.

561
Predilection Preservation
Level: 2 Level: 1
Discipline: Domination Discipline: Reformation
Range: Fifty feet Range: Touch
Area: Twenty feet diameter Area: One dead creature
Duration: Three rounds to an exponential power Duration: Two days to an exponential power
equal to the level of the caster equal to the level of the caster
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell causes the next per- Description: Casting this spell preserves a corpse
son that looks the caster in the eye to desire from decay for the duration of the spell. For
to perform the next task stated verbally by the spell to take effect, the target corpse must
the caster in a language understood by both be touched. If cast immediately after the
caster and target. The task cannot entail creature’s death, then no signs of death will
danger or harm. However, the target crea- develop, such as livor mortis, rigor mortis,
ture will not only perform the task, but will or putrefaction. For more information on
truly enjoy performing it. The target crea- the decay of a cadaver, see Character Death
ture is immune to the effects of the spell in Chap. 10: Combat.
and the spell is wasted if the target creature
rolls percentile dice and the result is higher
than their Sanguine score. Preserve Forest
Level: 4
Discipline: Reformation
Range: Touch
Area: Five square feet to an exponential power equal
to the level of the caster
Duration: Three days to an exponential power
equal to the level of the caster
Chant: To be determined
Ingredients: To be determined
Ritual: To be determined
Description: Casting this spell preserves trees by
making them indestructible. This spell may
Artwork Here
only be cast by multiple druids; it is a circle
spell. To complete the casting of this spell,
the druids must touch a tree in the center
of their circle. This touched tree becomes
the center of the area of protected trees.
Protected trees may not be harmed by physi-
cal or magical means. However, the touched
tree, which is the center of the area, may be
affected normally by physical and magical
means. If the touched tree is destroyed, then
the spell fails to continue to function.

562
Prognathism Protection from Air
Level: 2 Level: 1
Discipline: Reformation Discipline: Supportation
Range: Touch Range: Touch
Area: One creature’s skull Area: One creature
Duration: Permanent Duration: Three rounds to an exponential power
Chant: To be determined equal to the level of the caster
Ingredients: To be determined Chant: To be determined
Ritual: To be determined Ingredients: To be determined
Description: Casting this spell causes the skull of Ritual: To be determined
the target creature to become prognathous, Description: Casting this spell protects a touched
meaning that the lower half of the face pro- creature from air attacks by diminishing dam-
trudes beyond the upper half. A progna- age. If the target creature does not desire
thous skull is indicative of being primitive. to be touched, then a Brawling skill check
This spell only functions on humanoids. The must be made (see Chap. 8: Skills).
lower half of the face will extend forward All air-based attacks on the target
1d4 inches. The chewing power will increase creature have reduced damage. Damage is
by 150%, and all sub-abilities of the target reduced by a (5 x caster level)%. One LP of
creature’s Intelligence will decrease to 85%. damage is the least the target creature can
In the future, the target creature will use more experience.
slang when speaking.

Protection from Bases


Protection from Acid Level: 2
Level: 2 Discipline: Supportation
Discipline: Supportation Range: Touch
Range: Touch Area: One creature
Area: One creature Duration: Three rounds to an exponential power
Duration: Three rounds to an exponential power equal to the level of the caster
equal to the level of the caster Chant: To be determined
Chant: To be determined Ingredients: To be determined
Ingredients: To be determined Ritual: To be determined
Ritual: To be determined Description: Casting this spell protects a touched
Description: Casting this spell protects a touched creature from non-magical bases by dimin-
creature from non-magical acid by diminish- ishing damage. Bases, here, are meant as
ing damage. Magical acid is unaffected by the opposite of acids. Magical bases are un-
this spell. If the target creature does not affected by this spell. If the target creature
desire to be touched, then a Brawling skill does not desire to be touched, then a Brawl-
check must be made (see Chap. 8: Skills). ing skill check must be made (see Chap. 8:
All acid-based attacks on the target Skills).
creature have reduced damage. Damage is All base-based attacks on the target
reduced by a (5 x caster level)%. One LP of creature have reduced damage. Damage is
damage is the least the target creature can reduced by a (5 x caster level)%. One LP of
experience. damage is the least the target creature can
experience.

563
Protection from Cholerics Protection from Discipline
Level: 2 Level: 1
Discipline: Supportation Discipline: Supportation
Range: Touch Range: Touch
Area: One creature Area: One creature
Duration: Three rounds to an exponential power Duration: Three rounds to an exponential power
equal to the level of the caster equal to the level of the caster
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell protects a touched Description: Casting this spell protects a touched
creature from attacks made by creatures with creature from all spells of a magical
a predominantly choleric temperament by dsicipline. The discipline, such as annihila-
diminishing damage. If the target creature tion or deterioration, must be specified dur-
does not desire to be touched, then a Brawl- ing casting. If the target creature does not
ing skill check must be made (see Chap. 8: desire to be touched, then a Brawling skill
Skills). check must be made (see Chap. 8: Skills).
All attacks by choleric creatures on Any time during the duration of the
the target creature have reduced damage. spell in which the target creature must make
Damage is reduced by a (5 x caster level)%. a skill check, a bonus of (5 x caster level) is
One LP of damage is the least the target applied. Further, damage resulting to the
creature can experience. target creature from a spell or magical effect
of the specified discipline is reduced by (5 x
caster level)%. One LP of damage is the
Protection from Cold least the target creature can experience.
Level: 1
Discipline: Supportation
Range: Touch Protection from Earth
Area: One creature Level: 1
Duration: Three rounds to an exponential power Discipline: Supportation
equal to the level of the caster Range: Touch
Chant: To be determined Area: One creature
Ingredients: To be determined Duration: Three rounds to an exponential power
Ritual: To be determined equal to the level of the caster
Description: Casting this spell protects a touched Chant: To be determined
creature from non-magical cold by dimin- Ingredients: To be determined
ishing damage. If the target creature does Ritual: To be determined
not desire to be touched, then a Brawling Description: Casting this spell protects a touched
skill check must be made (see Chap. 8: Skills). creature from earth-based attacks by dimin-
All cold-based attacks on the target ishing damage. If the target creature does
creature have reduced damage. Damage is not desire to be touched, then a Brawling
reduced by a (5 x caster level)%. One LP of skill check must be made (see Chap. 8: Skills).
damage is the least the target creature can All earth-based attacks on the target
experience. creature have reduced damage. Damage is
reduced by a (5 x caster level)%. One LP of
damage is the least the target creature can
experience.

564
Protection from Electricity Protection from Fire
Level: 1 Level: 1
Discipline: Supportation Discipline: Supportation
Range: Touch Range: Touch
Area: One creature Area: One creature
Duration: Three rounds to an exponential power Duration: Three rounds to an exponential power
equal to the level of the caster equal to the level of the caster
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell protects a touched Description: Casting this spell protects a touched
creature from non-magical electricity by di- creature from non-magical fire by diminish-
minishing damage. Magical electricity is un- ing damage. Magical fire is unaffected by
affected by this spell. If the target creature this spell. If the target creature does not
does not desire to be touched, then a Brawl- desire to be touched, then a Brawling skill
ing skill check must be made (see Chap. 8: check must be made (see Chap. 8: Skills).
Skills). All fire-based attacks on the target
All electricity-based attacks on the creature have reduced damage. Damage is
target creature have reduced damage. Dam- reduced by a (5 x caster level)%. One LP of
age is reduced by a (5 x caster level)%. One damage is the least the target creature can
LP of damage is the least the target creature experience.
can experience.

Protection from Ethicality


Level: 3
Discipline: Supportation
Range: Touch
Area: One creature
Duration: Three rounds to an exponential power
equal to the level of the caster
Chant: To be determined
Ingredients: To be determined
Ritual: To be determined
Description: Casting this spell protects a touched Artwork Here
creature from attacks made by ethical crea-
tures by diminishing damage. If the target
creature does not desire to be touched, then
a Brawling skill check must be made (see
Chap. 8: Skills).
All attacks by ethical creatures on the
target creature have reduced damage. Dam-
age is reduced by a (5 x caster level)%. One
LP of damage is the least the target creature
can experience.

565
Protection from Gaze Protection from Immorality
Level: 2 Level: 3
Discipline: Supportation Discipline: Supportation
Range: Touch Range: Touch
Area: One creature Area: One creature
Duration: Three rounds to an exponential power Duration: Three rounds to an exponential power
equal to the level of the caster equal to the level of the caster
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell protects a touched Description: Casting this spell protects a touched
creature from non-magical gaze by dimin- creature from attacks made by immoral crea-
ishing damage and increasing skill checks. tures by diminishing damage. If the target
Magical gaze is unaffected by this spell. If creature does not desire to be touched, then
the target creature does not desire to be a Brawling skill check must be made (see
touched, then a Brawling skill check must Chap. 8: Skills).
be made (see Chap. 8: Skills). All attacks by immoral creatures on
Any time during the duration of the the target creature have reduced damage.
spell in which the target creature must make Damage is reduced by a (5 x caster level)%.
a skill check, a bonus of (5 x caster level) is One LP of damage is the least the target
applied. All gaze-based attacks on the tar- creature can experience.
get creature have reduced damage. Damage
is reduced by a (5 x caster level)%. One LP
of damage is the least the target creature Protection from Melancholics
can experience. Level: 2
Discipline: Supportation
Range: Touch
Area: One creature
Duration: Three rounds to an exponential power
equal to the level of the caster
Chant: To be determined
Ingredients: To be determined
Ritual: To be determined
Description: Casting this spell protects a touched
creature from attacks made by creatures with
a predominantly melancholic temperament
Artwork Here by diminishing damage. If the target crea-
ture does not desire to be touched, then a
Brawling skill check must be made (see Chap.
8: Skills).
All attacks by melancholic creatures
on the target creature have reduced dam-
age. Damage is reduced by a (5 x caster
level)%. One LP of damage is the least the
target creature can experience.

566
Protection from Morality Protection from Physical Harm
Level: 3 Level: 3
Discipline: Supportation Discipline: Supportation
Range: Touch Range: Touch
Area: One creature Area: One creature
Duration: Three rounds to an exponential power Duration: Three rounds to an exponential power
equal to the level of the caster equal to the level of the caster
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell protects a touched Description: Casting this spell protects a touched
creature from attacks made by moral crea- creature from all physical harm by dimin-
tures by diminishing damage. If the target ishing damage. If the target creature does
creature does not desire to be touched, then not desire to be touched, then a Brawling
a Brawling skill check must be made (see skill check must be made (see Chap. 8: Skills).
Chap. 8: Skills). Damage is reduced for all physical
All attacks by moral creatures on the attacks on the target creature for the dura-
target creature have reduced damage. Dam- tion of the spell. Damage is reduced by a (5
age is reduced by a (5 x caster level)%. One x caster level)%. One LP of damage is the
LP of damage is the least the target creature least the target creature can experience.
can experience.

Protection from Poison


Protection from Phlegmatics Level: 3
Level: 2 Discipline: Supportation
Discipline: Supportation Range: Touch
Range: Touch Area: One creature
Area: One creature Duration: Three rounds to an exponential power
Duration: Three rounds to an exponential power equal to the level of the caster
equal to the level of the caster Chant: To be determined
Chant: To be determined Ingredients: To be determined
Ingredients: To be determined Ritual: To be determined
Ritual: To be determined Description: Casting this spell protects a touched
Description: Casting this spell protects a touched creature from non-magical poison by dimin-
creature from attacks made by creatures with ishing damage. Magical poison is unaffected
a predominantly phlegmatic temperament by by this spell. If the target creature does not
diminishing damage. If the target creature desire to be touched, then a Brawling skill
does not desire to be touched, then a Brawl- check must be made (see Chap. 8: Skills).
ing skill check must be made (see Chap. 8: All poison-based attacks on the tar-
Skills). get creature have reduced damage. Damage
All attacks by phlegmatic creatures is reduced by a (5 x caster level)%. One LP
on the target creature have reduced dam- of damage is the least the target creature
age. Damage is reduced by a (5 x caster can experience.
level)%. One LP of damage is the least the
target creature can experience.

567
Protection from Sanguines Protection from Unethicality
Level: 2 Level: 3
Discipline: Supportation Discipline: Supportation
Range: Touch Range: Touch
Area: One creature Area: One creature
Duration: Three rounds to an exponential power Duration: Three rounds to an exponential power
equal to the level of the caster equal to the level of the caster
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell protects a touched Description: Casting this spell protects a touched
creature from attacks made by creatures with creature from attacks made by unethical crea-
a predominantly sanguine temperament by tures by diminishing damage. If the target
diminishing damage. If the target creature creature does not desire to be touched, then
does not desire to be touched, then a Brawl- a Brawling skill check must be made (see
ing skill check must be made (see Chap. 8: Chap. 8: Skills).
Skills). All attacks by unethical creatures on
All attacks by sanguine creatures on the target creature have reduced damage.
the target creature have reduced damage. Damage is reduced by a (5 x caster level)%.
Damage is reduced by a (5 x caster level)%. One LP of damage is the least the target
One LP of damage is the least the target creature can experience.
creature can experience.

Protection from Water


Protection from Sonics Level: 1
Level: 2 Discipline: Supportation
Discipline: Supportation Range: Touch
Range: Touch Area: One creature
Area: One creature Duration: Three rounds to an exponential power
Duration: Three rounds to an exponential power equal to the level of the caster
equal to the level of the caster Chant: To be determined
Chant: To be determined Ingredients: To be determined
Ingredients: To be determined Ritual: To be determined
Ritual: To be determined Description: Casting this spell protects a touched
Description: Casting this spell protects a touched creature from water-based attacks by dimin-
creature from non-magical sonics by dimin- ishing damage. If the target creature does
ishing damage. Magical sonics are unaffected not desire to be touched, then a Brawling
by this spell. If the target creature does not skill check must be made (see Chap. 8: Skills).
desire to be touched, then a Brawling skill All water-based attacks on the tar-
check must be made (see Chap. 8: Skills). get creature have reduced damage. Damage
All sonic-based attacks on the tar- is reduced by a (5 x caster level)%. One LP
get creature have reduced damage. Damage of damage is the least the target creature
is reduced by a (5 x caster level)%. One LP can experience.
of damage is the least the target creature
can experience.

568
Puddle of Crud Pudenda Key Spell
Level: 1 Level: 6
Discipline: Convocation Discipline: Domination
Range: Fifty feet Range: This earth
Area: Twenty feet diameter Area: One woman
Duration: Three rounds to an exponential power Duration: Permanent
equal to the level of the caster Reference: PGM XXXVI. 283-94.
Chant: To be determined Chant: I say to you, womb of (speak the name of
Ingredients: To be determined the female), open and receive the seed of
Ritual: To be determined (speak your own name) and the uncontrol-
Description: Casting this spell convoke crud from lable seed of the IARPHE ARPHE. Let
elsewhere in the world, depositing it in the her, (speak her name), love me for all her
form of a puddle in an area designated by time and let her remain chaste for me. And
the caster. All who contact the Puddle of do you, womb, remember me for all the time
Crud are effectively slowed in the area to of my life, because I am
50% of their Sprint Speed, unless a Balance AKARNACHTHAS.
skill check is passed at TH 80. Those who Ingredients: An egg of a crow, juice of the plant
successfully pass their check will be unhin- crow’s-foot, and gall of a river electric eel
dered. Ritual: Take an egg of a crow and the juice of the
plant crow’s-foot and gall of a river electric
eel, and grind them with honey and speak
the chant whenever you grind and when-
ever you smear it on your genitals. Speak
the chant while grinding and whenever you
rub your genitals, and in this way have inter-
course with the woman you wish, and she
will love you alone and by no one else will
she ever be laid just by you alone.
Description: Casting this spell and having inter-
course with a woman guarantees that the
woman will deeply love the caster, regard-
less of the caster’s actions. The woman will
never have sex with another. Wise
Artwork Here spellcasters select a pubescent girl whom
they believe will become beautiful and re-
main pure, cast the spell on her, seduce her,
take her virginity, and enjoy the rest of their
life with a woman who has had none other.

569
Putrid Portrait Random Dismemberment
Level: 1 Level: 4
Discipline: Hallucination Discipline: Reformation
Range: Fifty feet Range: Caster
Area: 5’ x 7’ (two-dimensional) Area: Randomly determined, see below
Duration: One round per caster level Duration: Instantaneous
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell creates paint that will Description: Casting this spell causes a randomly
magically form a hideously artistic and dis- selected victim within the area to become
figured portrait of the target, selected by the dismembered, and therefore die unless they
caster’s thoughts. The target must pass a are capable of regenerating. Since the caster
Drive ability check at TH 30. If failed, the is also within the area (the caster is the cen-
target will flee for 4 rounds per caster level. ter of the area), the caster may also be ran-
If passed, the target is unaffected and the domly dismembered. Regardless of a
spell is wasted. creature’s LP, it will die. Magical forces tear
each limb from its socket, including the re-
moval of the head. The body parts will be
Raise Prowess scattered nearby and inexplicable to bystand-
Level: 1 ers.
Discipline: Supportation The area is randomly determined as
Range: Touch follows. First, roll 1d4. The unit of mea-
Area: One creature surement is either (1) inches, (2) feet, (3)
Duration: Three rounds to an exponential power yards, or (4) miles. Next, multiply one unit
equal to the level of the caster of this measurement by 1d1000. This is the
Chant: To be determined area of the spell’s effect.
Ingredients: To be determined
Ritual: To be determined
Description: Casting this spell enhances the fol-
lowing abilities of the target by 5 points for
every odd-numbered level of the caster:
Physical Fitness, Strength, Hand-Eye Coor-
dination, Agility, Reaction Speed, Drive, and
Common Sense. The target creature must
be touched by the spellcaster. If the target
creature does not desire to be touched by
Artwork Here
the spellcaster, then a Brawling skill check is
required (see Chap. 8: Skills).

570
Random Impaling Random Mangling
Level: 3 Level: 2
Discipline: Convocation Discipline: Annihilation
Range: Caster Range: Caster
Area: Randomly determined, see below Area: Randomly determined, see below
Duration: Instantaneous Duration: Instantaneous
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell causes a ran- Description: Casting this spell causes a randomly
domly selected victim within the area to become
selected victim within the area to become mangled, suffering 2d8 LP of damage. Since
impaled with a randomly selected sharp or the caster is also within the area (the caster
pole-like object capable of impaling. The is the center of the area), the caster may also
victim suffers 2d20 LP of damage. The be randomly mangled. Magical forces as-
impaling object is real, preferably rusted, and sault the victim with enough force to “beat
summoned from the surrounding area. up” an averge human. The act of magical
Since the caster is also within the area (the violence will be inexplicable to bystanders.
caster is the center of the area), the caster The area is randomly determined as
may also be randomly impaled. Magical follows. First, roll 1d4. The unit of mea-
forces propel a random object into the torso surement is either (1) inches, (2) feet, (3)
(if possible) of the victim. The random act yards, or (4) miles. Next, multiply one unit
of violence will be inexplicable to bystand- of this measurement by 1d1000. This is the
ers. area of the spell’s effect.
The area is randomly determined as
follows. First, roll d4. The unit of mea-
surement is either (1) inches, (2) feet, (3)
yards, or (4) miles. Next, multiply one unit
of this measurement by 1d1000. This is the
area of the spell’s effect.

Artwork Here

571
Re-animation • 30% decrease in Phsyical Fitness
Level: 2 • 10% increase in Strength
Discipline: Restoration • 20-80% (2d4 x 10) decrease in Bodily
Range: Touch Attractiveness and Facial Charisma
Area: One target creature depending on duration of death
Duration: Permanent • Health becomes 330 (they are not
Chant: To be determined able to become sick or intoxicated)
Ingredients: To be determined • 80% decrease in Kinetic Charisma
Ritual: To be determined • 100% decrease in Rhetorical Cha-
Description: Casting this spell causes a target crea- risma (the re-animated are no longer
ture to be re-animated. The effect of Re- able to speak)
animation differs significantly with Resurrec- • 25% decrease in Hand-Eye Coordi-
tion of a Dead Body or Revivification. Re- nation
animation does not return the soul of the • 50% decrease in Agility and Reac-
deceased to its body. Since re-animating a tion Speed
corpse violates a creature’s body after death, • 100% decrease in Enunciation, Lan-
many consider casting this spell to be an guage
immoral act; moral spellcasters avoid cast- • 75% decrease in Math, Analytic, and
ing this spell. Spatial
The Re-animation of a corpse takes • 100% increase in Drive
2d8 rounds. During this time, parts of the • 100% decrease in Intuition, Com-
corpse wiggle and twitch, such as fingers and mon Sense, and Reflection
toes, as it gains the ability to move. At the
end of this time, the re-animated corpse will Essentially, the spell repairs and in-
be as capable as it ever will be. spires just enough of the basic brain func-
When a corpse is re-animated, it is tions, such as aggression, to be able to re-
not the same as it was before death. Wounds store what seems to be life to a corpse. Re-
are not healed, but the re-animated creature animated corpses are considered to be not
does not feel pain from them either. In fact, living or dead, but undead.
re-animated corpses have twice the LP that The number of potential LP a crea-
they had when originally alive. Re-animated ture had before Re-animation determines
corpses walk with a disjointed gait. Sub-abili- whether or not the caster can re-animate it.
ties are modified as follows: Consult the table below:

Caster Level Original LP Potential


1-3 10
4-5 20
6-7 40
8-9 80
10-11 160
Artwork Here 12-13 320
14-15 640
16-17 1,280
18-19 2,560
20-21 5,120
22-23 10,240
24+ 20,480

572
Therefore, a 3rd level spellcaster Recipe for Blindness
should be able to re-animate a cat. Re-ani-
Level: 3
mated corpses have no desire to copulate. Discipline: Deterioration
Finally, there is a chance that the
Range: Ingestion
spellcaster who re-animates a corpse influ-
Area: One victim
ences it. In addition to Chance to Influ- Duration: Permanent
ence, there is a Degree of Influence. De- Reference: PDM xiv. 376-94.
gree of Influence represents the chance, per
Chant: None
command, that the re-animated corpse will Ingredients: A shrew mouse
obey the command. These chances depend Ritual: Drown the ingredient in some water and
on the level of the spellcaster. Consult the make a victim drink it, and they will go blind
table below: in both eyes.
Description: Casting this spell causes a person who
Caster Level Chance of I. Degree of I. drinks the result of the ritual to go perma-
1-3 10% 1d100% nently blind in both eyes.
4-5 20% 1d100%
6-7 30% 20 + 4d20%
8-9 40% 20 + 4d20% Recipe for Blistering Death
10-11 50% 40 + 3d20% Level: 4
12-13 60% 40 + 3d20% Discipline: Annihilation
14-15 70% 60 + 2d20% Range: Ingestion
16-17 80% 60 + 2d20% Area: One victim
18-19 90% 60 + 1d20% Duration: As long as the caster maintains
20-21 95% 80 + 1d20% concentration
22-23 97% 80 + 1d20% Reference: PDM xiv. 376-94.
24+ 99% 80 + 1d20% Chant: None
Ingredients: A shrew mouse
Hence, at 7th level a spellcaster has Ritual: If you grind the ingredient with any piece
a 30% chance of having any influence at all of food and you make a victim eat it, then
over the re-animated corpse. If successful, they will suffer a blistering death; they will
the spellcaster has a 24-100% chance per swell up and die.
command to influence the actions of the Description: Casting this spell will cause a victim
re-animated corpse. to bloat, swell up, and blister all over their
Next, the MM rolls percentile dice body, suffering 1 LP per round until death
for the re-animated corpse. The MM must or the spell expires.
roll above the percent for Degree of Influ-
ence for the re-animated corpse to disobey
the command of the spellcaster. If pos-
sible, the re-animated corpse will mash the
brains of the spellcaster.

Artwork Here

573
Recipe for Death Recipe for Skin Disease
Level: 4 Level: 2
Discipline: Annihilation Discipline: Deterioration
Range: Ingestion Range: One mile
Area: One victim Area: One victim
Duration: Permanent Duration: Permanent
Reference: PDM xiv. 376-94. Reference: PDM xiv. 376-94.
Chant: None Chant: None
Ingredients: Gall of a shrew mouse, wine Ingredients: Two lizards and oil
Ritual: If you put the gall of a shrew mouse into a Ritual: If you wish to produce a skin disease on a
measure of wine and the man drinks it, he man so that it does not heal: A hantous liz-
dies at once. ard and a haflela lizard; you should cook
Description: Casting this spell causes the imbiber them with oil and you should wash the man
to die immediately, regardless of LP. with them.
Description: Casting this spell causes a permanent
skin disease to appear on a man whom the
Recipe for Making a Woman Mad After caster envisions. The magical skin disease
a Man will cover d% of the victim’s body, and is
Level: 2 either (roll 1d6) evenly distributed (1-3), or
Discipline: Domination concentrated on one limb (4-6) or body area.
Range: Ingestion Though the disease looks horrid (blotchy,
Area: One woman purplish discoloration) and contagious, it is
Duration: Two hours per caster level harmless and cannot be transmitted to oth-
Reference: PDM xiv. 376-94. ers.
Chant: None
Ingredients: A shrew mouse, the caster’s blood, and
a cup of wine
Ritual: To make a woman mad after a man, you
should take the body of the shrew mouse
when it is dry; you should pound it; you
should take a little of it together with a little
blood from your second finger and the little
finger of your left hand; you should mix it
with it; you should put it in a cup of wine;
you should give it to the woman so that she
drinks it. Then she rages after you. Artwork Here
Description: Casting this spell causes a woman to
rage madly after the caster or another man
of the caster’s choosing. This spell does not
produce love, so much as lust, passion not
purity.

574
Regeneration Rend Asunder
Level: 5 Level: 6
Discipline: Restoration Discipline: Annihilation
Range: Touch Range: 2,000 feet to an exponential power equal
Area: One creature touched to the level of the caster
Duration: Two minutes to an exponential power Area: 4d1000 x 10 LP within 100,000,000 cubic feet
equal to the level of the caster Duration: Instantaneous
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell allows the caster to Description: Casting this spell causes a total of
bestow the ability to regenerate via touch. 4d1000 x 10 IP of objects and LP of crea-
The rate of regeneration depends on the tures to be torn to pieces, separated and
level of the caster: thrust in an outward motion to the perim-
eter of the spell area by a magical force. This
Caster Level Regeneration Rate force explodes the amount of matter, de-
1-3 1 LP/week termined above, from the center of the des-
4-6 1 LP/day ignated area outward. If alive, a Health check
7-9 1 LP/hour of TH 90 must be passed to not be rended
10-12 1 LP/minute asunder.
13-15 1 LP/round
16-17 2 LP/round
18-19 4 LP/round Request for a Dream Oracle
20+ 10 LP/round Level: 3
Discipline: Convocation
While the spell is in effect, wounds Range: Self
will continue to regenerate, even after a crea- Area: One dream
ture falls below 0 Life Points. In this case, Duration: One dream cycle
keep track of the negative damage and ap- Reference: PGM VII. 250-54.
ply the rate of Regeneration to their LP. Chant: NAIENCHRE NAIENCHRE, mother of
Eventually, regenerating creatures will gain fire and water, you are the one who rises
more than 0 LP and seem to come back to before, ARCHENTECHTHA; reveal to me
life. If a limb is dismembered, the torso will concerning the (state the issue) matter. If
grow another one in time. yes, show me a plant and water, but if no,
Wounds that occur due to acid, de- fire and iron; immediately, immediately;
capitation, or fire will not regenerate. For quickly, quickly.
this reason, one culture decapitates all foes Ingredients: A lamp
on the battlefield. Ritual: The chant must be spoken before a lamp
before going to sleep.
Description: During the next dream of the spell-
caster, the symbol for a ‘yes’ or a ‘no’ may
become vivid.

575
Restraining Rite for Anything Write the spell with a headless
Level: 9 bronze needle. The text to be written is: “I
Discipline: Convocation conjure you by your holy names
Range: This world OUCHIOCH OUSENARATH,
Area: Special O U S E R R A N N O U P H T H I
Duration: Special OSORNOUPHE, OUSERSETEMENTH
Reference: PGM VII. 429-58. AMARA MACHI CHOMASO EMMAI
Chant: Read the text written below (under Ritual) SERBONI EMER, ARATOPHI
Ingredients: Lead plate from a cold-water chan- ERACHAX ESEOIOTH ARBIOTHI
nel, bitter armoatics (see below) AMEN CHNOUM MONMONT
Ritual: Engrave in a plate made of lead from a cold OUZATHI PER OUNNEPHER EN
water channel what you want to happen, and OOO, I give over to you and I deposit with
when you have consecrated it with bitter you this matter.”
aromatics such as myrrh, bdellium, styrax, Description: This restraining spell works on any-
and aloes and thyme, with river mud, late in thing, even chariots. It also causes enmity
the evening or in the middle of the night, and sickness, cuts down, destroys, and over-
where there is a stream or the drain of a turns, for whatever you wish. The spell,
bath, having tied a cord to the plate throw it when chanted, conjures demons out and
into the stream -- or into the sea -- and let it makes them enter objects or people. The
be carried along. Use the cord so that, when player must describe the desired effect to
you wish, you can undo the spell. Then the MM, who will explain what actually oc-
should you wish to break the spell, untie the curs.
plate. Speak the chant seven times and you
will see something wonderful. Then go away
without turning back or giving an answer to
anyone, and when you have washed and im-
mersed yourself, go up to your own room
and rest, and use only vegetable food.

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576
Restraining Spell Resurrection of a Dead Body
Level: 7 Level: 4
Discipline: Eradication Discipline: Convocation
Range: This earth Range: Carcass in sight
Area: People named Area: One carcass
Duration: Caster’s discretion Duration: Permanent
Reference: PGM VII. 417-22. Reference: PGM XIII. 1-343.
Chant: None Chant: I conjure you, spirit coming in air, enter,
Ingredients: A tin lamella and a bronze stylus inspire, empower, resurrect by the power of
Ritual: Write on a tin lamella with a bronze stylus the eternal god, this body; and let it walk
before sunrise the names “CHREMILLON about in this place, for I am he who acts
MOULOCH KAMPY CHRE OPHTHO with the power of Thayth, the holy god.
MASKELLI EREKISIPHTHE Ingredients: None
IABEZEBYTH.” Then throw it into the Ritual: Speak the chant.
river or into the sea before sunrise. Also, Description: Casting this spell will summon the
write on it “Mighty gods, restrain (write the nearest spirit (hopefully the right one) back
name or names of those you desire to re- into the carcass. Following are the odds that
strain).” the correct spirit enters:
Description: Casting this spell restrains one or more
people named by the spellcaster from move- Length of Time Dead Chance
ment of any kind, utterly paralyzing them, Immediate 100%
though they are able to breathe. 1 round 99%
1 minute 95%
1 hour 90%
1 day 75%
1 week 50%
1 month 25%
1 year 10%
1 decade 5%
1 century 2%
1 millennium 1%

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577
Reverse Magic Revivification
Level: 4 Level: 7
Discipline: Universal Discipline: Restoration
Range: Centered on the caster Range: Touch
Area: Two feet radius to an exponential power equal Area: One creature
to the level of the caster Duration: Instantaneous
Duration: Two rounds to an exponential power Chant: To be determined
equal to the level of the caster Ingredients: To be determined
Chant: To be determined Ritual: To be determined
Ingredients: To be determined Description: Casting this spell revives a creature
Ritual: To be determined who has died within a number of days equal
Description: Casting this spell causes all spells to the level of the caster. The target crea-
within the area of the spell that are cast dur- ture must desire to return to life. Other-
ing the duration of the spell to be altered. wise, they will remain dead. If a creature is
The subject and object of the spell will be revived, they return with their full potential
reversed, as well as all effects, if possible. Life Points. However, a spellcaster may only
The MM must determine the effect of each revive creatures with certain limits of LP de-
spell. Disciplines tend to be reversed as well. pending on the level of the caster.
Convocation spells summon hallucinations
or things that are not real. Deterioration Caster Level LP Revived
spells restore living matter. Hallucination 1-4 5
spells create reality, not illusions. Restora- 5-7 10
tion spells deteriorate living matter. Con- 8-10 20
cerning the reversal of disciplines, when 11-14 50
applicable, consult Disciplines by Opposi- 15-19 100
tion Chapter 11: Magic. 20+ Unlimited

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578
Rite for Acquiring an Assistant Demon Ritual: Take two of your own fingernails and all
Level: 7 the hairs from your head, and take a falcon
Discipline: Convocation and drown it in the milk of a black cow af-
Range: All Planes of the Cosmos ter mixing honey with the milk. Once the
Area: One Demon falcon is drowned, thoroughly wrap the fal-
Duration: Special con with an undyed piece of cloth and place
Reference: PGM I. 1-42. beside it your fingernails along with your
Chant: A EE EEE IIII OOOOO YYYYYY hairs. Next, take a piece of papyrus and in-
OOOOOOO, come to me, Good Demon, scribe in ink the following: A EE EEE IIII
HARPON KNOUPHI BRINTANTEN OOOOO YYYYYY OOOOOOO. Set it
SIPHRI BRISKYLMA AROUAZAR in the same manner along with the hairs and
BAMESEN KRIPHI NIPOUMICH- fingernails. Then, plaster it with old wine.
MOUMAOPH. Come to me, you Take the milk with the honey and drink it
who lie in the north, who cause the currents before the rising of the sun. Take the
to roll down and mingle with the sea, trans- wrapped falcon and set it up as a statue in a
forming them with life as it does man’s seed shrine made of juniper wood. After having
in sexual intercourse, you who have estab- crowned the shrine, make an offering of
lished the world on an indestructible foun- non-animal foods and have on hand some
dation, who are young in the morning and old wine. Before you recline, speak the chant
old in the evening, who journey through the to the bird itself. Conceal the entire ritual,
subterranean sphere and rise, breathing fire, and for seven days refrain from having in-
you who have parted the seas in the first tercourse with a woman.
month, who ejaculate seeds into the sacred Description: This rite requires complete purity.
tree continually. Casting this spell causes a demon to be sum-
Ingredients: 2 fingernails, all hairs, a falcon, milk moned into the circle of nine feet in diam-
of a black cow, honey, cloth, papyrus, ink, eter. While bound within the circle, the
wine, a shrine made of juniper wood, and spellcaster must negotiate with the demon
non-animal foods. task with which the demon must assist the
spellcaster. Demons are immortal, and so
most have lived what seems an eternity com-
pared to mere mortals. Therefore, most
demons are cunning and experienced. The
spellcaster must semantically offer a firm
deal. The demon will abide exactly by the
terms given, but deviate in every other pos-
sible way. Once the spellcaster is satisfied
with the terms, the spellcaster must break
the circle. If the pact was poorly worded,
Artwork Here the demon will most likely attack the
spellcaster instantly. Otherwise, the demon
will assist the spellcaster. The MM is en-
couraged to, in role-playing the demon, be
as difficult and tricky as possible.

579
Rite for Driving out Demons Rite to Produce an Epiphany of Kore
Level: 7 Level: 7
Discipline: Eradication Discipline: Convocation
Range: Seven feet Range: Special
Area: One person Area: Special
Duration: Permanent/Instantaneous Duration: Eight hours at night
Reference: PGM IV. 1227-64. Reference: PGM XII. 1-13.
Chant: I conjure you, demon, whoever you are. Chant: THERMOCH CHTHABOI ACHAPH
Come out, demon, whoever you are, and stay MARMILYCHA BERTHIOCH CHAREL
away from him, (speak the name of the pos- ... BAIOCH ... THACH DERPHO
sessed person), now, now; immediately, im- PHIRBSAT SOTHORAI PHAUXAI IOA
mediately. Come out, demon, since I bind MEILICH IABAI EIA KARSE
you with unbreakable adamantine fetters, and REUTHRA ENROUCH ZERPHRECH
I deliver you into the balck chaos in perdi- PSERPHERCHO THNERBECH
tion. CHARCHERBER YEICH PHCHYAR PA
Ingredients: 7 olive branches ... CHA MILCHITHER CHLELOR
Ritual: Place 7 olive branches before the person PHACHILER MAZ MACHAIRIOCH.
possessed by demons. Tie the two ends of Ingredients: A funeral shroud (burial garment) and
six of them together, but for the remaining a sword
one use it like a whip as you utter the chant. Ritual: Unfold a funeral shroud and carry it; also
Now, stand before them and speak the chant. take a sword. Then speak the chant. After
Description: Casting this spell exorcises demons you speak the chant, a maiden from the un-
and other spirits that are immoral and im- derworld will come carrying torches. Say:
mortal from a possessed person. The chance “PHERTHELILOCH PEIY,” and her fire-
that the demon or demons are driven de- brands will be extinguished, and she will
pends on the Life Points of each demon. stand there in distress and complain. Then
This spell may only be cast once per say, “Do (such-and-such) and I will light your
spellcaster on a particular subject; further torches.” If she sends a dream you are to
castings will surely be ineffective. light them and she will fly away. If you send
her to kill somebody, give her the sword and
Life Points of Demon Chance she will give you the torches and return with
<50 99% the sword covered with blood. Tell her that
50-100 90% the torches belong to her; they will catch
101-200 75% fire and she will take flight.
201-500 50% While doing this, say:
501-1,000 25% “MOZERPHER TACHCHAPS.” Attach a
1,001 + 10% phylactery to you right and left hand at night
and wear it.
If the spell fails, some demons re- Description: Casting this spell causes a maiden of
spond angrily, demonstrating defiantly that the underworld to appear to the caster in a
they still control the possessed person. Oth- dream the following night; the caster must
ers are more cunning and pretend to be ex- dream at night. She may be commanded to
orcised, waiting until the spellcaster leaves, carry out orders, even to kill someone. She
then returning. will obey and, unless the MM declares oth-
erwise, return by the end of the night after
completing the deed. As far as killing some-
one, she will kill them in their sleep.

580
Rivers Run Red Rot
Level: 6 Level: 1
Discipline: Reformation Discipline: Deterioration
Range: See below Range: Touch
Area: See below Area: One creature
Duration: Permanent Duration: 1d6 rounds
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell causes water to trans- Description: Casting this spell causes the skin of
mogrify to blood. Nearby Rivers Run Red the target creature to weaken, effectively
with blood. Some scholars and spellcasters doubling the threat of Crucial Damage by
prefer to call this spell “Transmogrify Water stabbing and hacking weapons, increasing
to Blood,” but this reference is incorrect; the severity of such a blow by 20. For the
there are many instances of water that will duration of the spell, the skin of the target
not transmogrify to blood, such as the wa- creature will feel extremely supple.
ter in the body of a character. The range of The target creature must be touched
this spell is merely that it affects rivers and by the spellcaster for the spell to take effect.
streams closest to the spellcaster at the time If the target creature does not desire to be
of casting. The affected area is determined touched by the spellcaster, then a Brawling
by the level of the spellcaster. Consult the skill check is required (see Chap. 8: Skills).
table below:

Level Affected Area Sanitize Food/Beverage


1-5 1 stream Level: 1
6-8 2 streams or 1 river Discipline: Restoration
9-11 2 rivers Range: Touch
12-14 5 rivers Area: One cubic foot of food or beverage per
15-18 10 rivers caster level
19+ 20 rivers Duration: Instantaneous
Chant: To be determined
Ingredients: To be determined
Ritual: To be determined
Description: Casting this spell allows the caster to
purify food or beverage through touch so
that it may be ingested without harm, risk
of natural disease, or natural poison.

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581
Seal Item
Level: 1
Discipline: Reformation
Range: Touch
Area: Item touched
Duration: Permanent
Chant: To be determined
Ingredients: To be determined
Ritual: To be determined
Description: Casting this spell allows a spellcaster
to lock any closeable and non-living item,
preventing others from opening or access-
ing it. It will only open for the caster unless
countered by more powerful magic. The size
of the item which may be sealed depends
on the level of the spellcaster. The caster
may seal an item which is 2 cubic inches to
an exponential power equal to the level of
the spellcaster.
For example, if a spellcaster passes
an unusally large door of thirty feet in height,
the spellcaster does not have to calculate the
dimensions of the entire door, but only the
lock on the door and/or the bolt behind it.

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582
Seal Orifice Anus: On average, humans defecate
Level: 1 once per day. If the anus is sealed, the crea-
Discipline: Reformation ture will be unable to defecate. Constipa-
Range: Direct line of sight tion will be uncomfortable after one day of
Area: One square inch per level of the caster a sealed ass. The next 1d4 days will seem
Duration: Instantaneous unbearable and the creature will not be able
Chant: To be determined to concentrate on any stimulus or perform
Ingredients: To be determined any action. After this duration, the creature
Ritual: To be determined will die.
Description: Casting this spell causes an orifice of Ear: All checks regarding hearing are
a target creature seen by the caster to seal reduced by 50%.
itself. The caster must point at the target Mouth: The target will starve to
creature with their finger, which necessitates death in (1d6+2) days.
a successful Aim skill check (see Chap. 8: Nostril: With one nostril sealed,
Skills). Upon casting, the spellcaster must Physical Fitness will be reduced by 40% and
declare which orifice is selected. Popular Strength by 25%. However, if both nostrils
options include the anus, ear, mouth, nos- are sealed, the victim may breathe through
tril, or vagina. their mouth, and suffer a 60% reduction in
An orifice will not partially seal. It Physical Fitness, and Strength by 50%.
either seals completely, or not at all. The Vagina: The female creature will not
size of the orifice which may be sealed de- only be unable to have intercourse, but ev-
pends on the level of the spellcaster. An ery month she is likely to become backed
orifice may be reopened, though cutting up with menstrual blood. Each week after
through the flesh which seals it may be pain- the first blocked menstruation, she must pass
ful. A quarter-inch of sealant flesh per caster a Health check with a TH of 60 or die.
level must be penetrated to reopen the ori-
fice. Below are listed common results de-
pending on the orifice sealed.

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583
Soulstealer’s Black Bolt If the victim is reduced to 0 occu-
Level: 10 pational levels, then the victim dies. If the
Discipline: Deterioration victim dies, then their soul will leave the body,
Range: Line of sight which is reduced to cinders, of the victim
Area: One soul and assimilates with the caster. If this ever
Duration: Instantaneous/Permanent becomes publicly known, the caster will be
Chant: To be determined referred to as a “Collector of Souls.”
Ingredients: To be determined If the caster accumulates 1,000 souls,
Ritual: To be determined it has been rumored that the caster may ac-
Description: Casting this spell causes a black bolt quire immortality at the MM’s discretion.
to project forth from the caster’s palm and The outcome depends on what the MM
unerringly strike a victim whom the caster is deems most appropriate, but it has been
thinking of at the moment. The black bolt rumored that others have become demons
crackles loudly during the instant that it is in the employ of powers of the lower planes.
unleashed on the victim. Upon striking the Moral spellcasters may only acquire
victim, the black bolt deteriorates the victim’s a soul from a victim with a disposition that
life force by draining them of 2d20 occupa- is immoral or neutral. If a moral spellcaster
tional levels, or only (2d20)/2 if the victim collects a moral soul, the acquired soul will
is an atheist or agnostic. If the victim has not count toward the 1,000 stated above and
levels in several occupations, then the high- the spellcaster must randomly acquire a men-
est levels are drained first, regardless of the tal illness (see Chap. 5: Mind).
occupation. Otherwise, the most recent lev- Neutral spellcasters may only acquire
els are drained first. Advancement Points a soul from a victim with a disposition that
must be redetermined by the MM to fit the is moral or immoral. If a neutral spellcaster
victim’s new level. All adjustments gained collects a neutral soul, the acquired soul will
due to those levels are now lost (such as Life not count toward the 1,000 stated above and
Points, Magic Points, Skill Points, etc.). the spellcaster must randomly acquire a men-
tal illness (see Chap. 5: Mind).
Immoral spellcasters may acquire any
soul without penalty.

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584
Spell for Causing Talk while Asleep Spell for Removal of Poison
Level: 3 Level: 2
Discipline: Domination Discipline: Restoration
Range: Touch Range: Ingestion
Area: One female Area: One person
Duration: Two minutes per level Duration: Permanent/Instantaneous
Reference: PGM VII. 411-16. Reference: PDM xiv. 563-74.
Chant: None Chant: Hail, hail, IABLY! The three gods drank
Ingredients: A heart, ink, and hieratic papyrus and after them I myself drank in order that
Ritual: Take a heart and place it in ink. Write on a you will not let me get drunk, you will not
strip of hieratic papyrus and place it upon let me list, you will not make me fall, you
her pudenda and ask your questions. She will not make me be thrown down, you will
will confess everything to you. Write: not make me be troubled of heart, you will
“DARYGKO IAU IAU.” not make my mouth curse. May I be healed
Description: Casting this spell causes a female to of all poison, pus, and venom. They shall
truthfully answer any question asked. be removed from my heart. When I drink
you, may I vomit them up in her name of
SARBITHA, the daughter of the
Spell for Questioning Corpses Agathodaimon, for I am SABRA BRIATHA
Level: 3 BRISARA. HER is my name. I am Horus
Discipline: Convocation SHARON coming from receiving greetings.
Range: Touch IAHO, the child, is my name, being my real
Area: One corpse name.
Duration: Two minutes per caster level Ingredients: A cup of wine and rue.
Reference: PGM IV. 2140-44. Ritual: Speak the chant to a cup of wine. Add fresh
Chant: None. rue; add it to it; speak to it seven times, and
Ingredients: red ochre, burnt ink, juice of fresh make the man drink it at dawn before he
wormwood, evergreen, and flax. has eaten.
Ritual: Make an ink from the ingredients, and also Description: This spell is to be said in order to
take an additional flax leaf and write “AZEL extract the venom from the heart of a man
BALEMACHO” on the leaf. Put it in the who has already been made to drink a po-
mouth of the corpse. tion or poison.
Description: This spell enables a spellcaster to ask
questions of a corpse by summoning the
spirit of the deceased. One complication is
that a different spirit may answer instead, or
no spirit may answer at all. The MM must
roll percentile dice:

Roll Result Artwork Here


01-30 No answer
31-50 Malevolent, lying spirit
51-60 Random but honest spirit
61-100 Correct spirit replies

585
Spell for Restraining Anger Spell to Catch a Thief
Level: 2 Level: 3
Discipline: Domination Discipline: Prognostication
Range: 50 feet Range: One mile
Area: One person Area: One eye
Duration: One day per caster level Duration: Five minutes
Reference: PGM XII. 179-81. Reference: PGM V. 70-95.
Chant: I am restraining the anger of all, especially Chant: I conjure you by the holy names; hand over
of him, (speak the name of the angry per- the thief who made off with it,
son), which is CHNEOM. CHALCHAK CHALKOUM CHIAM
Ingredients: Ink and linen CHARCHROUM ZBAR BERI
Ritual: If you want someone to cease being angry ZBARKOM CHRE KARIOB
with you, write with ink on linen this name PHARIBOU, and by the shudderful names:
of anger: “CHNEOM.” Hold it in your left A EE EEE IIII OOOOO YYYYYY
hand and speak the chant. OOOOOOO, hand over the thief who stole
Description: Casting this spell causes a person who it. As long as I strike the eye with this ham-
is named and angry with the caster to re- mer, let the eye of the thief be struck, and
strain their anger. let it well up until it betrays him.”
Ingredients: A plant, bugloss, and gallows wood.
Ritual: Take a plant and bugloss, strain them, burn
what you strain out, mix them well with juice,
and write “CHOO” with it on a wall. Take
gallows wood and carve a hammer. With
the hammer strike the eye while speaking
the chant.
Description: Casting this spell allows the caster to
hit their own eye with a hammer, but in-
stead of their own eye swelling, the eye of
the thief swells. After the spell expires, the
damage done will still be evident on the thief.

Artwork Here

586
Spell to Subject and Silence Spell to Cause a Woman to Hate a Man
Level: 6 Level: 1
Discipline: Domination Discipline: Domination
Range: This earth Range: One mile
Area: One person Area: One woman
Duration: Permanent Duration: One month per caster level
Reference: PGM IX. 1-14. Reference: PDM xxi. 108-18 [PGM XII. 466-68).
Chant: I’ll give you rest from wrath and soothe your Chant: May (speak the name of the woman), born
raging. Come, lord BAINCHOOOCH, with of (speak the name of the woman’s mother),
your father ANIBAINCHOOOCH, with hate (speak the name of the man), born of
your mother CHECHPHIO, with your two (speak the name of the man’s mother)!
bodyguards CHENGEBIOCHTHO Here are the true names:
MYSAGOTH ECHE OO MYSAGOTH IAKYMBIAI IAO IOERBETH
ACHPHIPHIO IAIA OCH SEBAU PHRE IOBOLGHOSETH BASELE OM
IO REXICHTHON YOEO AEAEEIOYO GITATHNAGS APSOPS O.EL.T, separate
CHYCHBACHYCH BAUACHYCH (speak the name of the woman), born of
BAKAXICHYCH BAZABACHYCH (speak the name of the woman’s mother),
MENEBACHYCH BADEDOPHO from (speak the name of the man), born of
BAINCHOOOCH. Bring into subjection, (speak the name of the man’s mother); hurry,
put silence, and enslave every race of people, hurry; be quick, be quick!
both men and women, with their fits of (Speak the last paragraph seven
wrath, and those who are under the earth times.)
beneath the feet of him, (speak the name Ingredients: Dung and hair from both people
of the man you wish to silence), for you have Ritual: In order to cause a woman to hate a man
been put beneath my feet, like my robe, the you must bring both dung and hair which is
heart of SABAOTH. dead and both from the woman and that
Ingredients: A lamella (a thin, metal plate) man she is to hate, and you mix them with
Ritual: On the back of a lamella, inscribe: fresh blooms, and you put it in a new papy-
“EULAMO SISIRBBAIERSESI rus after writing on the papyrus first with
PHERMOU CHNOUOR ABRASAX. ink and speak the chant. Bind the papyrus
Bring into subjection, enslave, and put to and put it in a body of water.
silence the soul, the wrath of him, (write Description: Casting this spell will cause the speci-
the name of the man you wish to silence), fied woman to hate the specified man.
because I adjure you by the awful Necessity
MASKELLI MASKELLO PHMOUKE-
NTABAOTH OREOBAZAGRA REXI-
CHTHON HIPPOCHTHON PYRIPE-
GANYX LEPETAN LEPETAN
PHNOUNOBOE.”
On the front of the lamella, write
the person’s name. Write
IAOMORMOROTOKONBAI at the top
of the metal leaf (lamella). Speak the chant.
Description: Casting this spell causes any person
to become silent, submissive, and a servant
with respect to the caster.

587
Spermatozoa Rejuvenation Strength
Level: 1 Level: 2
Discipline: Restoration Discipline: Reformation
Range: Touch Range: None
Area: Two testicles Area: Caster’s muscles
Duration: Until the next ejaculation Duration: 1d100 minutes
Chant: To be determined Reference: PGM LXIX. 1-3.
Ingredients: To be determined Chant: PHNOUNEBEE, PHNOUNEBEE, give
Ritual: To be determined me your strength, IO ABRASAX, give me
Description: Casting this spell causes the full re- your strength, for I am ABRASAX.
juvenation of a pair of testicles fondled gen- Ingredients: None
tly by the caster. When balls are this full, Ritual: Speak the chant seven times while holding
the overabundance of sperm increases the your two thumbs.
Drive of the target by 15, Choleric Tem- Description: Casting this spell enhances the
perament by d100, and they may also expe- Strength sub-ability of the caster by 1d100
rience restlessness as well as perpetual sexual points.
thoughts. If and when vaginal penetration
occurs within one day, the use of the ram-
rod necessitates a roll of the percentile dice. Stronger than Before
The mounter is 95% likely to impregnate the Level: 2
tramp, regardless of species. Due to the Discipline: Reformation
misuse of this spell, many new races or spe- Range: Touch
cies have been bred. Area: Special
Duration: Permanent
Chant: To be determined
Spermicidal Sphere Ingredients: To be determined
Level: 1 Ritual: To be determined
Discipline: Annihilation Description: Casting this spell causes the socket of
Range: Fifteen feet a limb or object to recover from being dis-
Area: Ten-feet radius membered or separated. Recovery consists
Duration: One hour of the growth of two limbs or objects where
Chant: To be determined one was removed. For example, if a limb is
Ingredients: To be determined hacked off, two grow in its place. If a tree
Ritual: To be determined branch is removed, two grow in its place.
Description: Casting this spell allows the caster To determine if the limb or object
to choose the location of the sphere. Ev- will be replaced, the MM must estimate the
erything within this sphere at the time of IP or LP of the original and then double
casting will instantaneously lose any and all the estimate. This result is the number of
reproductive fluids for an hour. Effected IP or LP that the spellcaster must be able to
males lose 15 Drive for the duration of the affect.
spell and unless under duress, feel compelled The duration of growth depends on
to sleep. the level of the spellcaster. Let ‘L’ equal the
level. The spellcaster will cause (L2) IP or
LP of the two replacements to grow per
round.

588
Symbol of Ethicality The diameter of the symbol relates
Level: 2 to its power and the level of the caster when
Discipline: Annihilation it was created. See the table below:
Range: Touch
Area: Special Caster Level Diameter Damage
Duration: Permanent 1 1 inch 1d4
Chant: To be determined 2 2 inches 1d6
Ingredients: To be determined 3 3 inches 1d8
Ritual: To be determined 4 6 inches 1d10
Description: Casting this spell causes a magical 5 12 inches 1d12
symbol to appear. The symbol may be in- 6 18 inches 1d20
scribed onto any solid and immobile mate- 7 2 feet 2d20
rial. Itself, the symbol has no color, but is 8 3 feet 1d100
merely an inscription. The symbol is per- 9 5 feet 2d100
manent until physically destroyed. Physical 10 10 feet 4d100
destruction depends on the material in which 11 15 feet 1d1000
it was inscribed. Examples below describe 12 20 feet 2d1000
how much damage is necessary to render 13-14 30 feet 4d1000
the symbol ineffective: 15+ 100 feet 4d1000 x 10

Material IP Damage Necessary All creatures who have a predomi-


Sand 1 nantly unethical or neutral disposition suf-
Earth 2 fer Life Points of damage upon entering an
Wood 5 area of proximity to the symbol. The area
Stone 30 of proximity in which they suffer damage is
ten times the diameter of the symbol. For
example, if an unethical creature comes
within ten feet of a Symbol of Ethicality
cast by a 5th level spellcaster, then they will
suffer 1d12 LP of damage.

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589
Symbol of Immorality The diameter of the symbol relates
Level: 2 to its power and the level of the caster when
Discipline: Annihilation it was created. See the table below:
Range: Touch
Area: Special Caster Level Diameter Damage
Duration: Permanent 1 1 inch 1d4
Chant: To be determined 2 2 inches 1d6
Ingredients: To be determined 3 3 inches 1d8
Ritual: To be determined 4 6 inches 1d10
Description: Casting this spell causes a magical 5 12 inches 1d12
symbol to appear. The symbol may be in- 6 18 inches 1d20
scribed onto any solid and immobile mate- 7 2 feet 2d20
rial. Itself, the symbol has no color, but is 8 3 feet 1d100
merely an inscription. The symbol is per- 9 5 feet 2d100
manent until physically destroyed. Physical 10 10 feet 4d100
destruction depends on the material in which 11 15 feet 1d1000
it was inscribed. Examples below describe 12 20 feet 2d1000
how much damage is necessary to render 13-14 30 feet 4d1000
the symbol ineffective: 15+ 100 feet 4d1000 x 10

Material IP Damage Necessary All creatures who have a predomi-


Sand 1 nantly moral or neutral disposition suffer
Earth 2 Life Points of damage upon entering an area
Wood 5 of proximity to the symbol. The area of
Stone 30 proximity in which they suffer damage is ten
times the diameter of the symbol. For ex-
ample, if a moral creature comes within ten
feet of a Symbol of Immorality cast by a
5th level spellcaster, then they will suffer
1d12 LP of damage.

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590
Symbol of Morality The diameter of the symbol relates
Level: 2 to its power and the level of the caster when
Discipline: Annihilation it was created. See the table below:
Range: Touch
Area: Special Caster Level Diameter Damage
Duration: Permanent 1 1 inch 1d4
Chant: To be determined 2 2 inches 1d6
Ingredients: To be determined 3 3 inches 1d8
Ritual: To be determined 4 6 inches 1d10
Description: Casting this spell causes a magical 5 12 inches 1d12
symbol to appear. The symbol may be in- 6 18 inches 1d20
scribed onto any solid and immobile mate- 7 2 feet 2d20
rial. Itself, the symbol has no color, but is 8 3 feet 1d100
merely an inscription. The symbol is per- 9 5 feet 2d100
manent until physically destroyed. Physical 10 10 feet 4d100
destruction depends on the material in which 11 15 feet 1d1000
it was inscribed. Examples below describe 12 20 feet 2d1000
how much damage is necessary to render 13-14 30 feet 4d1000
the symbol ineffective: 15+ 100 feet 4d1000 x 10

Material IP Damage Necessary All creatures who have a predomi-


Sand 1 nantly immoral or neutral disposition suffer
Earth 2 Life Points of damage upon entering an area
Wood 5 of proximity to the symbol. The area of
Stone 30 proximity in which they suffer damage is ten
times the diameter of the symbol. For ex-
ample, if an immoral creature comes within
ten feet of a Symbol of Morality cast by a
5th level spellcaster, then they will suffer
1d12 LP of damage.

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591
Symbol of Unethicality The diameter of the symbol relates
Level: 2 to its power and the level of the caster when
Discipline: Annihilation it was created. See the table below:
Range: Touch
Area: Special Caster Level Diameter Damage
Duration: Permanent 1 1 inch 1d4
Chant: To be determined 2 2 inches 1d6
Ingredients: To be determined 3 3 inches 1d8
Ritual: To be determined 4 6 inches 1d10
Description: Casting this spell causes a magical 5 12 inches 1d12
symbol to appear. The symbol may be in- 6 18 inches 1d20
scribed onto any solid and immobile mate- 7 2 feet 2d20
rial. Itself, the symbol has no color, but is 8 3 feet 1d100
merely an inscription. The symbol is per- 9 5 feet 2d100
manent until physically destroyed. Physical 10 10 feet 4d100
destruction depends on the material in which 11 15 feet 1d1000
it was inscribed. Examples below describe 12 20 feet 2d1000
how much damage is necessary to render 13-14 30 feet 4d1000
the symbol ineffective: 15+ 100 feet 4d1000 x 10

Material IP Damage Necessary All creatures who have a predomi-


Sand 1 nantly ethical or neutral disposition suffer
Earth 2 Life Points of damage upon entering an area
Wood 5 of proximity to the symbol. The area of
Stone 30 proximity in which they suffer damage is ten
times the diameter of the symbol. For ex-
ample, if an ethical creature comes within
ten feet of a Symbol of Unethicality cast by
a 5th level spellcaster, then they will suffer
1d12 LP of damage.

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592
Teleportation TH Reason
Level: 8 05 Caster has not been at the exact
Discipline: Reformation destination for at least 1 hour
Range: Touch 10 Caster has not been at the exact
Area: One creature location for at least 1 day
Duration: Instantaneous 25 Caster has not been at the exact
Chant: To be determined destination for at least 1 month
Ingredients: To be determined 50 Caster has not been at the exact
Ritual: To be determined destination for at least 1 year
Description: Casting this spell causes a creature 75 Caster has not been at the exact
touched to be instantly moved or trans- destination for at least 5 years
ported to a location envisioned by the caster. 95 Caster has not been at the exact
The caster must have personally been in the destination for at least 25 years
exact location where the target creature is 98 Caster has not been at the exact
to be transported. The spell functions by destination for at least 50 years
converting the body of the target into pure 99 Caster has not been at the exact
energy, which then seeks the appropriate destination for at least 100 years
location at the speed of light, instantly trans-
forming back into the target creature at the However, the significance of the des-
specified destination. tination is equally important to Reflection.
The amount of matter that a If a major life event happened at the loca-
spellcaster may teleport depends on their tion (such as marriage or divorce, death of a
occupational level. Consult the table below: friend, close call with death, etc.), then the
MM may lower the TH by no more than 50.
Caster Level IP or LP If the spellcaster fails their Reflec-
1-4 10 tion check, then the target creature is not
5-8 20 transported to the destination. Instead, roll
9-12 50 percentile dice and consult the table below:
13-16 100
17-20 1,000 Roll Result
21+ 10,000 01-25 The target creature is totally un-
affected by the spell
In order for the target creature to 26-50 The target is converted into pure
successfully be transported to the correct energy, and the caster does not know
location, the spellcaster must pass a Reflec- where their energy is
tion sub-ability check. The spellcaster must 51-75 The target creature is transported
consult the MM to determine the TH of (1d100)% of the distance in a ran-
the Reflection check. Below are some sug- dom direction
gestions: 76-100 The target creature is transported
(1d100%) of the distance in the cor-
rect direction

593
Tenesmus Test of Pregnancy
Level: 1 Level: 1
Discipline: Reformation Discipline: Prognostication
Range: Fifty feet Range: Touch
Area: One creature Area: One woman
Duration: Two rounds to an exponential power Duration: Instantaneous
equal to the level of the caster Reference: PDM xiv. 956-60.
Chant: To be determined Chant: None
Ingredients: To be determined Ingredients: A plant
Ritual: To be determined Ritual: The way to know it of a woman whether
Description: Casting this spell causes a creature seen she will be pregnant: You should make the
by the spellcaster during casting to experi- woman urinate on this plant, above, again,
ence a painful and distressing but ineffec- at night. When morning comes, if you find
tual urge to either (01-50%) defecate or (51- the plant scorched, she will not conceive.
100%) urinate. This constipated feeling pro- If you find it green, she will conceive.
duces a state of excitation and wrestlessness. Description: Casting this spell will determine
For the target creature to be able to con- whether or not a woman is pregnant.
centrate on other activities or stimuli, such
as combat, a successful Drive check at a TH
of 60 must be passed each round. Failure To Keep Bugs Out of the House
indicates that the creature is squatting or Level: 1
doing anything reasonable to fulfill their urge. Discipline: Universal
The size of the target creature de- Range: Fifty feet
pends on the level of the spellcaster: Area: One dwelling
Duration: Two days to an exponential power equal
Caster Level Creature Size to the level of the caster
1 cat Reference: PGM VII. 149-54.
2 dog Chant: None
3 human Ingredients: Goat bile and water
4 ogre Ritual: Mix the ingredients together and sprinkle
5+ troll them about the house.
Description: This spell keeps bugs out of the
house. An alternate form of this spell is
specifically for fleas: grind wet rosebay and
salt water together and spread it about the
house.

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594
To Win at Dice Transference
Level: 1 Level: 4
Discipline: Universal Discipline: Universal
Range: Dice in caster’s hand Range: Touch
Area: A number of dice equal to the caster’s level Area: One creature
Duration: One toss Duration: See below
Reference: PGM VII. 423-28. Chant: To be determined
Chant: “THERTHENITHOR DYAGOTHERE Ingredients: To be determined
THERTHENITHOR SYAPOTHEREUO Ritual: To be determined
KODOCHOR make me a winner at dice, Description: Casting this spell causes a magical ef-
O prevailing Adriel.” Then, into your hand fect to be transfered from one character or
say repeatedly before each throw: “Let not object to another. For this spell to take ef-
even one of these playing with me be equal, fect, the caster must simultaneously touch
and I am going to throw what I want.” the origin and destination of the magical
Ingredients: None effect. If the origin and/or destination are
Ritual: Speak the chant. alive and do not desire to be touched, then
Description: Casting this spell alters the roll of dice one or two Brawling skill checks are neces-
in the favor of the caster’s desires. Unfor- sary (see Chap. 8: Skills). The magical effect
tunately, many have heard of this, and upon will continue to function as long as previ-
hearing the caster chant, they may become ously determined.
furious. The result of the dice is exactly what
the caster wants.
Transmogrification
Level: 10
Trance Discipline: Reformation
Level: 2 Range: Direct line of sight
Discipline: Domination Area: One creature
Range: Fifty feet Duration: Permanent
Area: One creature per two levels of the caster Chant: To be determined
Duration: Two rounds to an exponential power Ingredients: To be determined
equal to the level of the caster Ritual: To be determined
Chant: To be determined Description: Casting this spell allows the spellcaster
Ingredients: To be determined to be able to transform any single creature
Ritual: To be determined or object into any other. For the spell to
Description: Casting this spell causes a number of take effect, the target creature or object must
creatures to need to pass a Drive sub-ability be visible to the spellcaster. If the target is
check at TH 60. If the creatures fail the a creature and does not desire to be touched
check, they are forced to enter a Trance for by the spellcaster, then a Brawling skill check
the duration of the spell. While in a Trance, is required (see Chap. 8:Skills). If the target
creatures are receptive to questions, but lack creature passes a Health check at TH 99, then
physical motivation and remain at their they are unaffected by the spell. No size
present location. Creatures with an Intelli- limitations exist on this spell.
gence less than 100 will answer questions
honestly and without restraint, while those
who are more intelligent will refuse to an-
swer questions they do not want to answer.

595
Transmogrify Dirt and Mud Transmogrify Life
Level: 4 Level: 7
Discipline: Reformation Discipline: Reformation
Range: Touch Range: Touch
Area: 1,000 cubic feet Area: One creature
Duration: Permanent Duration: Permanent
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell causes either dirt to Description: Casting this spell causes a living crea-
be transformed into mud, or mud into dirt. ture to change form into another living crea-
Upon casting, the spellcaster must specify ture, as selected by the spellcaster. The
whether dirt will be transformed into mud spellcaster may transform any living creature
or vice versa. into the physical appearance and size of any
other. A living creature may not be trans-
formed into an object. For instance, the
Transmogrify Flesh to Stone spellcaster may transform a human into a
Level: 5 toad or a cat into a dragon. For a creature
Discipline: Reformation to be transformed by this spell, they must
Range: Touch begin and end no larger than 100,000,000
Area: One creature cubic feet, which is not even 500 feet cubed.
Duration: Permanent For the spell to take effect, the tar-
Chant: To be determined get creature must be touched by the
Ingredients: To be determined spellcaster. If the target creature does not
Ritual: To be determined desire to be touched by the spellcaster, then
Description: Casting this spell causes a living crea- a Brawling skill check is required (see Chap.
ture to change form from flesh to stone, 8:Skills). If the target creature passes a
from life to death. For the spell to take ef- Health check at TH 90, then they are unaf-
fect, the target creature must be touched by fected by the spell.
the spellcaster. If the target creature does The target creature will take on all
not desire to be touched by the spellcaster, physical characteristics of the new form.
then a Brawling skill check is required (see However, magical effects and innate abili-
Chap. 8:Skills). If the target creature passes ties do not accompany the change. For in-
a Health check at TH 90, then they are un- stance, the body of a cat may be
affected by the spell. Stone may not be transmogrified into a Fire-Drake dragon,
transmogrified into flesh. but the creature will not be able to use a
breath weapon. However, after the trans-
formation the cat has the LP of a dragon.

596
Transmogrify Metal and Wood True Name
Level: 4 Level: 6
Discipline: Reformation Discipline: Convocation
Range: Touch Range: None
Area: 1,000 cubic feet Area: None
Duration: Permanent Duration: Special
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell causes either metal Description: Casting this spell conjures an omni-
to be transformed into wood, or wood into scient being, usually a demon, while the
metal. Upon casting, the spellcaster must caster stands within a 9’ circle. The caster
specify whether metal will be transformed must form a pact with the being. The being
into wood or vice versa. Wood may not be will want compensation in proportion to the
transformed into precious metals such as importance of the individual whose true
bronze, copper, silver, or gold. name is desired by the caster, or at least the
importance to the caster. The MM must
determine the being’s demands.
Transmogrify Object Learning the true name of a crea-
Level: 6 ture gives the spellcaster considerable power.
Discipline: Reformation The true name of a creature is often an in-
Range: Touch gredient or part of a chant in a spell, and
Area: One creature knowledge of such a name usually grants
Duration: Permanent spellcasters the ability to cast spells that spe-
Chant: To be determined cifically affect that creature.
Ingredients: To be determined
Ritual: To be determined
Description: Casting this spell causes a non-living
object to change form into another non-
living object, as selected by the spellcaster.
The spellcaster may transform any non-liv-
ing object into the physical appearance, sub-
stance, and size of any other. A non-living
object may not be transformed into a living
creature. For instance, the spellcaster may
transform a shoe into a boulder. For an
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object to be tansformed by this spell, it must
begin and end no larger than 100,000,000
cubic feet, which is not even 500 feet cubed.
For the spell to take effect, the tar-
get object must be touched by the spellcaster.
The target object cannot be transformed
into an object with magical properties. If
this is attempted, no magical properties will
function. The object will have the IP of the
new object.

597
Truncheon Unattractive
Level: 4 Level: 2
Discipline: Annihilation Discipline: Reformation
Range: 1,000 feet Range: Fifty feet
Area: 100’ radius Area: One person
Duration: Two rounds per caster level Duration: 1d100 minutes multiplied times the
Chant: To be determined level of the caster
Ingredients: To be determined Reference: PGM XIII. 1-343.
Ritual: To be determined Chant: I sever (speak their name) from (speak their
Description: Casting this spell creates a magical name).
maul (which is 20 lbs., 5’ in length, made of Ingredients: Dog’s excrement
granite) that appears and immediately seeks Ritual: If you want someone to be unattractive,
out any vertebrates. Upon finding a verte- either a woman to a man and a man to a
brate, living or dead, within the area of the woman: Take a dog’s excrement and put it
spell, this unholy Truncheon attempts to in the post-hole of their door, speaking the
bludgeon until it is powder. The Truncheon chant.
attacks only once per round, which is first Description: Casting this spell will cause the sub-
in every round. The weapon receives no ject of the spell to lose 1d100 Bodily At-
bonuses or penalties while attacking. If it tractiveness and 1d100 Facial Charisma.
hits, however, the Truncheon delivers 4d100
Life Points of damage. Crucial Damage is
possible, and when such a hit is scored, the
Truncheon hits as though swung by a size
Large assailant. The Truncheon will never
attack the caster. If there is no vertebrate
within the area, the Truncheon will pound
the ground.

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598
Vanish Varicose Veins
Level: 1 Level: 1
Discipline: Reformation Discipline: Reformation
Range: Fifty feet Range: Touch
Area: One object per two caster levels that does Area: One creature
not exceed 1d10 IP Duration: Permanent
Duration: 1d6 rounds per caster level Chant: To be determined
Chant: To be determined Ingredients: To be determined
Ingredients: To be determined Ritual: To be determined
Ritual: To be determined Description: Casting this spell will cause a touched
Description: Casting this spell will cause an object creature to acquire Varicose Veins. Varicose
of no more than 1d10 IP that is designated Veins are numerous small veins near the sur-
and touched by the caster to vanish, remov- face of the skin. For the spell to take effect,
ing it from this plane of existence for a short the spellcaster must touch the target crea-
duration. The object is temporarily stored ture. If the target creature does not desire
in otherworldly ether. An object that ex- to be touched, then the spellcaster must
ceeds 1d10 IP as determined above will not make a successful Brawling skill check (see
vanish even in part. The object reappears Chap. 8: Skills). Whatever limb is touched
in exactly the same location. For example, by the spellcaster will acquire Varicose Veins.
if a spellcaster caused someone’s ring to Van- For each limb with Varicose Veins, Bodily
ish, and the victim moved from the initial Attractiveness decreases by 1d10 sub-ability
location, the ring would reappear not on points.
their finger, but where it was exactly when it
vanished. Since planets are in motion, this
is almost never likely to be where anticipated. Walk on Water
Inventive spellcasters have been Level: 3
known to take a link out of a chain (such as Discipline: Reformation
in a drawbridge), a support spike out of a Range: Touch
bridge, a rudder from a ship, and a shoe from Area: The water underneath one creature
a person walking over broken glass. Duration: Two rounds to an exponential power
equal to the level of the caster
Chant: To be determined
Ingredients: To be determined
Ritual: To be determined
Description: Casting this spell allows the spell-
caster to bestow through touch the ability
to Walk on Water. The spell functions by
hardening the water underneath the feet of
Artwork Here the recipient. This spell will support no more
than 200 lbs.

599
Waves Be Still Wet Dream
Level: 10 Level: 2
Discipline: Reformation Discipline: Domination
Range: None Range: Touch
Area: Ten square miles of waves Area: One creature
Duration: Two rounds to an exponential power Duration: Two rounds to an exponential power
equal to the level of the caster equal to the level of the caster
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell causes the waves Description: Casting this spell causes a sleeping
which surround the caster to be calm and and touched target creature to have a Wet
idle. Dream. A Wet Dream is a dream of sexual
desire. For the duration of the spell, the
target creature will have an intense sexual
dream that is immensely satisfying. For each
round that the target creature has a magical
Wet Dream, their penis or vagina will seep
one fluid ounce of pre-cum or vaginal wet-
ness, respectively. For each round of a magi-
cal Wet Dream, the target creature has a cu-
mulative 1% chance of ejaculating or hav-
ing an orgasm. When the spell ends, the
target creature will awaken and notice wet-
ness.

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600
Wish Perhaps more important than what
Level: 10 is stated is what is not stated. In the simple
Discipline: Universal Wish of “I wish for a lot of gold,” there is
Range: Special no mention of time. A substantial amount
Area: Special of gold may appear just before the end of
Duration: Special the spellcaster’s lifetime.
Chant: To be determined Due to the ease with which the Wish
Ingredients: To be determined spell may be abused, the MM is cautioned
Ritual: To be determined to use their best judgment and be quite lit-
Description: Casting this spell causes a wish of eral regarding the interpretation of the wish.
the spellcaster to become reality. The wish If multiple interpretations of a word exist,
must be verbalized. The MM is encouraged then select one randomly. If multiple mean-
to be semantically discriminating regarding ings of a phrase exist, write them down and
how the wish is stated. To be clear, the MM select one randomly. Anytime an ambiguity
should ask that the wish is written, only so arises, handle it randomly. A Wish is a seri-
that the MM may pause and examine it. Any ous matter and extremely powerful. As the
ambiguous terms may be exploited. Any- MM, do not feel rushed or pressured to de-
thing unstated may be exploited. liver the outcome in a timely fashion. Take
For example, if a spellcaster casts your time and consider the Wish.
Wish and declares “I wish for a lot of gold,”
there are numerous problems with this
simple statement. Exactly how much is a
lot”? Is a “lot” a quantity or a straw used to
draw and decide something? Could “lot”
be interpreted as a share, portion, or allot-
ment? If so, what does this mean? More
importantly, the spellcaster wished “for”
something, which in no way implies owner-
ship or that it should appear before the
spellcaster.

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601
Wishbone While the spellcaster may wish for
Level: 7 whatever their heart desires, only simple
Discipline: Convocation wishes are effective. The MM is the final
Range: Fifty feet arbiter of the effects. The limitations of
Area: Special this spell are as follows:
Duration: One minute If riches are wished for, no more
Chant: To be determined than 100 gp will result, usually falling from
Ingredients: To be determined the sky before the caster.
Ritual: To be determined No one may be brought back from
Description: Casting this spell causes two shadowy the dead. Similarly, no one, besides the
demonic beings to appear outside the circle sacrifical wishbone, will die as a result of this
used for convocation. The caster stands spell.
within the circle. Protected inside the circle A maximum of 100 LP may be dis-
on the ground, the caster points at a target tributed as healing or damage.
creature outside the convocation circle. Each The caster may wish for the casting
of the beings immediately grabs a leg of the of a spell which is familiar to them and no
target creature and they hold the creature higher than spell level 3.
upside down and off the ground. The tar-
get creature may be no larger than ten feet
in height or one ton in weight, nor have a
Strength greater than 500. If so, the de-
monic beings are unable to perform their
ritual.
Once the demonic beings have the
target creature in position, they pause and
wait for the spellcaster to make a wish. By
custom, the spellcaster does not verbalize
the wish, but merely thinks it. After think-
ing the wish, the spellcaster customarily nods
to the demonic beings. Upon seeing the
spellcaster nod, the demonic beings finalize
the wish by pulling in opposite directions
on the target creature’s legs, effectively rip- Artwork Here
ping each leg from its hip socket. The vic-
tim will die upon completion of the spell.

602
Wooden Carapace Worst Nightmare
Level: 1 Level: 4
Discipline: Reformation Discipline: Hallucination
Range: Touch Range: Direct line of sight
Area: Creature touched Area: One creature
Duration: 1d6 rounds to an exponential power Duration: Two rounds to an exponential power
equal to the level of the caster equal to the level of the caster
Chant: To be determined Chant: To be determined
Ingredients: To be determined Ingredients: To be determined
Ritual: To be determined Ritual: To be determined
Description: Casting this spell bestows protection Description: Casting this spell causes the Worst
on one target mentally selected by the caster. Nightmare of the target creature to seem to
The effect of the spell is a hardening of the appear before them. The target creature
outer body and grants a bonus of 15 CA for must be seen by the spellcaster during cast-
the duration of the spell. ing. The target creature must pass a Com-
mon Sense check at TH 90 to disbelieve the
hallucination. Only the target creature ex-
periences the hallucination; other creatures
in the area do not see the Worst Nightmare
of the target creature.
The exact nature of the Worst
Nightmare is determined by the MM, or a
player may determine the Worst Nightmare
of their character. Suggestions include a
dragon or a previous lover.
Once it has appeared, whatever it
may be, the Worst Nightmare will attack the
target creature. The Worst Nightmare will
attack in every respect as though it were real.
Damage in LP will be felt as though they
were real. If LP are reduced to zero, the
Artwork Here target creature dies.

603
Chapter 13: Magical Items

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604
Upon adventuring, characters are likely to 518-521 Household Items, Mirrors
encounter magical items. This chapter is a compila- 522-523 Household Items, Seeds
tion of magical items and explanations of their func- 524 Household Items, Spinning Wheels
tions or properties. Below is a list of the major 525-531 Household Items, Stones
categories of magical items. To randomly select a 532 Household Items, Tables
magical item, roll 1d1000 (three ten-sided dice): 533 Household Items, Urns
534-535 Household Items, Wells
001-020 Alchemical, Elixirs 536-540 Jewelry, Amulets
021-050 Alchemical, Oils 541-542 Jewelry, Anklets
051-070 Alchemical, Ointments 543-545 Jewelry, Bracelets
071-080 Alchemical, Philters 546-550 Jewelry, Brooches
081-150 Alchemical, Potions 551-554 Jewelry, Charms
151-160 Alchemical, Salves 555 Jewelry, Crowns
161-180 Apparel, Boots 556-557 Jewelry, Earrings
181-190 Apparel, Bracers 558-560 Jewelry, Lockets
191 Apparel, Braziers 561-570 Jewelry, Medallions
192-220 Apparel, Cloaks 571-580 Jewelry, Necklaces
221-222 Apparel, Dresses 581-590 Jewelry, Pendants
223-240 Apparel, Girdles 591-600 Jewelry, Religious Symbols
241-250 Apparel, Gloves 601-630 Jewelry, Rings
251-270 Apparel, Robes 631-640 Jewelry, Talismans
271 Armor, Barding 641-650 Miscellaneous
272-290 Armor, Helmets 651-660 Musical Instruments
291-310 Armor, Light 661-670 Powders
311-330 Armor, Medium 671-700 Rods
331-360 Armor, Heavy 701-715 Scripture, Books
361-390 Armor, Shields 716-720 Scripture, Codexes
391 Canes 721-730 Scripture, Grimoires
392-405 Household Items, Bags 731-735 Scripture, Librams
406-415 Household Items, Beads 736-745 Scripture, Scrolls
416-417 Household Items, Braziers 746-755 Scripture, Tablets
418-425 Household Items, Brooms 756-760 Scripture, Tomes
426-430 Household Items, Candles 761-788 Staves
431-444 Household Items, Cauldrons 789 Torture Devices
445-453 Household Items, Censers 790-800 Wands
454-461 Household Items, Chalices 801-900 Weapons, Melee
462 Household Items, Chess Sets 901-930 Weapons, Miscellaneous
463-469 Household Items, Chests 931-998 Weapons, Missile
470-471 Household Items, Coins 999 Weapons, Sentient
472-474 Household Items, Dice 1000 Weapons, Siege Engines
475-485 Household Items, Figurines
486-490 Household Items, Flagons Next, proceed to the corresponding table
491-495 Household Items, Goblets and randomly determine the specific item.
496-500 Household Items, Hourglasses
501-505 Household Items, Incense
506-510 Household Items, Jars
511-517 Household Items, Maps

605
Alchemical Liquids, Notes on
Alchemical liquids are unrelated to the Al- Alchemical, Oils
chemy skill in Chapter 8: Skills. Alchemical liquids, Oils are magical liquids that must be thickly
even of the same magical effect or name, tend to be applied to a person or object to enact the magical
different each time. Therefore, if a particular effects. Thoroughly coating the object with the al-
spellcaster makes two Elixirs of Life, they are likely chemical oil is usually necessary.
to be different in color and odor. Hence, experi- Oftentimes, the entire body must be cov-
menting with alchemical liquids in attempts to de- ered for the magical oil to function correctly. Anakim
termine their nature can prove dangerous and is require 15 vials or fluid ounces of oil, halflings only
often futile or misleading. 3 vials, and dwarves, elves, and humans require 5
Warning: Do not mix alchemical liquids, as vials. It is not fully possible to apply the oil to one-
the mere contact of the two liquids necessitates a self; someone else must do it. Applying the oil thor-
roll on Appendix 3: Random Magical Effects. oughly takes roughly an hour, two for anakim.

01-33 Oil of Armor: Upon apply-


Alchemical, Elixirs ing this oil to one’s unarmored body, each
vial bestows protection. The entire body
Elixirs may be substances capable of trans-
must be covered for it to function correctly.
muting metals into gold and prolonging life or a cure-
Once the entire body is covered, CA in-
all. The imbiber of the elixir experiences magical
creases by 2d20 for 1d4 hours.
effects.
34-67 Oil of Lubrication: This oil
provides friction-free lubrication between
01-25 Elixir of Gold: Whosoever
any two surfaces for a duration of 1d4 hours.
imbibes this elixir may notice the magical
68-100 Oil of Poison Oak: Upon
conversion of 1d12 ounces of metal in im-
applying this oil to one’s body, each vial
mediate fleshly contact with the imbiber into
seems to have no effect. However, 3 hours
gold. According to ancient elven records,
after application, the oil creates itchy welts
there once was a king who favored this elixir
everywhere the oil contacts skin. For 4 days,
named Midas.
Initiative suffers a – 20 penalty, Bodily At-
26-50 Elixir of Healing Sleep:
tractiveness and Facial Charisma suffer – 30,
Whososever imbibes this elixir is forced to
and the character is compelled to itch con-
fall asleep for 1d8 hours. Upon awakening,
stantly.
the imbiber has recovered all Life Points.
This was the best sleep the imbiber ever ex-
perienced.
51-75 Elixir of Life: Whosoever Alchemical, Ointments
imbibes this elixir is fully revived, recover- Ointments are magical liquids that must be
ing all Life Points. Regardless of the total sprinkled onto a person or object to enact the magi-
potential number of Life Points of the im- cal effects.
biber, and regardless of how wounded the
imbiber may be, the imbiber recovers all LP. 01-50 Ointment of Magnetic At-
Additional Elixirs of Life do not increase traction: Anything upon which this oint-
LP beyond normal potential. ment is sprinkled becomes a powerful mag-
76-100 Elixir of Years: Whosoever net, attracting all metal within a 1d100’ ra-
imbibes this elixir does not age for 1d20 dius. A Strength of (100 + 1d100) is re-
years. quired to remove metal objects from the
object with the ointment. Magnetism lasts

606
for 1 hour. Beware of sharp flying objects. 16-20 Philter of Disinterest:
Flying objects do damage according to the Whosoever imbibes this philter loses all
damage modifier with the Strength of the sexual desire for 1d6 weeks.
magnetism. 21-25 Philter of Dragon Lust:
51-100 Ointment of Sores: If this Whosoever imbibes this philter will be a
ointment is applied to living creatures, sores sexual object for all dragons within a 100’
immediately appear where the ointment is radius. All dragons within 100’ seek to mate
sprinkled. If this ointment is applied gen- with the target, even if it must be accom-
erously, they will be covered with sores. Each plished by force. They will not stop until
dash of the ointment produces 1d4 sores, physically unable to continue. The duration
and each full vial may contain 20 dashes. of these effects for the imbiber is 1d6 hours.
Each sore may either be a lesion or a puss 26-30 Philter of Dwarven Lust:
bubble. Each sore causes 1 Life Point of Whosoever imbibes this philter will be a
damage, Facial Charisma and/or Bodily At- sexual object for all dwarves within a 100’
tractiveness to suffer - 2. radius. All dwarves within 100’ seek to mate
with the target, even if it must be accom-
plished by force. They will not stop until
physically unable to continue. The duration
Alchemical, Philters
of these effects for the imbiber is 1d6 hours.
Philters are liquid magical charms having the 31-35 Philter of Elven Lust:
power to excite sexual passion. The imbiber of the Whosoever imbibes this philter will be a
philter experiences magical effects. sexual object for all elves within a 100’ ra-
dius. All elves within 100’ seek to mate with
01-05 Philter of Anakim Lust: the target, even if it must be accomplished
Whosoever imbibes this philter will be a by force. They will not stop until physically
sexual object for all anakim within a 100’ unable to continue. The duration of these
radius. All anakim within 100’ seek to mate effects for the imbiber is 1d6 hours.
with the target, even if it must be accom- 36-40 Philter of Gnomish Lust:
plished by force. They will not stop until Whosoever imbibes this philter will be a
physically unable to continue. The duration sexual object for all gnomes within a 100’
of these effects for the imbiber is d6 hours. radius. All gnomes within 100’ seek to mate
06-10 Philter of Angelic Lust: with the target, even if it must be accom-
Whosoever imbibes this philter will be a plished by force. They will not stop until
sexual object for all angels within a 100’ ra- physically unable to continue. The duration
dius. All angels within 100’ seek to mate of these effects for the imbiber is 1d6 hours.
with the target, even if it must be accom- 41-45 Philter of Goblin Lust:
plished by force. They will not stop until Whoever imbibes this philter will be a sexual
physically unable to continue. The duration object for all goblins within a 100’ radius.
of these effects for the imbiber is 1d6 hours. All goblins within 100’ seek to mate with
11-15 Philter of Demonic Lust: the target, even if it must be accomplished
Whosoever imbibes this philter will be a by force. They will not stop until physically
sexual object for all demons within a 100’ unable to continue. The duration of these
radius. All demons within 100’ seek to mate effects for the imbiber is 1d6 hours.
with the target, even if it must be accom- 46-50 Philter of HalflingLust:
plished by force. They will not stop until Whosoever imbibes this philter will be a
physically unable to continue. The duration sexual object for all halflings within a 100’
of these effects for the imbiber is 1d6 hours. radius. All halflings within 100’ seek to mate

607
with the target, even if it must be accom- soever imbibes this philter will be only sexu-
plished by force. They will not stop until ally interested in themselves. The imbiber
physically unable to continue. The duration will masturbate feriously, even after pain
of these effects for the imbiber is 1d6 hours. ensues. The duration of these effects for
51-55 Philter of Hobgoblin the imbiber is 1d6 hours.
Lust: Whosoever imbibes this philter will 81-85 Philter of Succubi Fly:
be a sexual object for all hobgoblins within Whosoever imbibes this philter will be a
a 100’ radius. All hobgoblins within 100’ seek sexual object for all males within a 100’ ra-
to mate with the target, even if it must be dius. All males within 100’ seek to impreg-
accomplished by force. They will not stop nate the target, even if it must be accom-
until physically unable to continue. The plished by force. They will not stop until
duration of these effects for the imbiber is physically unable to continue. The duration
1d6 hours. of these effects for the imbiber is 1d6 hours.
56-60 Philter of Human Lust: 86-90 Philter of Troll Lust: Who-
Whoever imbibes this philter will be a sexual soever imbibes this philter will be a sexual
object for all humans within a 100’ radius. object for all trolls within a 100’ radius. All
All humans within 100’ seek to mate with trolls within 100’ seek to mate with the tar-
the target, even if it must be accomplished get, even if it must be accomplished by force.
by force. They will not stop until physically They will not stop until physically unable to
unable to continue. The duration of these continue. The duration of these effects for
effects for the imbiber is 1d6 hours. the imbiber is 1d6 hours.
61-65 Philter of Incubi Fly: 91-100 Philter of Universal Lust:
Whosoever imbibes this philter will be a Whosoever imbibes this philter will be a
sexual object for all females within a 100’ sexual object for all creatures within a 100’
radius. All females within 100’ seek to be radius. All creatures within 100’ seek to mate
impregnated by the imbiber, even if it must with the target, even if it must be accom-
be accomplished by force. They will not plished by force. They will not stop until
stop until physically unable to continue. The physically unable to continue. The duration
duration of these effects for the imbiber is of these effects for the imbiber is 1d6 hours.
1d6 hours.
66-70 Philter of Mammal Lust:
Whosoever imbibes this philter will be a
Alchemical, Potions
sexual object for all mammals within a 100’
radius. All mammals within 100’ seek to mate Potions are magical liquids. The effects of
with the target, even if it must be accom- potions are diverse. The imbiber of the potion ex-
plished by force. They will not stop until periences magical effects.
physically unable to continue. The duration
of these effects for the imbiber is 1d6 hours. 01-12 Potion of Evanescence:
71-75 Philter of Orkish Lust: Whosoever imbibes this potion becomes to-
Whosoever imbibes this philter will be a tally invisible, unable to be seen by others.
sexual object for all orcs within a 100’ ra- The effect of this potion lasts 1d20 min-
dius. All orcs within 100’ seek to mate with utes. While invisible, attacks may be made
the target, even if it must be accomplished and invisibility is not jeopardized, but the
by force. They will not stop until physically defender may estimate the location of the
unable to continue. The duration of these invisible individual for the round with a In-
effects for the imbiber is 1d6 hours. tuition check of TH 90. If so, the defender
76-80 Philter of Self Lust: Who- may attack the invisible assailant without

608
penalty, though only for one attack. Other- their head in the ring of imagined fire, de-
wise, the defender may attempt to attack the manding sexual favors. Further unrelenting
invisible assailant, though with a penalty of craziness happens, which depends from per-
90 to attack rolls. son to person. Popular reports have been
13-24 Potion of Impregnation: that the demons rip open their intestines and
If any female imbibes this potion, then she swing them about gleefully. The effects do
instantaneously becomes pregnant, though not cease just because the person is able to
she will not show until three months later, sleep from exhaustion. The effects of this
though morning sickness may offer a clue; potion last for d6 weeks. A base Drive check
female imbibers must pass a Intuition check of TH 10 must be passed to not become
at TH 80 to guess that they are pregnant. If openly suicidal. The TH increases by 15.
a male imbibes this potion, the next female
with which he copulates will become preg-
nant upon ejaculation with a 100% chance.
Alchemical, Salves
25-36 Potion of the Magister:
Upon imbibing this potion, a mage or sor- Salves are applied to wounds for healing and
cerer temporarily gains 2d4 levels in their remedies, and may be comforting or soothing. The
occupation, thereby gaining the appropri- imbiber of the salve experiences magical effects.
ate amount of Magic Points. New spells are
not gained. However, spells currently known 01-15 Salve of Curing: Whoso-
have a more powerful effect. The effects ever imbibes this salve is instantly cured of
of this potion upon the imbiber last for any disease.
1d100 rounds. 16-30 Salve of Inflicting: Who-
37-48 Potion of Mental Health: soever imbibes this salve is immediately in-
Upon imbibing this potion, one mental ill- flicted with a random disease. See Chap. 3:
ness will be permanently cured. Body.
49-60 Potion of Mental Illness: 31-45 Salve of Life: Whosoever
Upon imbibing this potion, one random imbibes this salve recovers 1d10 Life Points.
mental illness is permanently acquired. See 46-60 Salve of Pestilence: Who-
Chap. 5: Mind. soever imbibes this salve becomes a pesti-
61-72 Potion of Permanent Ster- lential host, though the imbiber is immune
ilization: Upon imbibing this potion, all to the effects of the pestilence; for the du-
sperm in the male will forever be dead and ration of this salve’s effects, the imbiber is
useless, and all eggs in the female will for- immune to tuberculosis. The duration of
ever be dead and useless. this salve’s effects is 2d20 days. All who come
73-84 Potion of Quintuplet Im- within 50 feet of the imbiber must pass a
pregnation: Identical to the Potion of Im- Health Check at TH 40 to avoid acquiring
pregnation, this potion insures that five chil- tuberculosis (see Chap. 3: Mind).
dren will result. 61-75 Salve of Poison: Whoso-
85-100 Potion of Tormenting ever imbibes this salve acquires a random
Madness: Whosoever imbibes this potion poison. See Chap. 17: Natural Substances.
believes that a ring of fire surrounds the 76-100 Salve of Wounding: Who-
imbiber’s head, though no one else sees it. soever imbibes this salve loses 1d10 Life
Further, male imbibers envision incubi danc- Points.
ing around their head in the ring of imag-
ined fire, demanding sexual favors. Female
imbibers envision succubi dancing around Apparel, Boots

609
Boots are protection for the foot and the
lower leg. Most boots are constructed of leather.
Both boots of the same magical item must be worn Apparel, Bracers
for an effect to be noticed, unless stated otherwise.
Bracers are coverings for the lower forearm,
and may be made from a variety of materials, though
01-20 Boots of Endurance:
leather and metal are most common. Both bracers
These boots comfortably fit the wearer and
of the same magical item must be worn for an ef-
seem to be normal in all respects. However,
fect to be noticed, unless stated otherwise.
once the wearer begins to sprint, the wearer
will notice that they will not become ex-
01-25 Bracers of Blindfighting:
hausted and may sprint as long as desired.
Whosoever wears these bracers on their
21-40 Boots of Kicking: These
forearms will receive a bonus of 2d20 to their
boots comfortably fit the wearer and seem
Blindfighting skill check. These bracers help
to be normal in all respects. However, when
guide the arms of the wearer during com-
a character makes a successful kick (see
bat when the wearer cannot see their en-
Brawling in Chap. 8: Skills), the kick does
emy.
double the normal damage before modifi-
26-50 Bracers of Combat: Who-
ers are applied.
soever wears these bracers on their forearms
41-60 Boots of Velocity: These
will receive a bonus of 1d20 to their attack
boots comfortably fit the wearer and seem
skill checks. These bracers help guide the
to be normal in all respects. However, these
arms of the wearer during combat.
boots allow the wearer to sprint at twice their
51-75 Bracers of Strength: Who-
natural sprint speed.
soever wears these bracers on their forearms
61-80 Cursed Boots of Per-
notices an increase, depending on the pair
petual Sprinting: These boots comforably
of bracers, of (1d100)% in their Strength
fit the wearer and seem to be normal and
sub-ability.
desirable in all respects. However, once the
76-100 Cursed Bracers of Weak-
wearer begins to sprint, the boots will con-
ness: Whosoever wears these bracers on
tinue to force the legs of the wearer to sprint
their forearms notices a decrease, depend-
perpetually. The wearer must make appro-
ing on the pair of bracers, of (1d100)% in
priate checks (see the Sprint skill in Chap. 8:
their Strength sub-ability.
Skills) until they are exhausted and physi-
cally unable to continue sprinting. Eventu-
ally, the boots will be dragging the body of
the wearer, who will be too weak to change Apparel, Braziers
the direction of the sprint. The boots will There are two types of braziers. One
sprint in the same direction until they run is apparel, the other is a household item. This type
into a solid object. A new direction will be of brazier is material that covers and supports the
determined randomly. Damage may occur breasts of a female. Unless otherwise specified, a
to the wearer, as determined by the MM. magical brazier conforms to the size of the breasts
81-100 Cursed Boots of Sprint of the wearer.
Resistance: These boots comfortably fit the
wearer and seem to be normal and desirable 01-25 Braziers of Flattering:
boots in all respects. However, whenever Though the material of this brazier may vary,
the wearer attempts to sprint, the boots seem including a variety of metals or cloth, when-
to weigh 800 lbs. apiece, offering resistance ever a female wears this brazier, the appear-
to movement. ance of her breasts is magically enhanced.

610
The exact effect is best described by the MM. away. Upon fastening this cloak, the man-
26-50 Brazier of Staring: When- hood of a male will become erect and throb.
ever a female wears this brazier, all other Upon fastening this cloak, the clitoris of a
characters who see the wearer will stare at female will become swollen. Regardless of
the brazier. They will be unable to look away whether the wearer is in public or not, the
unless they pass a Drive sub-ability check at wearer will attempt to bend forward and
TH 40. They will not be sexually compelled, connect their tongue to their excited geni-
regardless of what the wearer thinks, but tals. The wearer must pass a Health sub-
they will simply have a staring problem. ability check at TH 75 to not break their
51-75 Cursed Brazier of neck, because the difficulty of this task will
Droopiness: Whenever a female wears this cause frustration, which in turn will cause
brazier, her breasts appear to others as violent attempts to accomplish the task. If
though weights were pulling down her the neck of the wearer breaks, they die. If
nipples. However, the wearer will believe the Health check is passed, then the charac-
that her breasts look great while wearing this ter does not break their neck and, due to
brazier. Any character who sees her breasts depression, lose all sexual interest for 1d6
in this brazier, and with no other garment months. This effect occurs each time the
over them, will react as though her Bodily cloak is fastened onto a character.
Attractiveness is lowered by 2d20. 61-80 Cloak of Stature: Whoso-
76-100 Cursed Brazier of Flatten- ever wears this cloak experiences a tempo-
ing: Though the material of this brazier may rary gain of (1d100)% Kinetic Charisma.
vary, including a variety of metals or cloth, This effect varies with each such cloak.
whenever a female wears this brazier, her 81-100 Cloak of Warmth: Whoso-
breasts are reduced by 1d4 cup sizes. ever wears this cloak will not feel the effects
of cold, whether magical or non-magical.

Apparel, Cloaks
A cloak is a garment that hangs on a Apparel, Dresses
character’s back from the shoulders and usually ex- Dresses include fashionable clothing for a
tends to the thighs or knees. A cloak may be made female. A dress usually covers most of her body
from a variety of materials, though cloth or wool and is made of cloth. Otherwise, styles can vary
are most common. greatly.

01-20 Cloak of Anonymity: 01-15 Cursed Dress of De-


Whosoever wears this cloak will be anony- bauchery: Whenever a female wears this
mous to those who see and talk with the dress, her debauchery points increase to 100
wearer. Other characters will overlook the (see Chap. 6: Sociality). The wearer is com-
wearer, and if introduced, forget all about pelled to sell her body to absolutely any char-
the character in 1d100 minutes. acter. The wearer will solicit every charac-
21-40 Cloak of Life: Whosoever ter she sees and will accept 1 c.p., for which
wears this cloak experiences a temporary she will do any sexual favor and for which
gain of (1d100)% Life Points. This effect she will allow anything to be done to her as
varies with each such cloak. long as her sexual partner is sexually satis-
41-60 Cloak of Self-Craving: fied.
Whosoever wears this cloak will sexually 16-30 Cursed Dress of
crave themselves and attempt to orally tan- Misperception: Whenever a female wears
talize their own genitals, no matter how far this dress, she will suffer from the

611
misperception that the dress enhances her 23-33 Chastity Belt of Steriliza-
beauty by an increase of 2d100 Bodily At- tion: This cursed chastity belt will immedi-
tractiveness sub-ability points. The wearer ately and permanently sterilize any woman
will act as though she is far more beautiful who wears it.
than she is. 34-44 Cursed Girdle of Con-
31-45 Cursed Dress of Ugliness: striction: When worn, this belt magically
Whenever a woman wears this dress, her tightens itself around the waist of the wearer.
Bodily Attractiveness sub-ability decreases This constriction saps (1d100)% of the
by 1d20 points. The penalty depends on Physical Fitness and Strength of the wearer.
the garment, but is fixed regarding the This belt can only be removed by a charac-
wearer. ter with a Strength of 250 or greater. Oth-
46-60 Dress of Bodily Attrac- erwise, it may be cut off, and risk of damage
tiveness: Whenever a female wears this to the wearer must be considered.
dress, her Bodily Attractiveness sub-ability 45-55 Cursed Girdle of Famine:
increases by 1d20 points. The bonus de- When worn, this belt causes the wearer to
pends on the garment, but is fixed regard- lose all desire to eat or drink. The effect of
ing the wearer. this belt is similar to the spell entitled Be-
61-75 Dress of Concealment: stow Loss of Appetite (see Chap. 12: Spells).
Whenever a female wears this dress, she may The wearer is able to remove it whenever
conceal objects between her breasts. Re- they desire. Though the wearer feels no de-
gardless of the size of her breasts or the fit sire to eat while wearing the belt, extreme
of the dress, the wearer may hide an object hunger will overwhelm them upon remov-
no longer than 5 feet or no thicker than 12 ing it.
inches in circumference. 56-66 Girdle of Bodily Attrac-
76-100 Dress of Seduction: tiveness: Whosoever wears this girdle will
Whenever a female wears this dress, a bo- seem as though their waist is much thinner
nus of 1d20 is granted to any Seduction skill than it is. While wearing this girdle, other
checks. The bonus depends on the garment, characters react as though the wearer has a
but is fixed regarding the wearer. Bodily Attractiveness that is (1d100)% higher
than it is. By degree, each Girdle of Bodily
Attractiveness is different.
67-77 Girdle of Girth: Whoso-
Apparel, Girdles ever wears this girdle will seem as though
A girdle is a belt, usually made of leather their whole body is much thicker than it is.
and worn around the waist. Sometimes belts are While wearing this girdle, other characters
several inches across. react as though the wearer has a Strength
that is (1d100)% higher than it is. By de-
01-11 Chastity Belt of Cursed gree, each Girdle of Girth is different.
Impregnation: This cursed chastity belt will 78-88 Girdle of Strength: When
immediately and magically impregnate any worn, this belt grants the wearer an increase
woman who wears it. Worse, in a world of (1d100)% in their Strength sub-ability. By
where male children are desired, the child degree, each Girdle of Strength is different.
will be female. 89-100 Girdle of Weakness: When
12-22 Chastity Belt of Impreg- worn, this belt saps (1d100)% of the
nation: This cursed chastity belt will imme- Strength sub-ability of the wearer. By de-
diately and magically impregnate any woman gree, each Girdle of Weakness is different.
who wears it.

612
Apparel, Robes
Apparel, Gloves A robe is a long, loose, outer garment cut in
Gloves are fashioned of leather or cloth. A flowing lines and used for ordinary wear by both
glove is fitted to a hand and may protect it from men and women. The robe must be worn for magi-
harm or cold. Both gloves must be worn for magi- cal effects to occur, unless otherwise stated.
cal effects to occur, unless otherwise stated.
01-10 Poison Robe of the Hid-
01-20 Cursed Gloves of Self- den Flame: This robe is dark-golden in
Strangulation: Whosoever wears these color, and while the wearer will not detect
gloves must pass a Common Sense sub-abil- anything until fully worn, this robe will both
ity check at TH 50 or attempt to strangle poison the victim (Health TH of 60 or die)
themselves into unconsciousness for 1d20 and burn their marrow with an invisible fire
rounds. Upon awakening, another Common (1d8 LP damage per round worn).
Sense check must be made to refrain from 11-20 Robe of Chaos: Whoso-
self-strangulation. Once worn, the wearer ever wears this robe experiences an increase
will resist all attempts to remove the gloves. of 1d1000 Magic Points in, and only in, chaos
21-40 Gloves of Hand-Eye Co- magic. This robe has no effect on a charac-
ordination: Whosoever wears these gloves ter who is incapable of casting magic. By
notices that they conform closely to the degree, each Robe of Chaos differs.
wearer’s hands and magically bestow an in- 21-30 Robe of Mysterious Erec-
crease of 1d100 Hand-Eye Coordination. tions: Whosoever wears this robe will ex-
By degree, each pair of Gloves of Hand- perience an erection that lasts as long as the
Eye Coordination differ. robe is worn. If the wearer is male, then
41-60 Gloves of Odium: Whoso- the manhood of the wearer will become
ever wears these gloves will experience an erect and protrude forth with might; the
increase of 1d100 points in their choleric erection of the male will be obvious to any
temperament. This may cause a change in character who sees the wearer regardless of
temperament. Typically, this increase results the size of the manhood. If the wearer is
in hostility toward others. female, then the nipples of the wearer will
61-80 Gloves of Spanking: Who- become erect and be clearly visible through
soever wears these gloves will be compelled the robe; the erect nipples will be obvious
to spank the buttocks of a member of the to any character who sees the wearer regard-
opposite sex who has a Bodily Attractive- less of the size of the nipple. What is mys-
ness of at least 120. To resist the urge to terious about these erections, aside from the
spank, the wearer must pass a Drive sub- fact that they occur while the robe is worn,
ability check at TH 80. Otherwise, the wearer is that the wearer is completely unaware of
will not be satisfied until they have spanked being erect.
1d10 times with (1d100)% of their possible 31-40 Robe of Reading: Whoso-
force. ever wears this robe will be able to read any
81-100 Gloves of Strangulation: language. The wearer will not be able to
Whosoever wears these gloves must pass a speak or write in the observed language.
Common Sense sub-ability check at TH 50 However, whatever is written will be read
or attempt to strangle the first creature seen and understood by the wearer.
with a neck. Once worn, the wearer will 41-50 Robe of Realization:
resist all attempts to remove the gloves. Whosoever wears this robe will be able to
realize the actions of a character one round
before they occur.

613
51-60 Robe of Redundancy: will never tire as long as it is worn. The
Whosoever wears this robe will continuously horse will be able to run or walk their entire
speak about the most scholarly topic that life, if necessary.
interests them. Worse, the wearer will re- 23-33 Cursed Chainmaille Bard-
peat every sentence 1d10 times, but seem to ing: Any horse wearing this barding receives
be unaware of the redundancy. The wearer a penalty of 1d100 to their CA.
will speak to any character who will listen. 34-44 Cursed Leather Barding:
When no character will listen, the wearer will Any horse wearing this barding receives a
talk aloud to themselves. penalty of 1d100 to their CA.
61-70 Robe of Reflection: Who- 45-55 Cursed Platemail Bard-
soever wears this robe will experience an in- ing: Any horse wearing this barding receives
crease of 1d100 Reflection sub-ability points. a penalty of 1d100 to their CA.
By degree, each Robe of Reflection is dif- 56-66 Leather Barding of Pro-
ferent. tection: Any horse wearing this barding re-
71-80 Robe of Religion: Whoso- ceives a bonus of 1d100 to their CA, in ad-
ever wears this robe will experience an in- dition to the normal bonus for leather
crease of 1d100 Piety Points. By degree, each barding.
Robe of Religion is different. 67-77 Leather Barding of
81-90 Robe of Repentance: Stamina: Any horse wearing this barding
Whosoever wears this robe will declare that will never tire as long as it is worn. The
they have sinned against the gods. The horse will be able to run or walk their entire
wearer will approach any character who will life, if necessary.
listen and plead for their forgiveness and 78-88 Platemail Barding of Pro-
knowledge of how to properly repent to the tection: Any horse wearing this barding re-
gods. When the wearer is asked how they ceives a bonus of 1d100 to their CA, in ad-
sinned, the wearer will admit that to hubris. dition to the normal bonus for platemail
Since the wearer believes they are better than barding.
all the gods, the wearer has offended each 89-100 Platemail Barding of
of them. Stamina: Any horse wearing this barding
91-100 Robe of Rudeness: Who- will never tire as long as it is worn. The
soever wears this robe will be rude to any horse will be able to run or walk their entire
character who addresses the wearer. life, if necessary.

Armor, Barding Armor, Helmets


Barding is armor for a horse. The type of A helmet is armor designed to protect the
barding will be specified for each entry. The barding head. The helmet must be worn for magical effects
must be worn for magical effects to occur, unless to occur, unless stated otherwise. To randomly de-
stated otherwise. termine a magical helmet, two rolls must be made.
First, roll percentile dice to determine the specific
01-11 Chainmaille Barding of type of helmet:
Protection: Any horse wearing this barding
receives a bonus of 1d100 to their CA, in
Roll Helmet
addition to the normal bonus for chainmaille
barding. 01-30 Conical with nasal guard
12-22 Chainmaille Barding of 31-60 Ribbed
Stamina: Any horse wearing this barding 61-90 Spangenhelm

614
91-94 Corinthian must pass a Common Sense sub-ability check
95-98 Gladiatorial at TH 80 or attempt to slay each creature
99 Great seen in order to put them out of their mis-
100 Extraordinary -- bypass next table ery. Once passed, a Drive sub-ability check
must be passed at TH 80 in order to remove
Next, roll percentile dice to determine the their own helmet. Otherwise, they will fight
bonus or penalty applied to the helmet: to retain the Great Helm of Gore.
22-28 Helmet of the Child:
Whosoever wears this helmet experiences a
Roll Result
decrease in each sub-ability of Wisdom by
01 The helmet has a penalty of (80 + (1d100)%. The helmet may be removed at
1d20) to CA. will. Roll on the table above to determine
02 The helmet has a penalty of (60 + the type of helmet.
1d20) to CA. 29-35 Helmet of the Hidden:
03-04 The helmet has a penalty of (40 + Whosoever wears this helmet will feel as
1d20) to CA. though their identity is hidden from others.
05-09 The helmet has a penalty of (20 + In this way, they are enabled to be more vio-
1d20) to CA. lent, unrestrained, unethical, and immoral.
10-20 The helmet has a penalty of 1d20 The helmet may be removed at will. This
to CA. must either be a (01-33%) Corinthian, (34-
21-65 The helmet has a bonus of 1d20 66%) Spangenhelm, or (67-100%) Great
to CA. Helm.
66-85 The helmet has a bonus of (20 + 36-42 Helmet of Hideousness:
1d20) to CA. Whosoever wears this helmet experiences a
86-95 The helmet has a bonus of (40 + decrease in Facial Charisma by (1d100)%.
1d20) to CA. The wearer will not be aware of the change
96-99 The helmet has a bonus of (60 + until after the helmet is removed and others
1d20) to CA. react poorly. The helmet may be removed
100 The helmet has a bonus of (80 + at will. This must either be a (01-33%)
1d20) to CA. Corinthian, (34-66%) Spangenhelm, or (67-
100%) Great Helm.
01-07 Corinthian Helmet of 43-49 Helmet of Hubris: Who-
Courage: Whosoever wears this helmet will soever wears this helmet becomes overly
gain 2d20 Drive only when a Drive sub-abil- arrogant and austere. In fact, the wearer will
ity check must be made to either remain in have so much confidence, that they will chal-
or flee from combat. lenge a god, if the opportunity presents it-
08-14 Corinthian Helmet of Ho- self. The wearer attempts to retain wearing
mosexuality: Whosoever wears this helmet the helmet, violently if necessary. Roll on
is caused to exclusively desire members of the table above to determine the type of
the same gender. When within 1d20 feet of helmet.
a member of the same gender, the wearer 50-56 Helmet of Intelligence:
of this helmet must pass a Drive sub-ability Whosoever wears this helemt experiences an
check at TH 80 or flirt with intentions to increase in each sub-ability of the Intelli-
copulate. gence of the wearer by (1d100)%. The hel-
15-21 Great Helm of Gore: Who- met may be removed at will. Roll on the
soever wears this helmet will see all creatures table above to determine the type of hel-
as though dripping with blood. The wearer met.

615
57-63 Helmet of Sound: Whoso-
Roll Light Armor
ever wears this helmet acquires a bonus of
1d100 to the Sound check (see Chap. 8: Skills) 01-05 Arming Cap
of the wearer. Roll on the table above to 06-10 Bracers, Leather
determine the type of helmet. 11-20 Bracers, Steel
64-70 Helmet of Stupidity: 21-40 Gambeson
Whosoever wears this helmet experiences a 41-60 Leather, Studded
decrease in each sub-ability of the Intelli- 61-99 Leather
gence of the wearer by (1d100)%. The hel- 100 Extraordinary -- bypass next table
met may be removed at will. Roll on the
table above to determine the type of hel- Next, roll percentile dice to determine the
met. bonus or penalty applied to the light armor:
71-77 Helmet of Vision: Whoso-
ever wears this helmet will have perfect natu- Roll Result
ral Vision (see Chap. 3: Body). Roll on the 01 The armor has a penalty of (80 +
table above to determine the type of hel- 1d20) to CA.
met. 02 The armor has a penalty of (60 +
78-84 Helmet of Wisdom: Who- 1d20) to CA.
soever wears this helmet experiences an in- 03-04 The armor has a penalty of (40 +
crease in each sub-ability of the Wisdom of 1d20) to CA.
the wearer by (1d100)%. The helmet may 05-09 The armor has a penalty of (20 +
be removed at will. Roll on the table above 1d20) to CA.
to determine the type of helmet. 10-20 The armor has a penalty of 1d20
85-91 Spangenhelm of the to CA.
Night: Whosoever wears this spangenhelm 21-65 The armor has a bonus of 1d20
can see as clearly at night as during the day. to CA.
However, the eyes of the wearer will glow 66-85 The armor has a bonus of (20 +
either red (01-50%) or green (51-100%) and 1d20) to CA.
will be visible 1d100 feet away, day or night. 86-95 The armor has a bonus of (40 +
92-100 Spangenhelm of Pillage: 1d20) to CA.
Whosoever wears this spangenhelm will de- 96-99 The armor has a bonus of (60 +
sire to pillage, even their hometown if the 1d20) to CA.
opportunity presents itself. The wearer will 100 The armor has a bonus of (80 +
attempt to retain wearing the helmet, unless 1d20) to CA.
they pass a Drive check at TH 80 immedi-
ately following a successful rape. 01-10 Arming Cap of Analysis:
Whosoever wears this armor will experience
an increase of (1d100)% to the wearer’s Ana-
Armor, Light lytic Intelligence sub-ability. By degree, each
Light armor must be worn for magical ef- Arming Cap of Analysis is different.
fects to occur, unless stated otherwise. To randomly 11-20 Gambeson of Ghosts:
determine magical light armor, two rolls must be Whosoever wears this armor will become
made. First, roll percentile dice to determine the incorporeal.
specific type of light armor: 21-30 Gambeson of Glory: Who-
soever wears this armor will become famous
for each foe defeated in combat. Within
1d100 miles, (1d100)% of the population will

616
tell tales of the glory of the wearer of this different.
armor. By degree, each Gambeson of Glory 91-100 Studded Leather of Studs:
is different. Whosoever wears this armor experiences an
31-40 Gambeson of the Gods: increase of 2d20 points in Bodily Attractive-
Whosoever wears this armor will experience ness sub-ability. By degree, each Studded
an increase of 1d100 Current Armor. In Leather of Studs is different.
addition, no god will be able to cause physi-
cal harm on the wearer. By degree, each
Gambeson of the Gods is different. Armor, Medium
41-50 Leather of Hide: Whoso-
Medium armor must be worn for magical
ever wears this armor will experience a bo-
effects to occur, unless stated otherwise. To ran-
nus of 2d20 to all Hide skill checks (see Chap.
domly determine magical medium armor, two rolls
8: Skills). By degree, each Leather of Hide
must be made. First, roll percentile dice to deter-
is different.
mine the specific type of medium armor:
51-60 Leather of Life: Whoso-
ever wears this armor will experience an in-
crease of 1d100 Life Points. By degree, each Roll Medium Armor
Leather of Life is different. 01-02 Chainmaille coif (4-in-1)
61-70 Leather of Liquidity: 03-10 Chainmaille hauberk (4-in-1)
Whosoever wears this armor will turn to liq- 11-15 Chainmaille chausses (4-in-1)
uid upon being successfully struck in com- 16 Chainmaille coif (6-in-1)
bat by a non-magical weapon. The liquid 17-22 Chainmaille hauberk (6-in-1)
will fall to the ground and eventually reform 23-25 Chainmaille chausses (6-in-1)
into the natural state of the wearer. Once 26-50 Chainmaille suit (4-in-1)
struck, the wearer will remain liquid for 51-60 Chainmaille suit (6-in-1)
1d100 rounds. Unless the liquid is burned, 61-70 Chainmaille with breastplate
the wearer will receive no damage while in 71-80 Banded Maille
liquid form. In liquid form, the wearer is 81-90 Brigandine
unable to do anything and is unaware of their 91-99 Scalemail
surroundings. The color of the liquid may 100 Extraordinary -- bypass next table
be (01-10%) white, (11-20%) gray, (21-30%)
black, (31-40%) red, (41-50%) blue, (51-60%) Next, roll percentile dice to determine the
yellow, (61-70%) green, (71-80%) purple, (81- bonus or penalty applied to the medium armor:
90%) orange, or (91-100%) brown. By de-
gree, each Leather of Liquidity is different.
71-80 Studded Leather of Sail- Roll Result
ors: Whosoever wears this armor will not 01 The armor has a penalty of (80 +
drown if their ship capsizes or sinks. The 1d20) to CA.
wearer will float with their head above the 02 The armor has a penalty of (60 +
waves. 1d20) to CA.
81-90 Studded Leather of Spies: 03-04 The armor has a penalty of (40 +
This armor only functions for a character 1d20) to CA.
who is, by occupation, a spy. While wearing 05-09 The armor has a penalty of (20 +
this armor, a spy will have a bonus of 1d20) to CA.
(1d100)% to skill checks of the following 10-20 The armor has a penalty of 1d20
skills: Disguise, Hide, Silence, and Sound. By to CA.
degree, each Studded Leather of Spies is 21-65 The armor has a bonus of 1d20

617
to CA. 37-42 Chainmaille of Corrosion:
66-85 The armor has a bonus of (20 + Whosoever wears this armor will notice that
1d20) to CA. any metal, up to 10 lbs., that contacts this
86-95 The armor has a bonus of (40 + armor instantly corrodes into particles.
1d20) to CA. Therefore, when an opponent attacks with
96-99 The armor has a bonus of (60 + a metal weapon such as a sword, the weapon
1d20) to CA. immediately becomes useless. This suit is
100 The armor has a bonus of (80 + either (01-70%) 4-in-1 or (71-100%) 6-in-1.
1d20) to CA. 43-48 Chainmaille of Cruelty:
Whosoever wears this armor must pass a
01-06 Banded Maille of Bore- Drive sub-ability check at TH 50 or attack
dom: Whosoever wears this armor will feel any living creature in sight. If the check is
utterly bored. Regardless of what transpires failed, the wearer does not intend to kill the
around them, the wearer is unable to moti- creature, but merely to successfully attack it
vate themselves. The sub-ability of Drive is once, cause it pain, and then leave it alone if
reduced by (1d100)%. By degree, each possible. This suit is either (01-70%) 4-in-1
Banded Maille of Boredom is different. or (71-100%) 6-in-1.
07-12 Banded Maille of Bruis- 49-54 Chainmaille of Curing:
ing: Whosoever wears this armor will not Whosoever wears this armor will be cured
take more than 1 LP of damage from an of 1 wound per (01-05%) day, (06-95%)
opponent per successful attack. Instead of hour, or (96-100%) round. This suit is ei-
opening wounds, a successful attack by a foe ther (01-70%) 4-in-1 or (71-100%) 6-in-1.
only bruises the wearer. This effect may limit 55-60 Chainmaille of No Cru-
or negate Crucial Damage. cial Damage: Whosoever wears this armor
13-18 Brigandine of Brawling: is immune to suffering Crucial Damage from
Whosoever wears this armor gains a bonus opponents. This suit is either (01-70%) 4-
of 1d100 to all Brawling skill checks. By in-1 or (71-100%) 6-in-1.
degree, each Brigandine of Brawling is dif- 61-66 Cursed Chainmaille of
ferent. Castration: Whenever worn, this armor cas-
19-24 Brigandine of Buoyancy: trates the wearer, if male. Females are unaf-
Whosoever wears this armor will not drown fected. Amazingly, the male wearer will not
during normal conditions while wearing it. notice that his testicles have been snipped
While the wearer is in a body of water, the until he next attempts to use them. How-
armor will always keep their head above ever, he will notice a decrease in the sub-
water. ability of Drive by 2d20 points. This suit is
25-30 Brigandine of Burning: either (01-70%) 4-in-1 or (71-100%) 6-in-1.
Whosoever wears this armor will cause 1 LP By degree, each Cursed Chainmaille of Cas-
of burning damage to any character who di- tration is different.
rectly touches the armor. The armor is not 67-74 Cursed Chainmaille of
hot to the wearer. Craziness: Whosoever wears this armor ac-
31-36 Chainmaille of Castles: quires 1d10 Mental Illnesses (see Chap. 5:
Whosoever wears this armor will receive a Mind). When the armor is removed, the
bonus of 1d100 to their CA while in a castle. character regains mental health. This suit is
Outside of a castle, the wearer receives no either (01-70%) 4-in-1 or (71-100%) 6-in-1.
magical benefit. This suit is either (01-70%) By degree, each Cursed Chainmaille of Cra-
4-in-1 or (71-100%) 6-in-1. By degree, each ziness is different.
Chainmaille of Castles is different. 75-80 Scalemail of Savagery:

618
Whosoever wears this armor becomes so
savage in combat that they will not stop at- Next, roll percentile dice to determine the
tacking a foe until either the foe is dismem- bonus or penalty applied to the heavy armor:
bered into 2d10 pieces or it is impossible
for others to recognize the foe.
Roll Result
81-90 Scalemail of Serendipity:
Whosoever wears this armor receives an 01 The armor has a penalty of (80 +
amount of protection from this armor that 1d20) to CA.
must be determined randomly each round. 02 The armor has a penalty of (60 +
Each round, the armor offers a bonus of 1d20) to CA.
1d100 CA. For 1d10 combat rounds, the 03-04 The armor has a penalty of (40 +
wearer is unaware of the fluctuation. By 1d20) to CA.
degree, each Scalemail of Serendipity is dif- 05-09 The armor has a penalty of (20 +
ferent. 1d20) to CA.
91-100 Scalemail of Similitude: 10-20 The armor has a penalty of 1d20
Whosoever wears this armor will appear to to CA.
their opponent in the likeness of the oppo- 21-65 The armor has a bonus of 1d20
nent. For example, if Plundern wears this to CA.
armor, and Tenesmus attacks Plundern, then 66-85 The armor has a bonus of (20 +
Tenesmus will not see Plundern as he at- 1d20) to CA.
tacks, but will see his likeness in Plundern. 86-95 The armor has a bonus of (40 +
Each time an opponent attacks the wearer, 1d20) to CA.
the opponent must pass a Drive sub-ability 96-99 The armor has a bonus of (60 +
check at TH 80 or attempt to withdraw from 1d20) to CA.
the wearer. 100 The armor has a bonus of (80 +
1d20) to CA.

01-15 Muscle Mail of Magic:


Armor, Heavy Whosoever wears this armor is able to cast
Heavy armor must be worn for magical ef- 1d10 spells. For each spell, roll 1d10 to de-
fects to occur, unless stated otherwise. To randomly termine its level. Then, consult the Sorceror
determine magical heavy armor, two rolls must be occupation in Chapter 7: Occupations and roll
made. First, roll percentile dice to determine the percentile dice for each spell to determine
specific type of heavy armor: the discipline. Next, consult Appendix 2: Spell
Lists and randomly determine each spell.
Roll Heavy Armor The wearer is able to cast each spell once
per day. The wearer does not need to chant,
01-10 Muscle Mail
use an ingredient, or enact a ritual; merely
11-12 Plate, neck (Gorget)
desiring the spell to be cast is sufficient.
13-14 Plate, shoulder (Pauldrons)
When necessary for spell conditions, the
15-16 Plate, arm (Articulated Arms)
spells function as though cast by a 1d20th
17-30 Plate (Breast and Backplate)
level spellcaster. By degree, each Muscle Mail
31-32 Plate, leg (Articulated Legs)
of Magic is different.
33-34 Plate, lower leg (Greaves)
16-30 Muscle Mail of Morality:
35-36 Plate, feet (Sabatons)
Whosoever wears this armor will experience
37-98 Platemail Suit
a change in disposition if the wearer is not
99 Platemail Suit, Ceremonial
moral. Immoral characters become neutral
100 Extraordinary -- bypass next table

619
with respect to morality, while neutral char- 31-35 Shield, Heater, Wood
acters become moral. 36-40 Shield, Heater, Steel
31-45 Muscle Mail of Physical 41-60 Shield, Round, Wood
Fitness: Whosoever wears this armor ex- 61-65 Shield, Round, Bronze
periences an increase in the Physical Fitness 66-99 Shield, Round, Steel
sub-ability by (1d100)%. By degree, each 100 Extraordinary -- bypass next table
Muscle Mail of Physical Fitness is different.
46-60 Platemail of Good Fit: Next, roll percentile dice to determine the
Whosoever wears this suit of armor experi- bonus or penalty applied to the heavy armor:
ences a perfect fit, even if the wearer is 1d6
feet taller or shorter than the original owner.
Roll Result
In addition, this armor increases the Agility
sub-ability of the wearer by (1d100)%. By 01 The armor has a penalty of (80 +
degree, each Platemail of Good Fit is dif- 1d20) to CA.
ferent. 02 The armor has a penalty of (60 +
61-75 Platemail of Power: Who- 1d20) to CA.
soever wears this suit of armor experiences 03-04 The armor has a penalty of (40 +
an increase in power. The wearer will gain 1d20) to CA.
(1d100)% Physical Fitness, (1d100)% 05-09 The armor has a penalty of (20 +
Strength, and (1d100)% Life Points. By de- 1d20) to CA.
gree, each Platemail of Power is different. 10-20 The armor has a penalty of 1d20
76-100 Platemail of Pursuit: to CA.
Whosoever wears this suit of armor experi- 21-65 The armor has a bonus of 1d20
ences an increase in their Sprint speed only to CA.
while pursuing a fleeing foe. Whenever the 66-85 The armor has a bonus of (20 +
wearer confronts a foe in combat, the foe 1d20) to CA.
must pass a Drive sub-ability check at TH 86-95 The armor has a bonus of (40 +
30 to not flee. If the foe flees, and if the 1d20) to CA.
wearer pursues the fleeing foe, then the 96-99 The armor has a bonus of (60 +
Sprint speed is increased by (1d100)% for 1d20) to CA.
the wearer. By degree, each Platemail of 100 The armor has a bonus of (80 +
Pursuit is different. 1d20) to CA.

01-10 Shield of Sanctuary: Who-


soever holds this shield may rap on the in-
Armor, Shields side of the shield and create an area of sanc-
Shields are armor which must be held by a tuary from combat. The area is 1d10 feet
hand for magical effects to occur, unless stated oth- and lasts for 1d10 rounds. This property
erwise. To randomly determine a magical shield, may only be used once per day. Roll on the
two rolls must be made. First, roll percentile dice to table above to determine the specific type
determine the specific type of shield: of shield. By degree, each Shield of Sanc-
tuary is different.
Roll Shield 11-20 Shield of Sanity: Whoso-
ever holds this shield will not suffer from
01-10 Buckler, Wood
any Mental Illness, as found in Chapter 5:
11-15 Buckler ,Steel
Mind. One may be acquired while holding
16-20 Shield, Body
the shield, but effects will not occur until
21-30 Shield, Kite, Wood

620
the holder relinquishes the shield from their occur to the holder that his manhood is ca-
immediate possession. Roll on the table pable of causing substantial damage. The
above to determine the specific type of male may unleash their manhood. Upon
shield. unleashing it, the holder’s manhood will grow
21-30 Shield of Selection: Who- to 3 feet in length, become petrified, and
soever holds this shield is able to select one smack opponents for damage like a ham-
attack per round of a foe and make the at- mer. The penile weapon may be used by
tack miss with certainty. For all additional making a Brawling skill check. If the attack
attacks in the same round, however, the is successful, the holder does not roll on the
shield is useless. Roll on the table above to Brawling table, but delivers 1d100 LP of
determine the specific type of shield. damage. The manhood will remain petri-
31-40 Shield of Semen: Whoso- fied for 1d10 rounds. Roll on the table above
ever holds this white shield will repel all male to determine the specific type of shield.
attackers. Males will not necessarily flee, but 71-80 Shield of Size: Whosoever
will avoid the holder. The shield is shaped holds this shield doubles in size regarding
like a giant sperm with the head at the top Height. Weight increases appropriately.
and the tail at the bottom. Only a female Oddly, abilities do not change. Roll on the
may attack the holder, but if she success- table above to determine the specific type
fully strikes the holder, then she will become of shield.
pregnant. If she survives the combat, she 81-90 Shield of Slaves: This
will change her occupation to a whore and shield may only be used by a character who
sell her pregnant body for 1 c.p. All of the is, by occupation, a slave. Roll on the table
deposited sperm coagulates in the womb. above to determine the specific type of
Nine months later, she will give birth to an- shield. This shield will prevent the slave from
other Shield of Semen, which will kill the being physically harmed by their master. Re-
mother during birth. garding all other foes, the shield is useless.
41-50 Shield of Sheering: Who- 91-100 Shield of Soldiers: This
soever holds this shield may defend as usual, shield may only be used by a character who
but may also make an attack with it. The is, by occupation, a soldier. Roll on the table
rim of the shield is razor sharp. This shield above to determine the specific type of
is made of steel and is either a (01-10%) shield. When used in combat, no magical
buckler, (11-30%) heater, or (31-100%) property is revealed. However, when used
round shield. The holder automatically gains in warfare or when there are more than 100
a Weapon (specific) skill in this shield and combatants, the shield increases the CA of
gains a bonus of (1d100) when attacking. For the holder by 1d100. By degree, each Shield
each successful attack, the shield inflicts 1d10 of Soldiers is different.
LP of damage.
51-60 Shield of Shock: Whoso-
ever holds this shield will cause any foe to Canes
be electrically shocked when they success-
A cane is a short staff used as an aid in walk-
fully attack the holder. The foe will receive
ing, often called a walking stick. Canes are often
1d10 LP of damage due to electricity. Roll
used for flogging.
on the table above to determine the specific
type of shield.
01-33 Cane of Charity: Whenever
61-70 Shield of Sir Cockham-
touched, this cane inspires the toucher to
mer: This shield only functions for a male.
ask others for charity. A Drive sub-ability
Whenever a male holds this shield, it will
check at TH 70 must be passed to be unaf-

621
fected. Otherwise, the holder of the cane handles these beads will be more devoted to
will lie prolifically in order to acquire contri- their deity, unless a Drive sub-ability check
butions from others. is passed at TH 70. If the handler is an athe-
34-67 Cane of Combat: Whenever ist, then they are immune to this magical
touched, this cane inspires the toucher to item.
desire to use the cane combatively, to flog
the nearest creature. A Drive sub-ability
check must be passed at TH 60 to be unaf- Household Items, Braziers
fected.
A brazier is a pan for holding burning coals.
68-100 Cane of Unchastity:
It is a cooking utensil in which food is exposed to
Whenever touched, this cane inspires the
heat. Braziers are usually made of brass.
toucher to desire to repeatedly insert the
cane in one of their own orifices, selected
01-50 Brazier of Burning: This
randomly, for sexual pleasure. A Drive sub-
brazier will immediately be filled with coals
ability check must be passed at TH 80 to be
and ignite upon speaking a chant that is de-
unaffected.
termined at the creation of this magical item.
51-100 Brazier of Gender Dis-
crimination: Only a female may ignite this
Household Items, Bags brazier. The coals will not light for a male.
A bag is a container made of flexible mate-
rial, closed on all sides except for one opening.
Household Items, Brooms
01-50 Bag of Tricks: Whosoever
A broom is a bundle of firm, stiff plant
opens this bag must consult Appendix 3: Ran-
shoots or twigs bound tightly together usually on a
dom Magical Effects.
long handle and used for sweeping and brushing.
51-100 Bag of Wind: Whosoever
opens this bag releases a gust of wind from
01-33 Animated Broomstick:
the bag. The wind will be hot air and have
This broomstick will sweep any dirt on a
no substance.
floor into the northernmost corner. This
broomstick functions autonomously. The
broomstick only functions in one room that
Household Items, Beads is designated upon creation of the magical
Beads are small and often round pieces of broomstick.
stone, glass, shell, wood, metal, or other material 34-67 Broomstick of Barbie: Al-
that is pierced for threading on a string or wire. though this appears to be a non-magical
broomstick when examined, it assists orgasm
01-50 Anal Beads: Whosoever when inserted repeatedly into a vagina. The
possesses these beads may wear them around woman will orgasm intensely within 1d6
their neck as a necklace, but whenever the minutes.
wearer becomes sexually excited, these beads 68-100 Broomstick of Flight:
compel the wearer to push them into the When held between the legs of a character,
anus of their partner. Slowly, the beads will this broom will support 1d1000 pounds in
be pulled from their partner’s ass. A Drive weight. The broom must be held firmly, but
sub-ability check of TH 70 must be passed it will move according to the thought of the
to be unaffected by this desire. holder. The broomstick can only fly twice
51-100 Prayer Beads: Whosoever as fast as the character can run when unen-

622
cumbered. tic character must roll percentile dice. If
the result is from 91-100, then the cannibal-
istic character becomes immortal for 1d100
Household Items, Candles days, with one exception. If the ‘immortal’
character is decapitated, then they die.
A candle is a long, slender, cylindrical mass
of wax containing a wick of loosely twisted threads.
When burned, a candle yields light.
Household Items, Censers
01-33 Candle of Combat: Who- A censer is a covered incense burner swung
soever sees another due to the light of this on chains in a religious ritual.
candle will be compelled to combat them if
a Drive sub-ability check is failed at TH 70. 01-50 Censer of Creeping
If failed, the character will attempt combat Death: Whosoever lights this censer will
until the candle expires or is extinguished. creep across the land and attempt to kill the
34-67 Candle of Copulation: first-born man of the first family they find.
Whosoever sees another due to the light of Upon killing the first-born man, they must
this candle will be compelled to copulate with chant, “Die by my hand, I creep across the
them if a Drive sub-ability check is failed at land killing first-born man.” Thereafter, they
TH 70. If failed, the character will attempt will begin to like feminine music.
copulation until the candle expires or is ex- 51-100 Censer of Counter-Cas-
tinguished. tration: If this censer is lit, then the genita-
68-100 Candle of Corruption: lia of any male within 1d100 feet will not be
Whosoever has light cast upon them from harmed by any weapons.
this candle permanently loses 1d20 points
of morality regarding their disposition.
Household Items, Chalices
A chalice is a drinking cup with a handle
Household Items, Cauldrons beneath it. It is a sacrament in religious rituals.
A cauldron is a large kettle or boiler.
01-25 Chalice of Cannibalism:
01-50 Cauldron of Catastrophy: Whosoever drinks from this chalice must
When a stew is brewed, a storm is produced. pass a Drive sub-ability check at TH 80 or
The storm will be powerful enough to level permanently become a cannibal. This chal-
a castle. This cauldron only functions once ice only functions once per character. If
per decade. The storm will level 1d20 square the chalice is destroyed, its effects do not
miles. It will randomly appear within 1d100 disappear. If a character, who is made a can-
miles of the cauldron. The storm will en- nibal by this chalice, eats or drinks from any-
dure for 2d6 days. Any creature within the thing other than someone of their own race
storm will experience 1d1000 LP of dam- then they will violently puke and not feel
age per round. satisfied.
51-100 Cauldron of the Con- 26-50 Chalice of Charging:
tinuum: Three elves must be murdered, dis- Whosoever drinks the blood of another
membered, and placed in the cauldron. from this chalice will feel charged and expe-
Once the tasty are brought to a boil, they rience a temporary increase of 1d20 Life
must be fully devoured by a single character Points for 1d100 rounds. This temporary
within two days. Thereafter, the cannibalis- increase may exceed the maximum natural

623
LP of the character for this duration. This sions. The chest weighs one pound but ap-
chalice only functions once per character per pears to be made of solid wood. The chest
year. may be locked and unlocked by speaking the
51-75 Chalice of Cheer: Whoso- command phrase of “If you don’t cut open
ever drinks from this chalice will experience the stomach, the corpse will rise and float.”
a permanent increase of 1d100 points of 51-100 Chest of Chests: Whoso-
Sanguine temperament. This chalice only ever opens this chest will experience a
functions once per character. growth of their own chest by one cup size.
76-100 Chalice of Choking: Who- This growth is permanent, but may only
soever drinks from this chalice must pass a happen once per chest per character.
Health sub-ability check at TH 80 or choke
to death.
Household Items, Coins
A coin is a piece of metal certified by a mark
Household Items, Chess Sets or marks upon it as being of a specific intrinsic or
Chess is a game of ancient origin for two exchange value. Coins are often circulated by a gov-
played on a chessboard on which each player moves ernmental authority to serve as lawful money.
his chessmen according to fixed types of movements
for each across the board in such as way as to check- 01-50 Coin of Calamity: Whoso-
mate the opponent’s king. ever flips this coin will experience one of
two things. If ‘heads’ results, the character
01-50 Chess Set of Chastity: If who flipped it instantly loses their head and
a female plays a game of chess on this board dies. If ‘tails’ results, the character loses their
and wins against an opponent who broke tail. If they have no tail, then no loss is ex-
her hymen, then her hymen will be restored perienced.
and she will seem to be re-flowered. 51-100 Coin of Corruption: Who-
51-100 Chess Set of Kings: The soever spends this coin on anything that can
pieces of this chess set resist all players who be purchased with this single coin will be-
attempt to move them, unless the player is a come corrupted by the purchase and lose
king by birth. 1d100 Ethical Points and 1d100 Moral
Points.

Household Items, Chests


A chest is a container for storage. Usually, it Household Items, Dice
is a box with a hinged lid, especially for the safe- Dice are usually small cubes of ivory, wood,
keeping of valuables or the storing of tools or be- or bone, that are marked distinctively on each face.
longings. Most often, dice have six sides and are used in gam-
bling. Dice are shaken and rolled or thrown to come
01-50 Bottomless Chest: This to rest at random on a flat surface. Dice do not
chest has an infinite space inside. Anything have to be square and may have more or less sides.
placed within will be lost forever to anyone
who does not know the command phrase 01-33 Dice of Damnation: These
of “Spank the Silly Strumpet Sideways for are two dice that are always six-sided and
Seventeen Seconds.” The dimensions of this white, being carved of the knuckles of an
chest are always 3’ x 4’ x 5’. Nothing can be anakim. The dots on the sides of the dice
placed within it that exceeds these dimen- are applied and may be any color, but are

624
usually black. Whosoever rolls these dice ever this flagon is filled with a liquid or li-
must reroll their disposition (see Chap. 4: quor, it will always remain full regardless of
Disposition). These dice only function once how much the imbiber drinks. However, if
per character. even a drop is spilled in any manner, a magi-
34-67 Dice of Deceit: These are cal and angry dwarf will appear and attempt
two dice that are always six-sided and black, to chop the imbiber in two pieces with his
being carved of the knuckles of the luckiest axe. The magical dwarf will have 350 LP,
menstruating troll. The dots on the sides but will be average in all other respects, and
of the dice are colored white. Whosoever wields a footman’s battle axe.
rolls these dice will achieve whatever
number(s) they desire upon rolling.
68-100 Dice of Disappointment: Household Items, Goblets
These dice may be of any color or shape.
A goblet is a bowl-shaped cup or drinking
Whosoever rolls these dice will achieve re-
vessel without handles and sometimes footed and
sults opposite to those desired upon rolling.
covered.

01-33 Goblet of God: Whosoever


Household Items, Figurines drinks from this goblet will experience an
A figurine is a small carved or molded fig- increase of 1d100 Piety Points. This effect
ure. only functions once per character.
34-67 Goblet of Gore: Whoso-
01-50 Figurine of Fatness: If this ever drinks from this goblet will hallucinate
figurine is placed within the bedroom of a with 80% believability that everyone they see
character, then their weight will permanently for the next 1d100 rounds is covered in
increase by 5% every time they sleep in that blood and gore.
room. 68-100 Goblet of Greed: Whoso-
51-100 Figurine of the Forsaken: ever drinks from this goblet will be com-
If this figurine is placed within the dwelling pelled to steal anything from anyone under
of a character, then all others will forsake any circumstance as long as it has an obvi-
them, such as avoiding or disinheriting them. ous value exceeding 10 gold pieces. This ef-
fect only functions once per character.

Household Items, Flagons


A flagon is a vessel for liquid or liquor. Household Items, Hourglasses
An hourglass is an instrument for measur-
01-33 Flagon of Flogging: Who- ing time. An hourglass consists of a glass vessel
soever drinks from this flagon must roll per- having two symmetrical compartments of which a
centile dice. If they roll 51-100, then they quantity of sand occupies an hour in running
must flog themselves into unconsciousness. through a small aperture from the upper to the lower
If they roll 01-50, then they must flog the compartment.
first character they see into unconsciousness
who is not drinking. 01-50 Hourglass of Haste: Who-
34-67 Flagon of Forgetfulness: soever turns over this hourglass will be able
Whosoever drinks from this flagon will for- to perform any function, including Sprint-
get everything within the last 1d100 days. ing, at twice the speed until the sand ceases
68-100 Flagon of Fullness: When- to fall within the hourglass. This hourglass

625
only functions once per character per day. earthenware or glass.
51-100 Hourglass of Hugeness:
Whosoever turns over this hourglass will be- 01-50 Jar of Jacking Off: When-
come twice their height, three times their ever a male opens this jar, they must pass a
Strength, and four times their weight until Drive sub-ability check at TH 80 or be com-
the sand ceases to fall within the hourglass. pelled to force their fuckstick into the jar.
This hourglass only functions once per char- Once inside, the jar will inexplicably grip it
acter per day. firmly and jerk it to completion, even against
the will of the opener. Upon completion,
the cummer must roll percentile dice. If
Household Items, Incense the results are 01-10, then the jar becomes
pregnant. If the jar is pregnant, it will not
Incense is material used to produce a fra-
allow itself to be opened, but will care for
grant odor when burned. Unless stated otherwise,
the fetus within, which will be heard scream-
each unit of incense will burn for one hour before
ing by others within 1d100 feet day and night.
being consumed.
After 9 months of fetal torture, the child
will be born and the jar will break.
01-33 Incense of Ice: Whosoever
If the jar is broken during its preg-
lights this incense will cause everything that
nancy, then the dying and twitching fetus will
the smoke touches, as determined by the
explode after 1d6 rounds of twitching. The
MM, to become frozen, except for the char-
explosion will cause 1d4 Life Points of sonic
acter and their immediate possessions who
damage to all within 1d4 miles. Baby parts
lit the incense. If the smoke touches a liv-
are inexplicably everywhere.
ing creature, then the creature must pass a
When born, the baby will be Unethi-
Health sub-ability check at TH 60 or become
cal Immoral, will serve the father loyally, will
frozen solid, and therefore dead. This in-
obsessively collect jars, and seem to be male
cense only functions once. The fragrance
but have no penis, but oversized testicles,
of this incense smells like the fart of a polar
which can never ejaculate. Therefore, this
bear.
child will be forever frustrated. Any child
34-67 Incense of Infanticide:
of a jar will insist that others call them
Whosoever lights this incense will cause all
“Chucky.”
infants, even unborn, within 1d100 yards to
51-100 Jovial Jar: Whosoever opens
instantly die. The fragrance of this incense
this jar will hear a faint laugh from within it.
smells like green baby crap.
Upon examining the inside of the jar, noth-
68-100 Incense of Intoxication:
ing that could produce a laugh will be found.
Whosoever lights this incense must pass an
If opened and the laugh is heard three times
Intoxication check at TH 80 (see the Health
within three minutes, then the opener will
sub-ability) or become inebriated as though
acquire three random mental illnesses (see
they drank 3d6 tankards of beer. The fra-
Chap. 5: Mind).
grance of this incense smells like the belch
of a drunk dwarf who has not brushed their
teeth in weeks.
Household Items, Maps
A map is a drawing or other representation
Household Items, Jars that is usually made on a flat surface and that shows
the whole or a part of an area.
A jar is a rigid container having a wide
mouth and often no neck and made typically of
01-50 Map of Misfortune: Who-

626
soever looks attempts to follow this map will 16-30 Mirror of Madness: Who-
notice that the map changes after they have soever gazes at their own reflection in this
progressed half-way to their destination. The mirror will acquire a Random Mental Illness
path they had taken is also changed. (see Chap. 5: Mind).
51-100 Map of the Miser: Each 31-45 Mirror of Many: Whoso-
day that this map is read, it leads to new trea- ever handles this mirror must pass a Hand-
sure. This map never leads to treasure worth Eye Coordination check at TH 85 each
more than 10 gold pieces. round. If failed, the mirror falls from their
grasp and shatters on the ground, even if
the ground is soft. The mirror shatters into
Household Items, Mirrors 5d20 shards. Each shard will produce a crea-
ture who is 1/10th the height of the charac-
A mirror is a polished or smooth substance
ter who gazed into the mirror and dropped
that forms images by the reflection of light. The
it. The little creatures will appear in the ex-
most common use for a mirror is when a female
act likeness of the character who dropped
attempts to maximize their Facial Charisma.
the mirror. Each creature will have 1/20th
the LP of the character who dropped the
01-15 Mirror of Addition: Who-
mirror, though never less than 3 (for these,
soever looks at themselves in this mirror
1 LP is unconsciousness). The purpose of
gains a random body part. To determine
each creature is to kill the character who
the body part, consult the General Body
dropped the mirror. Otherwise, these little
Location Table in the Crucial Damage sec-
creatures have the original character’s Dex-
tion (see Chap. 10: Combat). Once the added
terity, Intelligence, Wisdom, memories, etc.
body part is determined, reroll on the table
The Strength of these little creatures is 1/
to determine where it is attached. Other-
20th of the original character. The Physical
wise, fine details will be determined by the
Fitness, Bodily Attractiveness, and Health is
MM. If a character acquires another head,
the same as the original character. How-
the new head will have the same Intelligence,
ever, the Sprint speed is 1/10th of the origi-
Wisdom, and memories of the original, but
nal character.
it has a randomly determined disposition and
The little creatures will exist until
temperament. The MM must determine
killed or they die of natural causes. In the
what is an appropriate addition of Life
meantime, they will stop at nothing to kill
Points.
the original creature. The little creatures will
For example, if a player rolls a 6, then
have all the non-magical items in the imme-
their character has acquired a torso. Rolling
diate possession of the original character
again, this player may roll a 10, determining
when the mirror was dropped.
that the torso is attached to the head of the
If a little creature crawls down the
character who looked in the mirror.
throat of the original character, it can grow
Any character may continue to look
into a full-sized replica of the original charac
in the mirror and acquire random body parts
ter within 2d10 rounds. The replica will al-
until the mirror is broken. Once broken,
ways have an Unethical Immoral disposition.
any character previously affected by it may
Once an independent creature, it will attack
roll percentile dice. If the result is 50 or
the original creature with the intent to muti-
greater, then the character returns to their
late and kill.
original and natural state. If not, they retain
46-60 Mirror of Muscularity:
their new limbs permanently, unless they
Whosoever looks into this mirror gains
hack them off. Appropriate damage is ap-
1d100 Strength sub-ability points. This gain
plied.

627
only occurs once per character. plant will grow to be 1d10 feet tall. The
61-75 Mirror of Subtraction: plant will grow to maturity in 1d100 days
Whosoever looks at themselves in this mir- and will live for 1d1000 days, even without
ror loses a random body part. To deter- water. When the plant is mature, it will lower
mine the body part, consult the General the PP of humans within 1d1000 feet by 10
Body Location Table in the Crucial Dam- PP for each foot of the plant. Somehow,
age section (see Chap. 10: Combat). If a char- those humans who lose all PP will believe
acter loses their head, they die instantly. If they are slaves. A plant of doubt will pro-
a character loses their torso, somehow they duce a number of seeds of doubt equal to
live but their body’s in pieces. The charac- the number of feet of its height squared.
ter without a torso feels no pain. If a limb 75-100 Seed of Hate: If this seed
is positioned firmly on the neck, the charac- is planted in front of a home of a druid, the
ter may make that limb twitch. seed will grow into a tree of (100 + 1d100)
76-100 Mirror of Time: Whoso- feet in height and 5d20 feet in circumfer-
ever looks in this mirror and recites a num- ence. This tree will grow to full height in
ber will see themselves at the age spoken. 3d6 days. This tree will grow regardless of
For example, if a woman looks in the mir- moisture, climate, or light. This tree cannot
ror and speaks the number six, she will see be cut or burned down. The leaves will be
her counternance when she was six years old. black and the veins are red. This magical
If a number is spoken and no countenance tree will cause all creatures, insects included,
appears, then the character will have died within 2d100 miles to hate the druid.
of natural causes by that age. However, a The only way to kill a tree that re-
character may die of unnautural causes at sulted from this seed is for the druid to anally
any time. The MM must determine the copulate with a specific type of living forest
lifespan of the character. This mirror does creature. The druid must ejaculate, thereby
not function for elves. This mirror only sowing a seed of love. The MM must roll
functions 1d20 times per character. percentile dice and consult the table below:

Roll Forest Creature


Household Items, Seeds 1-10 Badger
11-20 Bear
A seed is something from which develop-
21-30 Beaver
ment or growth takes place. The most common
31-40 Boar
form of seeds serve to reproduce plants.
41-50 Fox
51-60 Owl
01-25 Demonseed: If a character
61-70 Rabbit
swallows a demonseed, they will instantly be-
71-80 Squirrel
come magically pregnant. An anakim will
81-90 Wild dog
be born in 1d100 days. Upon birth, the
91-100 Wolf
bearer dies.
26-50 Rapeseed of Raping: If a
Oftentimes, the druid begins an anal
character swallows this seed, they will at-
frenzy attempting to thwart the tree. There
tempt to rape the next member of the op-
is a 10% chance thereafter that the druid
posite sex in sight regardless of age.
develops a bestiality fetish.
51-75 Seed of Doubt: Whosoever
plants a seed of doubt will grow a dark plant
unknown to nature. The plant will grow
regardless of the quality of the soil. The Household Items, Spinning
628
Wheels circumference. If this stone is forced deep
inside the vagina, the female will not become
A spinning wheel is a small, domestic ma-
pregnant, but it is very difficult to remove
chine for spinning yarn or thread in which a wheel
and may prevent the entire manhood from
drives a single spindle and is itself driven by hand or
being able to enjoy this moist cavity.
by foot.

01-50 Spinning Wheel of Cadu-


city: Whosoever uses this spinning wheel will Household Items, Tables
not notice that their body is aging one year A table is usually made of wood. It is a flat
per ten minutes used. slab supported by four or more legs. The slab is
51-100 Spinning Wheel of Spite- usually rectangular, though it may be square, circu-
ful Clothing: Whenever this spinning wheel lar, or another shape.
is used to make clothing, the clothing is im-
bued with spite. Whosoever wears this cloth- 01-50 Table of the Gourmet
ing will perform 1d20 spiteful acts toward Feast: Each time an empty plate or bowl is
others per day of wearing the spite-imbued placed on this table, it becomes full of gour-
garment. met food. Though the food tastes excellent
to anyone, little do they know it is made from
humanoid body parts. There is a 1% chance
Household Items, Stones per meal eaten by a character that the meal
causes muscular dystrophy (see Chap. 3: Body).
A stone is a concretion of earthly or min-
51-100 Table of Force-feeding:
eral matter of igneous, sedimentary, or metamor-
Upon siting down for a meal at this table,
phic origin. By definition, a stone is of indetermiate
the table stands up on its legs and uses it’s
size, ranging from a boulder to a pebble.
other two legs for arms in an attempt to
overbear this unfortunate sap. If sucessful,
01-50 Stone of Chucking: Once
the table will then begin to force-feed its
per day, a character or creature may hurl this
victim into gluttonous obilvion (death).
stone at a target with deadly accuracy; it will
Consult the Wrestling skill in Chapter 8: Skills.
not miss. This stone is only 1d4 inches in
The table has a Strength of 140 and an Agil-
circumference, but it will always inflict 2d20
ity of 100. It’s weight is exactly 200 lbs.
IP or LP of pounding damage. Regardless
of the amount of force put into hurling it,
the stone will always travel at one hundred
miles per hour. This stone has an effective Household Items, Urns
range of fifty feet. Once it reaches fifty feet, An urn is a vessel of various forms for pre-
the stone will go no farther and falls to the serving the ashes of the dead.
ground. The magical power of this stone
only functions once per day. Upon contact, 01-50 Ur n of Undeath:
this stone always does Crucial Damage (see Whomever’s ashes are placed within this urn
Chap. 10: Combat) to a living target. shall rise from the urn into an undead ver-
51-100 Stone of Spermicide: This sion of their former self. The person risen
black stone may be rubbed across the man- from this urn will obey any and all com-
hood of a male prior to copulation. If so mands from the urn’s possessor. The risen
rubbed, the female will not become preg- character will have 80% of all original sub-
nant no matter how much sperm the male abilities, LP, etc. Height and weight are also
releases. This stone is (4 + 1d6) inches in included.

629
51-100 Urn of Unity: Whosoever 51-100 Amulet of Asphyxiation:
murders another with their bare hands and Whosoever wears this amulet will be
places the ashes in this urn, will permanently strangled by the amulet into unconciousness
acquire the LP, and any special abilities of at a rate of 3 LP per round unless the amu-
the deceased fuck within the urn. This urn let is ripped from the neck. To remove this
will only unite 3d6 creatures. amulet requires a Strength of at least 130.
If someone wishes to aid this victim, then
their hand(s) will also be trapped in the neck-
Household Items, Wells lace unless their Strength is at least 130.
Please note that this could actually look like
A well is pit or hole sunk into the earth to
the character coming to aid is strangling the
such a depth as to reach a supply of water.
victim himself.
01-25 Well of War: Whosoever
drinks from this well will cause the next two
nations named from their mouth to go to Jewelry, Anklets
war, even if it takes them a year to say it. If An anklet is a bracelet or a similar ornament
the same nation is named twice, then a civil worn around the ankle.
war will occur. This well functions once per
year. 01-50 Anklet of Angst: Whoso-
26-50 Well of Weakness: Whoso- ever wears this anklet will be overcome by
ever drinks from this well suffers a perma- anxiety and unable to react promptly to any-
nent loss of 1d20 points of Strength. This thing because they will suffer a penalty of -
well functions only once per character. 50 to initiative. This effect is permanent until
51-75 Well of Wickedness: Who- the anklet is removed.
soever drinks from this well experiences a 51-100 Anklet of Animation:
permanent loss of 1d100 Moral Points. This Whosoever wears this anklet will gain 1d10
well only functions once per character. LP. These LP are added to the wearer’s natu-
76-100 Well of Wisdom: Whoso- ral maximum. If the anklet is removed, sick-
ever drinks from this well experiences a per- ness will be felt. If the anklet is not worn
manent increase of 1d20 points of all Wis- again within 24 hours, then 2d10 LP are per-
dom sub-abilities. This well functions once manently lost.
per character.

Jewelry, Bracelets
Jewelry, Amulets A bracelet is an ornamental band, ring, or
An amulet is a charm often inscribed with a chain worn around the wrist.
spell, magical incantation, or symbol, and believed
to protect the wearer against evil or to aid in love or 01-50 Bracelet of Bitchery: This
war. bracelet does not function for a male char-
acter. Whenever a female character wears
01-50 Amulet of Amputation: this bracelet, she will loudly complain and
Whosoever wears this amulet will cause one whine to all around about worthless things
amputation while engaged in combat per day. for 1d12 hours each day. If this bracelet is
The command phrase “Lop it or chop it, it worn for more than one month, any male
doesn’t matter to me!” must be spoken be- to whom she complains is 10% likely to at-
fore the next attack for this effect to occur. tempt to strangle her and pound her head

630
on the ground until death. 16-30 Charm against Liars: This
51-100 Bracelet of the Bounty charm will prevent a character within 2d4
Hunter: This bracelet does not function feet from lying to the owner.
for a character who is not a bounty hunter 31-45 Charm of Ears: Whoso-
by occupation. Whenever a bounty hunter ever wears this necklace gains a bonus of
wears this bracelet, they receive visions ev- 1d100 to their Sound skill checks while wear-
ery 1d4 hours of the character whom they ing it. The necklace is merely a string with
track. When a vision occurs, the character 1d4 dismembered ears hanging from it.
whom is being tracked will be seen by the 46-60 Lucky Goblin’s Head
bounty hunter from an aerial view of 50 feet Charm: This charm will bestow good luck
above the character whom is being tracked. in the form of a +2 bonus to all die rolls on
Each vision will last for 1d4 rounds. the behalf of the owner.
61-75 Lucky Rabbit’s Foot
Charm: This charm will bestow good luck
Jewelry, Brooches in the form of a +1 bonus to all die rolls on
the behalf of the owner.
A brooch is a fastening device often of pre-
76-100 The Lucky Lip Charm:
cious metal and decked with gems and usually with
This charm consists of severed lips that have
a clasp. The most common use of a brooch is to
been dried in the sun. When carried with a
fasten a cloak.
character, these lips double the likelihood
that the character will get a kiss when one is
01-50 Brooch of Brightness:
asked for.
Whosoever wears this brooch will be able
to command it once per day to emanate
bright light in a cone of 50 feet in length
before the character. The brightness will Jewelry, Crowns
not adversely affect a creature, unless they A crown is a royal or imperial headdress or
are adversely affected by normal daylight. cap of sovereignty worn by kings and usually made
The command word for this brooch is of precious metals and adorned with precious stones.
“Jismogloobbin-der-fuckin-der-fuckin-der.”
51-100 Brooch of Darkness: 01-50 Crown of Control: Whoso-
Whosoever wears this brooch will be able ever wears this crown may literally control
to command it once per day to emanate any action, though not thought, of anyone
darkness in a cone of 50 feet in length be- within 1d100 feet. This effect only func-
fore the character. The command word for tions when the crown is worn.
this brooch is “Jismoglobbin-ze-bobbin-ze- 51-100 Crown of Corr uption:
bobbin-ze.” Whosoever wears this crown will only make
decisions while pursuing power for them-
selves over others. The wearer of the crown
Jewelry, Charms understands that resources lead to power and
seeks to acquire as many resources as pos-
A charm is something worn about a charac-
sible. In this case, absolute corruption em-
ter to ward off evil or ensure good fortune.
powers absolutely.
01-15 Charm against Intemper-
ance: This charm will prevent the wearer
from having an appetite in excess of their Jewelry, Earrings
needs. An earring is an ear ornament with or with-

631
out a pendant attached to a pierced earlobe by a for the greatness of a lossed character.
loop of wire. Mourning will occur for 1d100 rounds.

01-50 Earrings of Ecstacy: Who-


soever wears these rings experiences an in- Jewelry, Necklaces
crease of 2d20 points in Sanguine tempera-
A necklace is a string of beads or other small
ment.
objects such as precious stones that is worn about
51-100 Earrings of Evil: Whoso-
the neck as an ornament. However, a necklace may
ever wears these earrings experiences a de-
also be a chain or band of metal that is specially
crease of 1d20 Moral Points.
decorated.

Jewelry, Lockets 01-50 Necklace of Nausea:


A locket is a small and often ornate case usu- Whosoever wears this necklace must pass a
ally of precious metal having space for a momento, Health check at TH 60 or become nause-
such as a lock of hair, and worn typically suspended ated and vomit for 1d100 rounds. Even af-
from a chain. ter the necklace is removed, the vomiting
continues for its duration.
01-33 Locket of Lard: Whoso- 51-100 Necklace of Necrosis:
ever wears this locket will gain 10% of their Whosoever wears this necklace loses 1 Life
weight. Roll percentile dice to determine Point per round. The necklace may be re-
where the weight accumulates. If 01-30, then moved upon noticing the pain.
the weight accumulates in their ass. If 31-
60, then the weight accumulates in their
thighs. If 61-90 then the weight accumu- Jewelry, Pendants
lates in their waist. If 91-100, then the weight
A pendant is an ornament that is attached
accumulates evenly throughout their body.
by its upper edge and allowed to hang free.
34-67 Locket of Love: Whoso-
ever wears this locket will deeply fall in love
01 Pendant of Perfection:
with whomever’s hair is in the locket.
Whosoever wears this pendant will have 300
68-100 Locket of Lust: Whoso-
points in each sub-ability.
ever wears this locket will sexually desire
02-100 Pendant of Promiscuity:
whomever’s hair is in the locket.
Whosoever wears this pendant will flirt with
any character of the opposite sex who has a
better score in any of the following sub-abili-
Jewelry, Medallions ties: Bodily Attractiveness, Facial Charisma,
A medallion is a large medal worn about the or Kinetic Charisma. This flirting will oc-
neck and typically suspended by a chain. A medal- cur even if the wearer of the pendant is not
lion usually symbolizes greatness. A medallion is personally attracted. Flirting will consist of
often inscribed with the particular type of great- open suggestions to mate.
ness symbolized by the medallion.

01-50 Medallion of Might: Who- Jewelry, Religious Symbols


soever wears this medallion experiences an
A religious symbol many be made of a vari-
increase of 2d20 Strength sub-ability points.
ety of materials and may be carried by a character in
51-100 Medallion of Mourning:
many fashions. Typically, the religious symbol is
Whosoever wears this medallion will mourn
crafted to be a replica of the symbol of the deity to

632
whom the symbol is in honor. soever wears this ring on their finger must
pass a Drive sub-ability check at TH 30 or
01-50 Religious Symbol of Im- be compelled to force the finger with the
piety: Whosoever owns this religious sym- ring on it into a vagina. If the wearer is
bol experiences a decrease of 2d20 Piety female, then she will masturbate by finger-
Points. ing herself. If the wearer is male, then he
51-100 Religious Symbol of Pi- must attempt to either overbear and rape
ety: Whosoever owns this religious symbol (see Wrestling in Chap. 8: Skills) or practice
experiences an increase of 2d20 Piety Points. his Seduction skill on a female. Insertion
must be done for 1d100 minutes before the
ring is satisfied. Thereafter, a Drive check
Jewelry, Rings must be made each time the character awak-
ens.
A ring is an object worn around a finger.
76-100 Ring of the Spirit Master:
Rings are cosmetic, not performing any useful func-
Whosoever wears this ring on their finger
tion other than adornment. Rings may be made
may call upon 2d4 spirits that are bound to
from many materials, though each ring listed herein
serve the whim of the wearer. Details of
may have stipulations. Commonly, rings are shaped
each of the spirits are determined by the
from metal, stone, or wood.
MM. These spirits are noncorporeal, so they
Magical rings are rings imbued with magical
cannot touch or move anything. However,
power, and the magic will not take effect unless the
their shimmering form as they died may be
ring is placed directly on a finger or toe; the ring
observed and their shrieking voices may be
must contact the skin.
heard. Spirits of this ring have 2d20 LP.
Wearing more than one magical ring is pos-
Though they may emerge from the ring and
sible, though not safe. For each magical effect in
roam as the wearer commands, the spirits
use that results from multiple magical rings worn at
are unable to travel farther than 50 feet from
the same time and on different phalanges, a cumu-
the ring.
lative 10% chance exists for an effect to occur from
Appendix 3: Random Magical Effects. However, if more
than one ring is worn on the same phalange and its
magic is in effect, then a cumulative 20% chance Jewelry, Talismans
exists for a random magical effect. A talisman is an object that produces magi-
cal effects. Most talismans are cut or engraved with
01-25 Engagement Ring: Who- a sign.
soever places this ring on their finger im-
mediately believes they are engaged to be 01-50 Talisman of Talent: Who-
married to the former wearer of the ring. soever owns this talisman may call upon its
The new wearer will act accordingly. powers by rubbing the engraved sign prior
26-50 Ring of Fabulous Disas- to exercising a skill. The symbol consists of
ter: Whosoever wears this ring will hear the five interconnected rings. Once rubbed, this
laughter of an immoral master whenever an talisman bestows a bonus of + 3 to the next
immoral deed is done by any character within skill attempted. This talisman may only be
1d100 feet. When this occurs, the wearer used twice per day.
must pass a Drive sub-ability check at TH 51-100 Talisman of Trapping:
50 or laugh maniacally for 1d10 rounds. By Whosoever handles this talisman will notice
degree, each Ring of Fabulous Disaster is that it is pure gold and has a pentagram en-
different. graved on both sides -- one upright, the
51-75 Ring of Fingering: Who- other inverted. The pentagrams are sur-

633
rounded by small, ancient symbols that are forth from manhood otherwise covered by
unknown to all. This talisman is capable of this condom is 69% likely to impregnate the
casting magic. If any foe attacks the owner, female partner.
who must be holding or otherwise touching 33-40 Cursed Condom of Con-
the talisman, then the talisman will cast a flagration: Whosoever wears this magical
random domination spell at the foe. Roll condom will notice that the condom is very
1d10 to determine the spell level, then con- warm. However, the longer it is worn, the
sult Appendix 2: Spell Lists to randomly de- hotter it becomes. In order to remove the
termine the spell cast. This talisman casts condom, the character must pass a Strength
spells at the 20th level of spellcasting ability. check at TH 98. The first round, the con-
Each time a spell is cast, the talisman has a dom will feel hot. The second round, the
1% chance of absorbing the body of the end will break and a little smoke will billow
holder. Absorption is instantaneous and the from it. The third round, it will permanently
talisman is hot to the touch for 1d100 rounds scar the manhood black and crispy. The
thereafter. The absorbed character is dead. fourth round, it will completely burn away
the manhood and the wearer will suffer a
permanent 1d4 LP of damage. Thereafter,
Miscellaneous it will cool down, the end will repair itself,
and the cursed condom will fall to the
Miscellaneous magical items are those which
ground.
do not fit under any other category.
41-48 Cursed Condom of Con-
striction: Whosoever wears this magical
01-08 Condom of Calamity:
condom will notice that the condom is very
Whosoever wears this magical condom will
tight. However, the longer it is worn, the
notice nothing odd until their manhood is
tighter it becomes. In order to remove the
inserted into a vagina. Once inside, the con-
condom, the character must pass a Strength
dom will cause the manhood to increase in
check at TH 98. For each round that the
circumference by (2d100)%. It may be nec-
condom is worn, it will reduce the length
essary to consult Vaginal Circumference
and circumference of the manhood by 1%.
Potential and Ripped Orifice in Chapter 3:
49-56 Cursed Dildo of Adhe-
Body. This enlargement will feel pleasing to
sion: Whosoever fully inserts this magical
the male, but painful to the female. It will
dildo into their vagina will be unable to re-
be impossible to remove the manhood from
move it due to adhesion, unless their
the vagina until after ejaculation.
Strength meets or exceeds 213. For each
09-16 Condom of Climaxing:
set of six hours that the dildo is adhered,
Whosoever wears this magical condom will
the Vaginal Circumference Potential will in-
cause their sexual partner to be 30% likely
crease by 1.
to climax each minute until the wearer with-
57-64 Cursed Dildo of Impreg-
draws.
nation: Whosoever inserts this magical dildo
17-24 Condom of Continuity:
will somehow become pregnant by it. How-
Whosoever wears this magical condom will
ever, instead of creating a fetus in her womb,
last 2d100 minutes, while hard as a rock,
this magical dildo creates another magical
before being able to ejaculate.
dildo. It is inanimate and will never kick dur-
25-32 Cursed Condom of
ing pregnancy. When the dildo is born, the
Breaking: Whosoever wears this magical
mother may die. Birthing a stone dildo re-
condom will not notice that it breaks prior
quires the mother to pass a Health check at
to ejaculation, exposing the entire head of
TH 90 to live.
the manhood. Worse, any cum that launches

634
65-72 Dildo of Desire: Whoso- of this drum will not break from heavy
ever possesses this magical dildo made of drumming. This drum may be heard up to
stone must pass a Drive sub-ability check at one mile away. All who hear this drum ex-
TH 98 to lose their desire for passion once perience an increase in their Drive sub-abil-
it has been inserted in their vagina. A Drive ity while drumming occurs. The increase in
check may be attempted every ten minutes. Drive depends on the speed at which the
As long as it is failed, the possessor will fe- drum is played. The speed at which it is
verishly force it inside of them; when one played depends only on the Hand-Eye Co-
arm tires, the other will be used. As long as ordination sub-ability of the drummer. For
the check is failed, the possessor will feel no each point of Hand-Eye Coordination above
need for food or drink and will not respond 100, the drummer may increase the Drive
to combat. For each set of six hours en- of their audience by 1. The square root of
dured, the Vaginal Circumference Potential the percentage of the drummer’s Hand-Eye
will increase by 1. Coordination that is used equals the percent
73-80 Dildo of Transmogrifi- chance of the failure of the drummer per
cation: Whosoever possesses this dildo may round due to a mistake. If a mistake occurs,
cause it to transform from its natural magi- then a five-minute break is necessary. No
cal state of stone into flesh upon chanting drummer may drum for more than thirty
the command word ‘Phallifantasia.’ Also, the consecutive minutes.
dildo will assume whatever shape and ap- 13-24 Flute of Felicity: Whoso-
pearance pleases her, such as having a large ever plays this flute will cause all characters
puffy head, having veins, no veins, etc. It within 1d100 feet to smile, laugh, and dance
cannot extend more than 2 feet in length or as long as the flute is being played. When
10 inches in circumference. the skill check is made for playing this in-
81-90 Door of Discussions: strument, this magical effect is only triggered
Whosoever touches the handle of this door if TH 50 is passed.
will find that it will not open. Instead, a face 25-36 Flute of Followers: While
will appear in the middle of the door. It will this flute is being played, all who hear it must
be either male (01-50) or female (51-100), pass a Common Sense sub-ability check at
and will have a randomly determined dispo- TH 85 or follow the player. This flute may
sition and temperament. The door will de- be heard up to five hundred feet away. Each
mand a discussion before it opens. If the consecutive round of playing, the player
toucher is not fully compliant, it will try to must pass a Physical Fitness sub-ability check.
talk forever and yet never let them pass. The The TH begins at 5 and increases by 5 every
face, gender, disposition, and temperament round. If failed, the flute player must take a
must be determined for each particular magi- five-minute break.
cal door. 37-48 Horn of Distance: This
91-100 Saddle of Teleportation: horn may be heard 2d20 miles away when
Whosoever sits on this saddle is able to in- blown.
stantly appear wherever imagined. 49-60 Horn of Happiness: Who-
soever blows this horn will cause all others
within 1d100 feet to experience a perma-
Musical Instruments nent increase of 1d20 points of Sanguine
temperament.
A musical instrument is an object from
61-72 Horn of Horniness: Who-
which music may be produced.
soever blows this horn will cause all others
within 1d100 feet to desire each other
01-12 Drum of Drive: The head

635
enough to stop what they are doing and below:
begin copulating. Each character within the
range must pass a Drive sub-ability check at Roll Result
TH 70 to resist. 01-10 Death occurs
73-84 Lute of Lightning: If a 11-20 Arms, legs, and neck
player has a skill of at least 50 with the lute 21-30 Neck
and a Hand-Eye Coordination sub-ability of 31-40 Arms and legs
at least 150, then this lute will release a light- 41-60 Arms
ning bolt in a direction chosen by the caster. 61-80 Legs
A particular musical phrase must be played. 81-90 Feet only
The phrase is the first 2d10 notes played on 91-100 Hands only
the instrument after its creation. The light- 51-100 Powder of Per petual
ning bolt causes 10d10 IP or LP of damage. Sneezing: Whosoever sniffs this powder will
The lightning bolt may only be released once sneeze 1d10 times per minute for the rest
per day. If attempted more often than this, of their life.
the player will be shocked for 1d10 LP of
damage upon playing the correct sequence
of notes. Rods
85-100 Lute of Love: Whosoever
A rod is a straight, slender, crafted, and arti-
plays this lute will make the next two char-
ficial stick. Rods may be made of any solid material,
acters who kiss within 1d100 feet fall in love.
usually metal. Typically, a rod is 2-3 feet in length.
The lute must be played while they kiss. The
Only a spellcaster (druid, hierophant, mage, and sor-
skill check made to play this instrument de-
cerer) can use the magical effects of a rod. By na-
termines the strength of their love:
ture, a rod is more potent in magic than a wand, but
less potent than a staff. A rod is activated through
TH Duration
performing a specific ritual detailed under the de-
<05 Love stops with the music
scription of each rod. Upon creation, the creator
05 1d20 hours
assigns the specific ritual. If another spellcaster ac-
20 1d20 days
quires a rod, they must discern the specific ritual
40 1d4 weeks
somehow.
60 1d12 months
The effect of a rod does not happen imme-
80 1d10 years
diately, but the effect starts at least four seconds af-
85 1d10 decades
ter the spellcaster performs the specific ritual. This
90 1d10 centuries
delay equals a Delivery Penalty of at least 40. The
95 1d10 millennia
effects of some rods may take longer and are de-
99 eternity
tailed under each rod if necessary.

01-50 Rod of Many: This rod has


Powders 2d100 Magic Points. The possessor may use
A powder is a substance composed of fine these MP to cast any spell, even if the spell
particles, such as dry pulverized earth or disintegrated is unknown to the possessor, as long as the
matter. rod has enough MP to cast it. Once the MP
are expended, the rod is magically inert.
01-50 Powder of Paralysis: Who- 51-100 Rod of Rebellion: The ef-
soever contacts this powder is paralyzed. fect of this rod is elicited when the possessor
The degree of paralysis is determined by speaks or acts against their community or
rolling percentile dice. Consult the table government. The action will be so pleasing,

636
the owner will be unable to stop until they universe, world, and gods. Thereafter, the
pass a Drive check of TH 99. A check may character will refuse to discuss the subject
be made once per round. Further, the re- of creation for the rest of their life. Upon
bellious action grants a bonus of + 50 to natural death, not murder or suicide, the
any skill checks from which rebellion may character will become immortal. However,
be incited in others. if they are decapitated, they will permanently
die. Otherwise, their body will not decay
and they will live as long as the earth. This
Scripture, Books particular type of codex cannot be destroyed
by any means.
A book is a formal and written document.
Compared to other forms of scripture, a book is a
recent creation. The pages of a book are made of
parchment and bound together. However, unlike a Scripture, Grimoires
tome or grimoire, a book may be written about any A grimoire is a spellbook. It is a text written
miscellaneous material. by mages for other mages. The pages of a grimoire
are made of parchment and bound together. A
01-50 Book of Butchery: Who- grimoire is a set of instructions on how to cast spells,
soever begins to read any portion of this most often concerning the invocation of demons
book must make a Hand-Eye Coordination or spirits of the dead.
sub-ability check at TH 90 every time they
flip the page. If failed, the character experi- 01-25 Liber Spiritum, or the
ences a deep paper-cut that causes 1d4 LP Book of Spirits, must be written on virgin
of damage. The contents of this book are paper. On the left hand pages have pictures
about butchery techniques. of demons, while the right hand pages have
51-100 Yayraaeeefunduhfuck’s oaths that the demons must take to serve
Book of Iboniks: Whosoever reads this the mage. Each oath is signed by the
book will lose 1 point from each sub-ability demon’s mark. The book must be conse-
of Intelligence for each page read. How- crated by a heirophant, who chants three
ever, for each page that is read, the charac- holy masses over it.
ter acquires a 1% cumulative chance of real- 26-50 The Key of Nomolos is an
izing that they are losing Intelligence. The ancient magical text, an artifact. Most of
contents of the book expore cultural issues the magic within is concerned with personal
between half-orcs and the society in which gain. The magic within deals with the draw-
they live. ing of pentacles, five-pointed stars inscribed
with magical charms.
51-75 The Lemegeton is a magi-
Scripture, Codexes cal text divided into four parts: Goetia,
A codex is an ancient book, though it may Theurgia Goetia, The Pauline Art, and The
also consist of unbound sheets in manuscript form. Almadel. The Lemegeton includes a com-
A codex is distinct from a scroll. Codexes are often plete hierarchy of 72 demons, whom the
highly valued. mage evokes for their benefit.
76-100 P s e u d o m o n a r c h i a
Codex of Creation: Whosoever Daemonium was written by Wier, Agrippa’s
begins to read this book will be unable to pupil. The Sacred Magic of Abramelin the
stop reading until it is finished. The reader Mage, Grimoirium Verum, Grand Grimoire,
will learn every detail of the creation of the The Red Dragon, The Arbatel of Magic, and

637
The Magical Elements of Heptameron are Upon reading each sentence, a character
artifacts, treasured magical texts. must pass an Intelligence check at TH 90 to
realize that their life is being snuffed. If they
become unconscious, they die instantly.
Scripture, Librams
A libram is a formal and written document.
Compared to other forms of scripture, a libram is a Scripture, Tablets
recent creation. The pages of a libram are made of A tablet is a flat surface, slab, or plaque of
parchment and bound together. Librams are for- inflexible material suited for or bearing an inscrip-
mal treatises on subjects, and are often categorized tion. It is relatively thin and may contain a picture
in libraries. or engraving. Most often, tablets are made of dried
clay. Tablets are the oldest scripture.
01-50 Libram of Lechery: Who-
soever reads this libram will master the sub- 01-50 Tablet of Reality: What-
ject of fantasy adventure to adult lechery. A ever is inscribed on this tablet becomes re-
permanent bonus of 1d100 is applied to the ality. Therefore, this is one of the most
skills of Seduction and Sexual Adeptness. powerful of all magical items. Only one
51-100 Libram of Mastery: Who- exists and it is owned by a god. The god
soever reads this libram will master the sub- will guard this tablet and it should never fall
ject of this libram so perfectly that an abil- into the hands of a mortal.
ity or skill check will never be necessary re- 51-100 Tablet of Time: Whoso-
garding the knowledge of it. The subject ever reads this tablet may return to any pre-
of this libram is randomly determined. It vious time in their life. The reader will be-
concerns a specific (01-10) ability, (11-20) come appropriately young again, but will
sub-ability, (21-30) gender, (31-40) race, (41- retain all knowledge. This tablet only works
50) disposition, (51-60) temperament, (61- once per character.
70) occupation, (71-80) skill, (81-90) piece
of equipment, or (91-100) spell.
Scripture, Tomes
A tome is a volume forming part of a larger
Scripture, Scrolls work. The volume is large, scholarly, and ponder-
A scroll is a long strip of papyrus, leather, ous, and may be a reference work. The pages of a
or parchment that is used as the body of a written tome are made of parchment and bound together.
document. A scroll often has a rod with handles at
one or both ends for convenience in rolling and 01-10 Discipline, Vol. 1: After
storing the scroll. Only tablets predate scrolls as completely reading this tome, a character
the oldest scripture. must pass an Intelligence check at TH 50 or
acquire a Random Mental Illness (see Chap.
01-50 Scroll of Secrecy: Whoso- 5: Mind). If passed, and if a spellcaster, the
ever writes a message on this scroll will no- character immediately learns 1d4 new spells
tice that the message is invisible to every of annihilation. The spells are determined
other character except the intended recipi- randomly. The tome may only be read once
ent of the message. per character.
51-100 Scroll of Snuffing: Whoso- 11-20 Discipline, Vol. 2: After
ever reads from this scroll will snuff their completely reading this tome, a character
own Life Points, one LP per sentence read. must pass an Intelligence check at TH 50 or

638
acquire a Random Mental Illness (see Chap. character immediately learns 1d4 new spells
5: Mind). If passed, and if a spellcaster, the of prognostication. The spells are deter-
character immediately learns 1d4 new spells mined randomly. The tome may only be
of convocation. The spells are determined read once per character.
randomly. The tome may only be read once 71-80 Discipline, Vol. 8: After
per character. completely reading this tome, a character
21-30 Discipline, Vol. 3: After must pass an Intelligence check at TH 50 or
completely reading this tome, a character acquire a Random Mental Illness (see Chap.
must pass an Intelligence check at TH 50 or 5: Mind). If passed, and if a spellcaster, the
acquire a Random Mental Illness (see Chap. character immediately learns 1d4 new spells
5: Mind). If passed, and if a spellcaster, the of reformation. The spells are determined
character immediately learns 1d4 new spells randomly. The tome may only be read once
of deterioration. The spells are determined per character.
randomly. The tome may only be read once 81-90 Discipline, Vol. 9: After
per character. completely reading this tome, a character
31-40 Discipline, Vol. 4: After must pass an Intelligence check at TH 50 or
completely reading this tome, a character acquire a Random Mental Illness (see Chap.
must pass an Intelligence check at TH 50 or 5: Mind). If passed, and if a spellcaster, the
acquire a Random Mental Illness (see Chap. character immediately learns 1d4 new spells
5: Mind). If passed, and if a spellcaster, the of restoration. The spells are determined
character immediately learns 1d4 new spells randomly. The tome may only be read once
of domination. The spells are determined per character.
randomly. The tome may only be read once 91-100 Discipline, Vol. 10: After
per character. completely reading this tome, a character
41-50 Discipline, Vol. 5: After must pass an Intelligence check at TH 50 or
completely reading this tome, a character acquire a Random Mental Illness (see Chap.
must pass an Intelligence check at TH 50 or 5: Mind). If passed, and if a spellcaster, the
acquire a Random Mental Illness (see Chap. character immediately learns 1d4 new spells
5: Mind). If passed, and if a spellcaster, the of supportation. The spells are determined
character immediately learns 1d4 new spells randomly. The tome may only be read once
of eradication. The spells are determined per character.
randomly. The tome may only be read once
per character.
51-60 Discipline, Vol. 6: After Staves
completely reading this tome, a character
A staff is a long stick carried in the hand for
must pass an Intelligence check at TH 50 or
support in walking. Typically, a staff is 5-7 feet in
acquire a Random Mental Illness (see Chap.
length. Only a spellcaster (druid, hierophant, mage,
5: Mind). If passed, and if a spellcaster, the
and sorcerer) can use the magical effects of a staff.
character immediately learns 1d4 new spells
By nature, a staff is more potent in magic than a
of hallucination. The spells are determined
rod, and a rod more potent than a wand. A staff is
randomly. The tome may only be read once
activated through speaking a magical chant. Each
per character.
staff has a unique magical chant for each magical
61-70 Discipline, Vol. 7: After
effect. Upon creation, the creator assigns the magi-
completely reading this tome, a character
cal chant. If another spellcaster acquires a staff,
must pass an Intelligence check at TH 50 or
they must discern the magical chant(s) somehow.
acquire a Random Mental Illness (see Chap.
The effect of a staff does not happen im-
5: Mind). If passed, and if a spellcaster, the
mediately, but the effect starts at least six seconds

639
after the spellcaster speaks the chant. This delay spell from the discipline of prognostication.
equals a Delivery Penalty of at least 60. The effects Each staff when created has 1d1000 Magic
of some staves may take longer and are detailed un- Points which may be used per day.
der each staff if necessary. 71-77 Staff of Reformation:
Whosoever wields this staff may cast any
01-07 Staff of Annihilation: spell from the discipline of reformation.
Whosoever wields this staff may cast any Each staff when created has 1d1000 Magic
spell from the discipline of annihilation. Points which may be used per day.
Each staff when created has 1d1000 Magic 78-84 Staff of Restoration: Who-
Points which may be used per day. soever wields this staff may cast any spell
08-14 Staff of Convocation: from the discipline of restoration. Each
Whosoever wields this staff may cast any staff when created has 1d1000 Magic Points
spell from the discipline of convocation. which may be used per day.
Each staff when created has 1d1000 Magic 85-93Staff of Sorcery: This staff
Points which may be used per day. doubles the Magic Points of a sorcerer. This
15-21 Staff of Deterioration: staff only functions for a sorcerer.
Whosoever wields this staff may cast any 94-100 Staff of Supportation:
spell from the discipline of deterioration. Whosoever wields this staff may cast any
Each staff when created has 1d1000 Magic spell from the discipline of supportation.
Points which may be used per day. Each staff when created has 1d1000 Magic
22-28 Staff of Domination: Points which may be used per day.
Whosoever wields this staff may cast any
spell from the discipline of domination.
Each staff when created has 1d1000 Magic Torture Devices
Points which may be used per day.
A torture device is an object which has been
29-35 Staff of Druids: This staff
created to assist a torturor. Non-magical torture
deoubles the Magic Points of a druid. This
devices are described in Chapter 9: Equipment.
staff only functions for a druid.
36-42 Staff of Eradication:
01-33 Headcrusher of Healing:
Whosoever wields this staff may cast any
At the moment that the last Life Point would
spell from the discipline of eradication. Each
be crushed from a victim’s head, this tor-
staff when created has 1d1000 Magic Points
ture device is 80% likely to heal the victim,
which may be used per day.
fully restoring them to their potential LP.
43-49 Staff of Hallucination:
34-67 Pear of Pleasure: When-
Whosoever wields this staff may cast any
ever this pear is opened within an orifice of
spell from the discipline of hallucination.
a character, pleasure will be felt while the
Each staff when created has 1d1000 Magic
damage is inflicted.
Points which may be used per day.
68-100 Rack of Interrogation: If
50-56 Staff of Heirophants: This
a character lies when asked a question and
staff doubles the Magic Points of a
while affixed to this rack, the rack will tighten
heirophant. This staff only functions for a
automatically. If a character tells the truth
heirophant.
when asked a question and while affixed to
57-63 Staff of Mages: This staff
this rack, the rack will loosen automatically.
doubles the Magic Points of a mage. This
staff only functions for a mage.
64-70 Staff of Prognostication:
Whosoever wields this staff may cast any Wands

640
A wand is a slender, flexible stick made of
either wood or gold. Typically, a wand is 12-18 inches
Weapons, Melee
in length. Only a spellcaster (druid, hierophant, To randomly determine a magical melee
mage, and sorcerer) can use the magical effects of a weapon, at least three rolls must be made. First, roll
wand. Such firsthand knowledge and experience percentile dice to determine if the magical weapon
with magic is sufficient to allow a spellcaster to op- has Extraordinary Properties.
erate any wand. By nature, wands are weaker in magi-
cal power than rods, and rods are weaker than staves. Roll Result
A wand is activated through motion, usually by wav- 01-90 Ordinary Magical Weapon
ing or pointing it. Wands do not require a magical 91-100 Extraordinary Magical Weapon
chant.
The effect of a wand does not happen im- If the weapon has Extraordinary Proper-
mediately, but the effect starts at least two seconds ties, then each of the following tables must be con-
after the caster begins waving it. This delay equals a sulted. If not, then only the first two tables must be
Delivery Penalty of at least 20. The effects of some consulted. Next, roll percentile dice to determine
wands may take longer and are detailed under each the specific type of weapon:
wand if necessary.
Roll Weapon
01-33 Wand of Once: This wand 01-02 Axe, Battle, Footman’s
is operated by waving it and desiring a cer- 03 Axe, Battle, Horseman’s
tain spell to be cast. This wand has (10 + 04-05 Axe, Hand
1d20) MP and may be used to cast any spell 06-08 Club
that does not exceed these MP. The wand 09 Club, Great
only functions one time and is inert thereaf- 10-14 Dagger
ter. The wand will cast a spell even if the 15 Dagger, Dirk
wielder does not know the spell. 16 Dagger, Stiletto
34-67 Wand of Vibration: A 17 Flail, Footman’s, Holy Water
wand of vibration is operated by striking Sprinkler
against a solid object. Thereafter, this wand 18 Flail, Footman’s Military
begins to vibrate intensely for up to one 19 Flail, Horseman’s w/1 spiked ball
round per occupational level. In addition 20 Flail, Horseman’s w/2 spiked balls
to spellcasters, seductresses may also use the 21 Garrote
wand of vibration. This wand is an effec- 22 Hammer, Maul
tive massage tool. Also, each wand offers a 23-24 Hammer, War, Footman’s
bonus of (2d20) to the Lock-Picking skill 25-26 Hammer, War, Horseman’s
by inserting it into the lock and vibrating 27 Lance, Light
the tumblers. 28 Lance, Heavy
68-100 Wand of Whispering: This 29 Lance, Jousting
wand is operated by shaking it while hold- 30 Mace, Footman’s
ing it close and whispering. The wand will 31-32 Mace, Horseman’s
continue to whisper inaudibly on its own for 33 Mace-axe
2d20 rounds, even if it is set down. 34-35 Morgenstern
36 Pick, Military, Footman’s
37 Pick, Military, Horseman’s
38 Polearm, Awl Pike
39-40 Polearm, Berdeesh
41 Polearm, Bec de Corbin

641
42 Polearm, Bill-Guisarme 1d20) to attack and damage rolls.
43 Polearm, Bill 03-04 The weapon has a penalty of (40 +
44 Polearm, Bipennis 1d20) to attack and damage rolls.
45 Polearm, Fauchard 05-09 The weapon has a penalty of (20 +
46 Polearm, Glaive 1d20) to attack and damage rolls.
47 Polearm, Glaive-Guisarme 10-20 The weapon has a penalty of 1d20
48 Polearm, Guisarme to attack and damage rolls.
49 Polearm, Guisarme-Voulge 21-65 The weapon has a bonus of 1d20
50-51 Polearm, Halberd to attack and damage rolls.
52 Polearm, Hook-Fauchard 66-85 The weapon has a bonus of (20 +
53 Polearm, Lucerne Hammer 1d20) to attack and damage rolls.
54 Polearm, Mancatcher 86-95 The weapon has a bonus of (40 +
55 Polearm, Military Fork 1d20) to attack and damage rolls.
56 Polearm, Partisan 96-99 The weapon has a bonus of (60 +
57 Polearm, Poleaxe 1d20) to attack and damage rolls.
58 Polearm, Ranseur 100 The weapon has a bonus of (80 +
59 Polearm, Spetum 1d20) to attack and damage rolls.
60 Polearm, Voulge
61-66 Quarterstaff Extraordinary Melee Weapons
66 Sap If a melee weapon was previously deter-
67 Spear, Long mined to have Extraordinary Properties, then the
68-73 Spear, Medium weapon may have both a prefix and a suffix, such as
74 Spear, Short a Mangling Maul of Mutilation. In this example,
75 Spear, Trident ‘mangling’ is the prefix, and ‘mutilation’ is the suf-
76 Sword, Bastard fix. First, roll percentile dice and consult the table
77-81 Sword, Broad below to determine the type(s).
82 Sword, Cut and Thrust
83 Sword, Falchion Roll Result
84 Sword, Flamberge 01-45 Prefix
85-86 Sword, Gladius 46-90 Suffix
87-90 Sword, Long 91-100 Prefix and Suffix
91 Sword, Scimitar
92-95 Sword, Short To determine the prefix, proceed to the ap-
96 Sword, Zweihander propriate type of damage, such as Hacking, Pound-
97 Whip ing, or Stabbing. If a weapon is capable of multiple
98 Whip, Bull types of damage, then use a d6 and randomly deter-
99 Whip, Cat-o-nine tails mine the type of damage that will have Extraordi-
100 Whip, Scourge nary Properties as a prefix. Then, to determine the
suffix, roll percentile dice and consult the General
Next, roll percentile dice to determine the Properties table. In either case, roll percentile dice
bonus or penalty applied to the weapon: and consult the appropriate prefix or suffix table:

Roll Result General (Suffix) Properties


01. Abacenis, of: Whosoever wields this
01 The weapon has a penalty of (80 +
weapon will unerringly strike the eyes
1d20) to attack and damage rolls.
of their opponent once per day at
02 The weapon has a penalty of (60 +
will. Better yet, the weapon will burn

642
the victim’s eyes. Upon burning their 07. Bards, of: Whosoever possesses this
eyes, they must pass a Health check weapon will gain the ability to play
at TH 50 or die immediately. any musical instrument with virtu-
02. Adhesion, of: Whosoever wields osity. Having the ability to play at
this weapon will notice that the speeds over 300 bpm, the wielder will
weapon adheres itself to a victim also temporarily gains an extra 15
upon a successful attack. The vic- points of Charisma when displaying
tim will lose 1 LP per round until this ability in front of crowds.
separated from the victim. To sepa- 08. Betrayal, of: Whosoever wields this
rate themselves from the weapon, weapon will betray whoever the
the victim must pass a Strength wielder holds in the highest regard.
check at TH 50. Otherwise, it will The wielder will betray them by at-
continue to drain LP until the vic- tempting to kill them once per day.
tim dies. 09. Bitching, of: Whosoever wields this
03. Advancement, of: Whosoever weapon will incessantly bitch and
wields this weapon will experience complain about everything imagin-
in increase in occupational level by able, unless wielding the weapon.
1d4 levels. If the wielder has mul- Whenever bitching, the wielder loses
tiple occupations, then advancement 3d20 points of Rhetorical Charisma.
occurs in the occupation that is most 10. Biting, of: Whosoever wields this
appropriate to the weapon. Other- weapon will not give more damage
wise, the occupation is randomly due to this effect, but inexplicably,
selected. teeth marks will be left after the at-
04. Agility, of: Whosoever wields this tack.
weapon will gain 1d20 points in their 11. Bloodthirst, of: Whosoever wields
Agility sub-ability whenever wielding this weapon will be compelled to
the weapon. The number of points drink the blood of a freshly slaugh-
gained are consistent for each char- tered victim per week. All blood
acter, but may differ from character must be drank that day. The wielder
to character. usually hopes they don’t kill a large
05. Antichristo, of: Whosoever wields creature. After all blood is drained
this weapon will gain 1d10 points in and drank, the wielder gains 50% of
their Strength sub-ability whenever the LP of the dead creature for 1d10
wielding the weapon. The number hours.
of points gained are consistent for 12. Brutality, of: Whosoever wields this
each character, but may differ from weapon will become so brutal dur-
character to character. Also, the ac- ing combat that the wielder will be
tions of the wielder will become unable to stop attacking their oppo-
more shameless whenever wielding nent, even when clearly dead and the
the weapon. wielder is in danger from others.
06. Atrophy, of: Whosoever wields this The wielder must continue to attack
weapon will lose 1d20 points in their fallen opponents for 2d6 rounds af-
Strength sub-ability whenever wield- ter victory.
ing the weapon. The number of 13. Burning, of: Whosoever wields this
points lost are consistent for each weapon will cause 150% damage that
character, but may differ from char- is normal for the weapon due to the
acter to character. fact that this weapon is searing hot,

643
except to the owner. This weapon beautiful or ugly, valuable or fucking
may cause fires with flammable sub- worthless, the wielder will despise its
stances. Whenever the weapon con- essence. The possessor becomes
tacts flesh, steam rises for 1d4 quiet and will not speak, though they
rounds. seethe and sulk in anger while quiet.
14. Celerity, of: Whosoever wields this If anyone provokes them, such as
weapon will notice that the Deliv- by saying ‘hello’, the possessor of
ery Penalty is halved. No matter this weapon will must pass a Drive
what, at least one attack per round check at TH 80 or attempt to divide
is gained. them into 3d10 pieces. Due to con-
15. Charisma, of: Whosoever wields tempt, the possessor gains 1d4 to the
this weapon will gain 1d20 points in damage of each attack.
their Charisma ability whenever 20. Corrosion, of: Whosoever wields
wielding the weapon. The number this weapon will cause magical cor-
of points gained are consistent for rosion to anything struck by this
each character, but may differ from weapon. This weapon causes 150%
character to character. normal damage due to corrosion.
16. Clotting, of: Whosoever wields this This additional damage will continue
weapon will notice that their own to occur each round thereafter,
blood clots. Therefore, the wielder though the amount decreases by
only loses 50% of the LP when 25% each time.
struck by an attack whenever wield- 21. Corruption, of: Whosoever wields
ing this weapon. this weapon will become corrupt and
17. Concealment, of: Whosoever desire power over others. The
wields this weapon gains a bonus of owner will never be content unless
1d20 to their Hide skill check when- in complete power of a situation. If
ever holding this weapon. they are not content, they will spend
18. Convulsion, of: Whosoever wields every waking minute scheming.
this weapon causes any opponent 22. Cowardice, of: Whosoever wields
struck to fall to the ground and con- this weapon will become a coward
vulse for 2d6 rounds. The convul- and flee from any opponent, even
sions witnessed from the striking of if it is a baby throwing a tantrum.
this weapon have been commented 23. Darkness, of: Whosoever wields
to be like a fish flopping when out this weapon will be able to cause
of water. The opponent avoids con- darkness upon speaking the com-
vulsion if they pass a Strength check mand word, ‘jiveboninegro.’
at TH 70. This particular weapon 24. Darkok, of: Whosoever wields this
only causes 1d6 convulsions per day weapon will quit their occupation
and upon proper recitation of the and pursue the thug and sorceror
command word, ‘danceformebitch.’ occupations. If the owner does not
The number of convulsions must be have the ability requirements to be
determined daily. the necessary occupation, this
19. Contempt, of: Whosoever pos- weapon grants the minimum ability
sesses this weapon will despise ev- requirements. The owner will guard
eryone and everything they see or this weapon with their life.
think about, except for themselves 25. Death, of: Whosoever wields this
and this weapon. No matter how weapon will cause instant death to

644
any creature struck. This property appropriate for their unconscious-
of this weapon only functions once ness, and the victim will remain un-
per day. The command word conscious until the attacker apolo-
‘bloatedsmellyass’ must be chanted gizes or eight hours pass. When
upon the attack, or this property consciousness is regained, the vic-
does not function. If the attack is tim will have 1 LP above their maxi-
missed, then this property is wasted mum LP for unconsciousness.
for this day. Moreover, for every successful attack
26. Defending, of: Whosoever wields of this weapon, there is a 1% chance
this weapon will receive an increase that the victim instantly dies.
of 1d20 points of Current Armor. 31. Electricity, of: Whosoever wields
27. Delicious Devouring, of: Whoso- this weapon may, upon speaking the
ever wields this weapon will notice command word of ‘wattsntwats,’
that the weapon noisily devours 1d4 cast forth a trapezoid of crackling
LP of the victim upon contact in electrical energy from the tip of the
addition to other damage. The weapon. This property functions
weapon belches after each attack. once per hour. Within the trapezoid
28. Disdain, of: Whosoever possesses is an image of the laughing visage
this weapon will notice that this of the wielder. The trapezoid will
weapon glows a dim green light hurl at its target at the speed and
when within 50 feet of a creature range of a longbow arrow and con-
who has a Physique ability that is nect unerringly. Each trapezoid will
inferior to the possessor of the cause 1d10 LP of damage.
weapon. The possessor will attempt 32. Extracting, of: Whosoever wields
to avoid them at all costs unless a this weapon will extract the most
Drive sub-ability check is passed at important sub-ability of the victim.
TH 80. Either way, the possessor Upon each successful attack, the vic-
hates them. tim permanently loses 1d20 points
29. Disintegration, of: Whosoever in that sub-ability, unless the respec-
wields this weapon will cause any tive sub-ability check is made at TH
creature touched with this weapon 50. Remember that appropriate pen-
to be separated into individual cells. alties apply to sub-ability loss. If at
If the touched creature passes a any time this sub-ability reaches zero,
Drive check at TH 70, then the dis- then the victim dies, period.
integration fails and is wasted. This 33. Festering, of: Whosoever wields
property of this weapon only func- this weapon will, upon a successful
tions once per day. Nothing short attack, cause wounds that will fester.
of a wish can restore life to this crea- A festering wound becomes nasty
ture of a billion pieces. for 2d20 hours and gushes pus and
30. Dolor, of: Whosoever wields this runny ichor. The victim will desire
weapon will not give greater dam- to touch the wound and pick the
age to an enemy upon striking them, scabs, but will notice each time they
but each time a victim is struck they touch or pick it, the wound spreads
must pass a Strength check at TH by 10% in surface area and the vic-
50 or fall unconscious from excru- tim loses 10% of their LP.
ciating pain. If they fall unconscious, 34. Fighters, of: Only a fighter who
their LP will be reduced to what is wields this weapon will notice an in-

645
crease of 1d100% LP and a bonus body and all of their immediate pos-
of 1d20 points to any skill check sessions exist on another plane of
appropriate to their occupation. existence. An incorporeal character
35. Fire, of: Whosoever wields this may pass through walls and are un-
weapon will be able to, upon recit- able to affect others. If the dura-
ing the command word of tion of this property ends while the
‘scorchilicious-hurticus,’ cause the character is attempting to pass
entire weapon to be consumed in through a solid object, then the char-
flames. The wielder will not experi- acter dies.
ence any damage from the flames, 42. Indestructibility, of: Whosoever
but the victim will experience 200% investigates this weapon may dis-
damage from the fire. This prop- cover that it cannot be harmed or
erty only functions once per day. destroyed in any manner. For ex-
36. Flight, of: Whosoever possesses this ample, this weapon will never lose
weapon is able to fly at a Sprint its edge, cannot be disintegrated, or
Speed of 400 when they cradle the affected by a Wish spell.
weapon between their legs. The 43. Indifference, of: Whosoever wields
possessor may fly for 10 rounds. If this weapon will become indifferent
they property ceases while they are to any character. The possessor sim-
in the air, then splat, they instantly ply does not care whenever this
fall. weapon is held in their hand. When-
37. Gushing, of: Whosoever wields this ever anyone talks to the wielder, the
weapon will cause all wounds given wielder will reply, “I don’t care, why
to a victim to gush blood like a freak. not.”
The victim loses a number of LP 44. Insalubrity, of: Whosoever pos-
equal to 10% of the damage from sesses this weapon will eat substances
the original wound each round for that are unwholesome or unhealthy,
1d10 rounds thereafter. Sometimes, like dirt. Further, they will eat until
the blood sprays instead of gushes. they are sick. The possessor will
38. Healing, of: Whosoever wields this refuse to get out of bed all day, ev-
weapon will may either attack nor- ery day. If anyone bothers the pos-
mally, or touch it to a visible wound sessor while eating or sleeping, they
and heal them for 1d20 LP. This will attempt to kill them, and then
property functions once per return to eating and sleeping.
wounded character per day. 45. Intelligence, of: Whosoever pos-
39. Immorality, of: Whosoever wields sesses this weapon experiences an
this weapon causes a loss of 1d20 increase of 1d20 points in their sub-
points of morality regarding the dis- ability of Intelligence. If this
position of the victim upon a suc- weapon is lost, so is 2d20 points of
cessful attack. their Intelligence.
40. Impiety, of: Whosoever wields this 46. Justice, of: Whosoever possesses
weapon causes a loss of 1d20 PP to this weapon will experience an in-
the victim upon a successful attack. crease of 1d20 ethical points regard-
41. Incorporeity, of: Whosoever wields ing their disposition. Moreover, they
this weapon may become incorpo- will be obsessed with obeying the
real once per day for 1d10 rounds. local laws. If the possessor of this
When incorporeal, their physical weapon witness any infraction of

646
local law, no matter how small, the ing unless a Drive check is passed at
possessor will snap and attempt to TH 70. Otherwise, they beg for for-
beat a sense of justice into the crimi- giveness and kiss the feet of the op-
nal. ponent.
47. Life, of: Whosoever possesses this 53. Morality, of: Whosoever wields
weapon will experience an increase this weapon causes a gain of 1d20
of 50% of their LP. Possessing this points of morality regarding the dis-
weapon will feel so good that they position of the victim upon a suc-
will guard it with their LIFE. cessful attack.
48. Light, of: Whosoever wields this 54. Mordancy, of: Whosoever wields
weapon may cause bright light to sur- this weapon notices that damage
round them in a 25’ radius. The does not occur as they suspect, but
bright light lasts for 2d6 rounds, for each successful attack, a random
functions once per day, and the com- limb is somehow bitten off and swal-
mand word is ‘negrosmilus.’ lowed by the weapon. The weapon
49. Maiming, of: Whosoever wields will not be able to be used in the
this weapon desires to maim their following round because it is pick-
opponent and leave them alive in ing bones. The following round, the
agony. This weapon has an inexpli- weapon will inexplicably eject the
cable power that allows the victim bones into the air, along with a fes-
to remain conscious no matter how tering vomitous mass. The weapon
much damage is received. It is truly engages in an act of devourment
amazing to see in person. Even if unlike anything ever witnessed by a
their body’s in pieces, their mind still human eye, or any other body part.
functions and somehow they live. If Therefore, this weapon is capable of
the maimed takes even 1 LP of dam- devouring a limb once every four
age from another assailant, the body rounds. This weapon will never
of the maimed victim bursts apart speak unless someone asks it “What
in a volcanic eruption of guts, caus- do you feel like doing?” In this case,
ing 1d20 LP of damage to all within it will calmly reply, “killing people.”
50 feet. Characters will stand around 55. Mutation, of: Whosoever wields
unable to speak any words except, this weapon will notice that anytime
‘dormant bodies bursting.’ a creature is slayed with this weapon,
50. Magic Points, of: Whosoever pos- there is a mutation of the cadaver
sesses this weapon gains 1d100 MP. of the victim. First the murderer
This gain is consistent for each char- must pass a Health check at TH 60
acter, but differs from character to or the cadaver and the murderer in-
character. stantly switch faces. Regardless of
51. Mental Illness, of: Whosoever pos- what happens to the cadaver, exactly
sesses this weapon acquires a Ran- 23 days later the murderer must pass
dom Mental Illness (see Chap. 5: a Reflection, Common Sense, and
Mind). Enunciation skill check at TH 06, 06,
52. Mercy, of: Whosoever wields this and 06, or the cadaver and the mur-
weapon will give mercy to their op- derer also exchange minds. Once
ponent. They will strike once and this occurs, they will feel as though
feel sorry for their opponent. The they are staring through the eyes of
wielder is unable to continue fight- the dead.

647
56. Mutilation, of: Whosoever wields and useless for 2d10 rounds in addi-
this weapon will desire to not only tion to normal damage. If the check
murder their victim, but to artisti- is failed, then the victim only suffers
cally mutilate the corpse. This artis- normal damage without the Numb-
tic creation takes 1d100 rounds. To ness property. If the head or torso
the wielder of this weapon, carving is struck and paralyzed, then the vic-
and rearranging has never been so tim dies.
fun. Each time a victim is mutilated 59. Opening, of: Whosoever wields this
to satisfaction, the wielder must weapon will cause a wound that con-
dance around the cadaver singing “a tinually opens over the following
decorated splatter brightens the 1d10 rounds upon each successful
room.” attack. Each consecutive round that
57. Nocturnality, of: Whosoever pos- the wound continues to open, the
sesses this weapon will prefer to be victim suffers 10% of the original
active at night or in darkness and damage. At the MM’s discretion,
inactive during the day or light. organs may fall out on the 10th round
When wielding this weapon, a bo- of opening. The property of Open-
nus or penalty is applied to attack ing only functions once per day.
rolls (but not damage) depending on 60. Occision, of: Whosoever wields this
the hour of the day or amount of weapon will feel compelled to
light. Consult the table below: slaughter any living creature once per
day. If this urge is not fulfilled, then
Time of Day Bonus/Pen. the possessor of this weapon must
Midnight, moment of + 50 pass a Common Sense check at TH
Early dark morning + 25 20 or commit suicide. If the check
During sunrise - is failed and they must commit sui-
Morning - 25 cide, then the possessor will demol-
Noon - 50 ish small body parts first, such as the
Afternoon - 25 toes, then the feet, then the legs, etc.
During sunset - The possessor will feel no pain as
Evening + 25 they slaughter themselves.
61. Outrage, of: Whosoever wields this
In addition, consider the following weapon will be compelled to say, “I
at night: think, therefore I hate,” every few
minutes. The possessor of this
Full moon + 25 weapon does not need to sleep and
Half-moon + 20 feels continual outrage. The choleric
Quarter moon + 15 temperament of the possessor in-
Crescent (8th) moon + 10 creases by 5d20. When wielding this
New moon +5 weapon in combat, all attack rolls
gain a bonus of + 5.
58. Numbness, of: Whosoever wields 62. Parrying, of: Whosoever wields this
this weapon will cause a victim to weapon in combat will gain a bonus
need to pass a Health check at TH of + 10 to the Parrying skill (see
60 upon being struck. If the check Chap. 8: Skills).
is failed, the limb of the victim where 63. Passion, of: Whosoever wields this
they are struck becomes fully numb weapon will feel passionate about ev-

648
erything they do. The wielder will wields this weapon, it will only at-
kiss and make love to each slain vic- tack enemies of their religion. How-
tim. The possessor will do every- ever, those enemies recieve an addi-
thing more extremely than normal, tional 100% damage each and every
such as slamming a door instead of time. The PP of the priest raises to
closing it, or yelling instead of talk- 100 while in possession of this
ing. weapon.
64. Permanency, of: Whosoever wields 69. Quaking, of: Whosoever wields this
this weapon will cause damage that weapon will cause the ground to
is permanent and cannot be healed, quake within 1d100 feet. Any crea-
even by a Wish spell. The weapon ture around the wielder must pass a
may only cause permanent damage Balance skill check (see Chap. 8:
to each opponent. It seems as Skills) at TH 70 or fall to the ground
though this weapon has a memory. for one round. This property func-
Permanent damage will occur on the tions three times per day upon the
first successful attack. command word of
65. Piety, of: Whosoever wields this ‘Tectonicusfallus.’
weapon will cause the character or 70. Quivering, of: Whosoever wields
creature struck to experience an in- this weapon causes those struck to
crease of 1d20 PP. This property quiver as though sexually aroused. If
only functions once per day, on the the victim fails a Common Sense
first successful attack of the day. check at TH 30, then they will ask
66. Plundern, of: Whosoever wields for another one and allow it to hap-
this weapon will be compelled to pen. Sexual gratification will be ex-
enter random houses at night when perienced regardless of the damage
in a village, loot it, and violate any felt.
females. This must be done all night, 71. Ravishing, of: Whosoever pos-
every night. During the day, the sesses this weapon will be compelled
character sleeps, dreams about mur- to ravish members of the opposite
der, and when around other charac- sex. More specifically, the possessor
ters, seems merry. will attempt to repeatedly force this
67. Poison, of: Whosoever wields this weapon into a random orifice of any
weapon will be able to poison one character with a Bodily Attractive-
victim per day. The weapon has ness exceeding 100 and who fails to
magical poison, and upon the first correctly answer the following ques-
successful attack of the day, the tions. All questions must be asked:
weapon poisons its victim. The vic-
tim must pass a Health check at TH 1. What is my favorite color?
85. If failed, the victim feels cold 2. What number am I thinking from
the next round, and the following 1 to 10?
round they fall to the ground unable 3. If my weapon liked you, would
to move. Usually, they whisper, you like it back?
“Help me, please,” but no one lis-
tens, or they laugh. The next round, The victim must answer
the victim dies. each question. If one of the ques-
68. Priests, of: Only a priest may wield tions is answered incorrectly, then
this weapon. Whenever a priest the possessor will gain 1d20 LP un-

649
til the weapon ejaculates within this pass a Drive check at TH 70. One
victim. If two of the questions are roll is necessary per opponent. If
answered incorrectly, then the pos- failed, the possessor will refuse to
sessor gains 2d20 LP until the attack the opponent in any manner,
weapon ejaculates within this victim. at least until tomorrow.
If all three questions are answered 74. Rot, of: Whosoever wields this
incorrectly, then the possessor gains weapon must determine the location
3d20 LP until the weapon ejaculates of each successful attack with the
within this victim. If the weapon Crucial Damage tables (see Chap. 10:
does not ejaculate within this victim Combat). Crucial Damage does not
within the next day, then the pos- occur, but instead the specific body
sessor must repeatedly force this part rots and falls off or out. If it is
weapon in a random orifice of them- an internal organ, it is amazingly
selves until it ejaculates. Either way, ejected through the rectum. If their
this weapon ALWAYS ejaculates. body cannot function without the
After 1d20 rounds of penetration, body part or organ, then the victim
this weapon ejaculates gray splooge. dies. This property functions once
If the victim is female and the per opponent, and seems to have a
weapon ejaculates in her vagina, it memory for this.
WILL impregnate her. She will give 75. Shivering, of: Whosoever wields
birth in 1d6 days to a randomly de- this weapon causes those struck to
termined type of weapon, though it shiver as though drenched in cold
will also be a weapon of ravishing. water on a cold day. The Shivering
The mother will die upon weapon- property lasts for 2d10 rounds.
birth. The Ravishing property only Nipples become erect when Shiver-
functions every five days, when its ing.
weapon-testicles become 76. Sir Cockhammer, of: Whosoever
overflowingly full. wields this weapon will introduce
72. Regeneration, of: Whosoever pos- themselves to others as “Sir
sesses this weapon will, upon being Cockhammer, Duke of Chode.”
wounded, regenerate 1 LP of dam- This weapon illuminates a 5’ radius
age per hour. All damage and ef- as brightly as a torch, ignites oil,
fects from Crucial Damage is regen- burns webs, and sets fire to flam-
erated, unless the possessor is de- mable objects. These functions may
capitated. be performed once per day. If a
73. Regretting, of: Whosoever wields natural attack of 75 or higher is
this weapon will rather die than part rolled, then the weapon does Cru-
with it. However, each day the pos- cial Damage, and always gets a 100
sessor must pass a Drive check at TH for severity. This Crucial Damage
30 or the weapon will cause the pos- and severity property only functions
sessor to wield it against a friend or once per day.
family member. Immediately after 77. Slaying, of: Whosoever wields this
a successful attack, the possessor will weapon will experience an increase
put it away and feel regret. If the of 1d20 Strength and 1d20 Agility
possessor desires to attack any char- until the victim is slain or escapes.
acter other than a friend or family The wielder will only wear white
member, then the possessor must clothes. The wielder desires to do

650
the following: Disruption once per day at will.
1. Any opponent must be slain Sonic Disruption consists of pow-
and dismembered piece by piece. erful sound waves emitting from the
Just before the killing blow, the pos- weapon in a cone at a target crea-
sessor screams, “Do you want to ture, though the cone extends no
die?” farther than 50 feet. The opponent
2. The dismembered victim will be completely and permanently
will be placed on an altar of sacri- deafened. Blood spews from the
fice. ears of anyone within the cone. This
3. A ritual will be performed property only functions once per
so that the dismembered victim will day.
be reborn to a postmortem state. 81. Soul-stealing, of: Whosoever
The possessor cannot resist the wields this weapon causes the vic-
ritual. The ritual will consist of tim to need to pass a Wisdom check
modulistic terror and a vast sadistic at TH 10. If failed, the victim’s body
feast, and the victim will be left falls lifelessly to the ground and the
ripped and torn. Before the head is soul is absorbed by the weapon.
removed, a tourniquet must be This property only functions once
placed around their neck. The head per victim, and the weapon seems
of the victim must be secured on to have a memory. This weapon
the wall of the dwelling of the pos- only consumes souls of humanoids.
sessor. Then, the body must be For each stolen soul, the weapon
burned at midnight on a stake. grows brighter and whispers can be
4. If reborn under a lacerated heard. The glow and whispers can
sky that is bleeding in horror, the be seen and heard for one foot in
possessor of this weapon will reign darkness and total silence for each
in blood at the end of the world, or soul stolen. However, the weapon
so they believe. will only collect souls of opponents
78. Slurping, of: Whosoever wields this who have more Strength than the
weapon will notice a loud slurping wielder. If a soul is collected whose
sound may be heard for 1d100 feet body had equal or less Strength, then
after each successful attack. This the weapon will reject it and attempt
weapon never drips blood. Blood to collect the soul of the wielder. In
never pours from wounds made this case, the wielder must pass a
from this weapon. Wisdom check at a TH of 10, or
79. Smiting, of: Whosoever wields this their body dies and their soul is col-
weapon notices that upon each suc- lected. After the weapon accumu-
cessful attack, the victim is knocked lates 100 souls, the possessor in-
to the ground by a powerful and in- stantly gains 10 LP. This bonus con-
visible force. The victim has the tinues with every 100 souls gathered.
wind knocked out of them for 1d4 If 1,000 souls are accumulated, then
rounds. After this, the victim may the weapon bestows godhood on
react, if still alive. This property the wielder. The MM determines the
functions only once per victim, and exact conditions of godhood.
the weapon seems to have a memory. 82. Strength, of: Whosoever possesses
80. Sonic Disruption, of: Whosoever this weapon will experience a gain
wields this weapon may cause Sonic of 20 Strength sub-ability points.

651
The weapon MUST be in immedi- this weapon will notice sweltering
ate possession of the possessor for waves of heat emanating for one
this bonus to occur. foot from the weapon. By appear-
83. Striking, of: Whosoever wields this ance, the weapon will seem to look
weapon will gain the benefit of an normal, but in reality it will become
increased range for Crucial Damage hotter with each successful attack on
rolls. The wielder will now only need the same victim. The first success-
a natural roll of 80 for Crucial Dam- ful attack, it causes an additional d4
age to occur. sweltering heat damage. Each suc-
84. Summoning, of: Whosoever wields cessful attack thereafter increases the
this weapon will have the ability to type of die used to determine dam-
summon a random creature from age: d6, d8, d10, d12, d20, d30, d100,
the Grimoirium Monstrum once per and at maximum d1000. This prop-
day. The summoned creature will erty functions once per day at the
fight by the side of the wielder for wielder’s will.
the duration of the entire battle. 87. Terror, of: Whosoever wields
However, there is a 20 percent this weapon causes any opponent
chance that the summoned creature who is successfully struck to become
will turn on the wielder and do ev- incapacitated by terror. The victim
erything in its power to destroy the must pass a Common Sense sub-
wielder. If the wielder is destroyed, ability check at TH 50 or fall to the
before the battles ends, then the ground shaking, crying, and unable
summoned creature will also attempt to react until they have urinated
to destroy the former wielder’s upon themselves three times. This
campanions. The summoned crea- property is useable only once per
ture will instantly disappear as soon new moon.
as the original battle is finished. 88. Thieves, of: Only thieves may use
85. Swallowing, of: Whosoever wields this weapon. Whenever a thief pos-
this weapon will notice that this sesses this weapon, no one suspects
weapon has the tendency to swal- the possessor of wrongdoing unless
low some humanoids whole. To a potentially suspicious character
avoid this effect, the victim must pass passes an Intelligence ability check
an Agility check at TH 50. This func- at TH 75. All skill checks for skills
tions only twice per day and will be under the thief ’s occupation gain a
used on the first two successful at- bonus of + 5 while in possession of
tacks of each day. Furthermore, the this weapon. In addition, a bonus
weapon will gain an additional point of 1d20 is applied toward their
of damage for every humanoid swal- Hand-eye Coordination and Agility
lowed. This weapon can hold up to sub-abilities. The 1d20 is rolled once
100 victims inside of it. When the and will be forever consistent with
101st victim is swallowed, then all of that thief.
the victims inside of the weapon are 89. Thunder, of: Whosoever wields this
regurgitated for 1d20 rounds. The weapon will cause thunder to roll
weapon will then have no damage upon each successful attack. The
bonus and may begin swallowing thunder will be heard for 1d1000
once more. feet. This property functions only
86. Sweltering, of: Whosoever wields once per day. The sound emanates

652
from the point of impact. When a weapon will enjoy all acts of vio-
victim is struck, then the victim must lence, regardless of who is the re-
pass a Drive check at TH 50 or be- cipient of the violent act. The Drive
come overcome with fear and run sub-ability of the possessor increases
away. Each time this property is by 1d20 whenever the possessor is
used, the wielder has a cumulative within 100 feet of a violent act. This
1% chance of going totally deaf. increase is only effective for one
90. Torturon, of: Whosoever wields hour. Also, for each violent act com-
this weapon will become obsessed mitted by the wielder of this
with plucking the eyes from their weapon, the Drive of the possessor
victim and stuffing the eyes up the increases by 1 point; this effect only
nose of the victim. Sometimes, the accumulates points for 1 hour. The
possessor of this weapon likes to property of Violence only functions
sunbathe naked atop of cottages. once per day.
Whosoever possesses this weapon 94. Warriors, of: Only warriors may use
has a 13% chance per day that they this weapon. Whenever a warrior
will change their occupation and uses this weapon, a bonus of 1d20
become an assassin. All minimum is applied to the Strength and Agil-
ability requirements will be granted ity sub-abilities. One roll is applied
by this weapon, if necessary, so that to both sub-abilities. Also, a bonus
the possessor can become an assas- of + 5 is applied to the skill checks
sin. of any skills listed under the occu-
91. Unloading, of: Whosoever wields pation of the warrior.
this weapon will be amazed at the 95. Water-walking, of: Whosoever pos-
fact that they ejaculate or orgasm sesses this weapon will be able to
each time an opponent is success- walk across a body of water without
fully attacked. The weapon causes falling into the water. Also, the pos-
the wielder to unload excessive sessor thinks they have the General
sexual fluids. This is healthy and feels Occupation of a shepherd. The
great, the first 1d4 times. Thereaf- possessor usually wears sandals, a
ter, the wielder suffers 1d4 LP of potato sack, and believs themselves
damage due to crotch pain. If an to be a descendent of a deity. Oth-
eight-hour resting period is uninter- ers within 50 feet must pass a Com-
rupted, then the sexual fluids are mon Sense sub-ability check at TH
replaced and any accrued pain is no 99 or want to kill this lunatic. The
longer felt. possessor will rather die than part
92. Vellicatus, of: Whosoever wields with this weapon. Usually, the pos-
this weapon will hate grease and sessor walks on water to impress the
seem to have a fetish for dumping stupid or flee from rightful persecu-
carcasses down wells. Once per day, tion. If the possessor of this
the wielder may utilize the effects of weapon is slain, there is a 80%
Evanescence, as per the spell (see chance they rise from the dead three
Chap. 12: Spells). Only the wielder days later. When they are slain the
may become evanescent. The com- next time, and they WILL be, they
mand word to activate this spell is will never return, even if stupid
‘Bloodymonkey.’ people want them to.
93. Violence, of: Whosoever wields this 96. Whirlwinds, of: Whosoever wields

653
this weapon may cause a whirlwind 99. Years, of: Whosoever wields this
to consume the area surrounding the weapon causes their victim to either
victim. Once a successful attack is gain (01-50) or lose (51-100) years.
made, the victim will be forced to The amount of years gained or lost
fly around violently within a cone of is 2d20 with each successful attack.
highspeed wind. Somehow, this This property only functions once
whirlwind will not affect any other per character, and the weapon seems
character or object. Usually, the vic- to have a memory. If a character
tim urinates while in the whirlwind, becomes aged less than 0, then they
and it most assuredly hits them in shrink to the size of an unborn fe-
the face. Also, the victim is forced tus and fall to the ground dead. The
to headbang in a spinning, not a MM may need to determine the
bobbing, fashion. Roll percentile lifespan of a character in case the
dice. If 01 - 20, then the victim dies character may die of old-age.
due to a snapped neck. If 21-100, 100. Zeit, of: Whosoever wields this
then the neck of the victim will be weapon will cause time to freeze with
sore for three days and their whole a successful attack. Time will not
body will feel like they’ve been in a begin until another successful attack
mosh pit, suffering - 25 to Agility is made on the same victim. This
for three days. The whirlwind lasts property may only be used once per
for 1d100 rounds. For every ten full moon and during a full moon.
rounds inside the whirlwind, there
is a cumulative 5% chance that their
neck snaps. If they survive, their hair Hacking (Prefix) Properties
will be uncombable forever. Dizzi- 01-30 Beheading: Whosoever wields this
ness and vomit will occur for 1d4 weapon gains a + 5 to the severity
rounds after the expiration of the of any Crucial Damage attack, and
whirlwind. This property only func- only needs a natural 85 for an attack
tions once per week. roll for Crucial Damage to occur.
97. Wisdom, of: Whosoever possesses 31-40 Bone-shaving: Whosoever wields
this weapon will experience a gain this weapon gains a + 10 to the se-
of 20 Wisdom points. The weapon verity of any Crucial Damage attack,
MUST be in immediate possession and only needs a natural 80 for an
of the possessor for this bonus to attack roll for Crucial Damage to
occur. occur.
98. Wizards, of: Only wizards may use 41-45 Butchering: Whosoever wields this
this weapon. Whenever a wizard weapon gains a + 15 to the severity
possesses this weapon, their Analytic of any Crucial Damage attack, and
Intelligence and Common Sense only needs a natural 75 for an attack
sub-abilities increase by 1d20 points. roll for Crucial Damage to occur.
The bonus is consistent for both 46-50 Carving: Whosoever wields this
sub-abilities. Also, a bonus of + 5 is weapon gains a + 20 to the severity
applied to each skill check for each of any Crucial Damage attack, and
skill listed under their occupation. only needs a natural 70 for an attack
Finally, the wizard who possesses this roll for Crucial Damage to occur.
weapon somehow gains an addi- 51-55 Chopping: Whosoever wields this
tional randomly determined spell. weapon gains a + 25 to the severity

654
of any Crucial Damage attack, and only needs a natural 20 for an attack
only needs a natural 65 for an attack roll for Crucial Damage to occur.
roll for Crucial Damage to occur. 98 Slicing: Whosoever wields this
56-60 Cutting: Whosoever wields this weapon gains a + 75 to the severity
weapon gains a + 30 to the severity of any Crucial Damage attack, and
of any Crucial Damage attack, and only needs a natural 15 for an attack
only needs a natural 60 for an attack roll for Crucial Damage to occur.
roll for Crucial Damage to occur. 99 Slitting: Whosoever wields this
61-65 Dismembering: Whosoever wields weapon gains a + 80 to the severity
this weapon gains a + 35 to the se- of any Crucial Damage attack, and
verity of any Crucial Damage attack, only needs a natural 10 for an attack
and only needs a natural 55 for an roll for Crucial Damage to occur.
attack roll for Crucial Damage to 100 Splitting: Whosoever wields this
occur. weapon gains a + 85 to the severity
66-70 Hewing: Whosoever wields this of any Crucial Damage attack, and
weapon gains a + 40 to the severity only needs a natural 05 for an attack
of any Crucial Damage attack, and roll for Crucial Damage to occur.
only needs a natural 50 for an attack
roll for Crucial Damage to occur.
71-75 Incising: Whosoever wields this Pounding (Prefix) Properties
weapon gains a + 45 to the severity 01-30 Banging: Whosoever wields this
of any Crucial Damage attack, and weapon gains a + 5 to the severity
only needs a natural 45 for an attack of any Crucial Damage attack, and
roll for Crucial Damage to occur. only needs a natural 85 for an attack
76-80 Rending: Whosoever wields this roll for Crucial Damage to occur.
weapon gains a + 50 to the severity 31-40 Beating: Whosoever wields this
of any Crucial Damage attack, and weapon gains a + 10 to the severity
only needs a natural 40 for an attack of any Crucial Damage attack, and
roll for Crucial Damage to occur. only needs a natural 80 for an attack
81-85 Ripping: Whosoever wields this roll for Crucial Damage to occur.
weapon gains a + 55 to the severity 41-45 Bludgeoning: Whosoever wields
of any Crucial Damage attack, and this weapon gains a + 15 to the se-
only needs a natural 35 for an attack verity of any Crucial Damage attack,
roll for Crucial Damage to occur. and only needs a natural 75 for an
86-90 Sheering: Whosoever wields this attack roll for Crucial Damage to
weapon gains a + 60 to the severity occur.
of any Crucial Damage attack, and 46-50 Breaking: Whosoever wields this
only needs a natural 30 for an attack weapon gains a + 20 to the severity
roll for Crucial Damage to occur. of any Crucial Damage attack, and
91-95 Shredding: Whosoever wields this only needs a natural 70 for an attack
weapon gains a + 65 to the severity roll for Crucial Damage to occur.
of any Crucial Damage attack, and 51-55 Compacting: Whosoever wields
only needs a natural 25 for an attack this weapon gains a + 25 to the se-
roll for Crucial Damage to occur. verity of any Crucial Damage attack,
96-97 Slashing: Whosoever wields this and only needs a natural 65 for an
weapon gains a + 70 to the severity attack roll for Crucial Damage to
of any Crucial Damage attack, and occur.

655
56-60 Cracking: Whosoever wields this of any Crucial Damage attack, and
weapon gains a + 30 to the severity only needs a natural 15 for an attack
of any Crucial Damage attack, and roll for Crucial Damage to occur.
only needs a natural 60 for an attack 99 Squishing: Whosoever wields this
roll for Crucial Damage to occur. weapon gains a + 80 to the severity
61-65 Crunching: Whosoever wields this of any Crucial Damage attack, and
weapon gains a + 35 to the severity only needs a natural 10 for an attack
of any Crucial Damage attack, and roll for Crucial Damage to occur.
only needs a natural 55 for an attack 100 Truncheoning: Whosoever wields
roll for Crucial Damage to occur. this weapon gains a + 85 to the se-
66-70 Crushing: Whosoever wields this verity of any Crucial Damage attack,
weapon gains a + 40 to the severity and only needs a natural 05 for an
of any Crucial Damage attack, and attack roll for Crucial Damage to oc-
only needs a natural 50 for an attack cur.
roll for Crucial Damage to occur.
71-75 Mangling: Whosoever wields this
weapon gains a + 45 to the severity Stabbing (Prefix) Properties
of any Crucial Damage attack, and 01-30 Boring: Whosoever wields this
only needs a natural 45 for an attack weapon gains a + 5 to the severity
roll for Crucial Damage to occur. of any Crucial Damage attack, and
76-80 Popping: Whosoever wields this only needs a natural 85 for an attack
weapon gains a + 50 to the severity roll for Crucial Damage to occur.
of any Crucial Damage attack, and 31-40 Drilling: Whosoever wields this
only needs a natural 40 for an attack weapon gains a + 10 to the severity
roll for Crucial Damage to occur. of any Crucial Damage attack, and
81-85 Sapping: Whosoever wields this only needs a natural 80 for an attack
weapon gains a + 55 to the severity roll for Crucial Damage to occur.
of any Crucial Damage attack, and 41-45 Entering: Whosoever wields this
only needs a natural 35 for an attack weapon gains a + 15 to the severity
roll for Crucial Damage to occur. of any Crucial Damage attack, and
86-90 Smacking: Whosoever wields this only needs a natural 75 for an attack
weapon gains a + 60 to the severity roll for Crucial Damage to occur.
of any Crucial Damage attack, and 46-50 Goring: Whosoever wields this
only needs a natural 30 for an attack weapon gains a + 20 to the severity
roll for Crucial Damage to occur. of any Crucial Damage attack, and
91-95 Smashing: Whosoever wields this only needs a natural 70 for an attack
weapon gains a + 65 to the severity roll for Crucial Damage to occur.
of any Crucial Damage attack, and 51-55 Impaling: Whosoever wields this
only needs a natural 25 for an attack weapon gains a + 25 to the severity
roll for Crucial Damage to occur. of any Crucial Damage attack, and
96-97 Snapping: Whosoever wields this only needs a natural 65 for an attack
weapon gains a + 70 to the severity roll for Crucial Damage to occur.
of any Crucial Damage attack, and 56-60 Inserting: Whosoever wields this
only needs a natural 20 for an attack weapon gains a + 30 to the severity
roll for Crucial Damage to occur. of any Crucial Damage attack, and
98 Squashing: Whosoever wields this only needs a natural 60 for an attack
weapon gains a + 75 to the severity roll for Crucial Damage to occur.

656
61-65 Intruding: Whosoever wields this of any Crucial Damage attack, and
weapon gains a + 35 to the severity only needs a natural 10 for an attack
of any Crucial Damage attack, and roll for Crucial Damage to occur.
only needs a natural 55 for an attack 100 Violating: Whosoever wields this
roll for Crucial Damage to occur. weapon gains a + 85 to the severity
66-70 Needling: Whosoever wields this of any Crucial Damage attack, and
weapon gains a + 40 to the severity only needs a natural 05 for an attack
of any Crucial Damage attack, and roll for Crucial Damage to occur.
only needs a natural 50 for an attack
roll for Crucial Damage to occur.
71-75 Penetrating: Whosoever wields this Weapons, Miscellaneous
weapon gains a + 45 to the severity
To randomly determine a magical miscella-
of any Crucial Damage attack, and
neous weapon, at least three rolls must be made.
only needs a natural 45 for an attack
First, roll percentile dice to determine if the magi-
roll for Crucial Damage to occur.
cal weapon has Extraordinary Properties.
76-80 Piercing: Whosoever wields this
weapon gains a + 50 to the severity
Roll Result
of any Crucial Damage attack, and
01-90 Ordinary Magical Weapon
only needs a natural 40 for an attack
91-100 Extraordinary Magical Weapon
roll for Crucial Damage to occur.
81-85 Puncturing: Whosoever wields this
If the weapon has Extraordinary Proper-
weapon gains a + 55 to the severity
ties, then each of the following tables must be con-
of any Crucial Damage attack, and
sulted. If not, then only the first two tables must be
only needs a natural 35 for an attack
consulted. Next, roll percentile dice to determine
roll for Crucial Damage to occur.
the specific type of weapon:
86-90 Skewering: Whosoever wields this
weapon gains a + 60 to the severity
of any Crucial Damage attack, and Roll Weapon
only needs a natural 30 for an attack 1-10 Axe, hatchet
roll for Crucial Damage to occur. 11 Bottle
91-95 Sticking: Whosoever wields this 12 Bucket
weapon gains a + 65 to the severity 13 Chain
of any Crucial Damage attack, and 14 Chair
only needs a natural 25 for an attack 15-25 Cleaver
roll for Crucial Damage to occur. 26 File, Metal
96-97 Stinging: Whosoever wields this 27-30 Flail, Grain
weapon gains a + 70 to the severity 31-40 Fork, Pitch
of any Crucial Damage attack, and 41 Fork, Serving
only needs a natural 20 for an attack 42-51 Hammer, Tool
roll for Crucial Damage to occur. 52-61 Hammer, Sledge
98 Thrusting: Whosoever wields this 62 Hoe
weapon gains a + 75 to the severity 63 Hook, Grappling
of any Crucial Damage attack, and 64-67 Knife, Hunting or Tool
only needs a natural 15 for an attack 68-72 Mallet
roll for Crucial Damage to occur. 73 Quill
99 Trenchant: Whosoever wields this 74 Pan, Frying
weapon gains a + 80 to the severity 75-77 Pry Bar

657
78 Rolling Pin 91-100 Prefix and Suffix
79 Scissors
80-91 Scythe To determine the prefix, proceed to the ap-
92 Shoe propriate type of damage, such as Hacking, Pound-
93 Shoe, Horse ing, or Stabbing. If a weapon is capable of multiple
94 Shovel types of damage, then use a d6 and randomly deter-
95-99 Sickle mine the type of damage that will have Extraordi-
100 Spade nary Properties as a prefix. Then, to determine the
suffix, roll percentile dice and consult the General
Next, roll percentile dice to determine the Properties table. In either case, roll percentile dice
bonus or penalty applied to the weapon: and consult the appropriate type of damage on the
tables listed for Extraordinary Melee Weapons.
Roll Result
01 The weapon has a penalty of (80 +
1d20) to attack and damage rolls. Weapons, Missile
02 The weapon has a penalty of (60 + To randomly determine a magical missile
1d20) to attack and damage rolls. weapon, at least three rolls must be made. First, roll
03-04 The weapon has a penalty of (40 + percentile dice to determine if the magical weapon
1d20) to attack and damage rolls. has Extraordinary Properties.
05-09 The weapon has a penalty of (20 +
1d20) to attack and damage rolls. Roll Result
10-20 The weapon has a penalty of 1d20 01-90 Ordinary Magical Weapon
to attack and damage rolls. 91-100 Extraordinary Magical Weapon
21-65 The weapon has a bonus of 1d20
to attack and damage rolls. If the weapon has Extraordinary Proper-
66-85 The weapon has a bonus of (20 + ties, then each of the following tables must be con-
1d20) to attack and damage rolls. sulted. If not, then only the first two tables must be
86-95 The weapon has a bonus of (40 + consulted. Next, roll percentile dice to determine
1d20) to attack and damage rolls. the specific type of weapon:
96-99 The weapon has a bonus of (60 +
1d20) to attack and damage rolls. Roll Weapon
100 The weapon has a bonus of (80 +
01-10 Arrows, dozen
1d20) to attack and damage rolls.
11-15 Axe, hatchet
16 Bolas
Extraordinary Miscellaneous Weapons 17-26 Bolts, score
If a miscellaneous weapon was previously 27 Boomerang
determined to have Extraordinary Properties, then 28 Bottle
the weapon may have both a prefix and a suffix, 29-45 Bow, Short
such as a Smacking Shoe of Sweltering. In this ex- 46-50 Bow, Long
ample, ‘smacking’ is the prefix, and ‘sweltering’ is 51-55 Cleaver
the suffix. First, roll percentile dice and consult the 56-58 Crossbow, Hand
table below to determine the type(s). 59 Crossbow, Wheel and Ratchet
60-64 Dagger
Roll Result 65-66 Dart
01-45 Prefix 67 Flask
46-90 Suffix 68 Hammer, Tool

658
69 Hammer, War, Horseman’s
70 Hook, Grappling Roll Result
71 Hurlbat 01-45 Prefix
72-73 Javelin 46-90 Suffix
74-76 Knife, Hunting or Tool 91-100 Prefix and Suffix
77 Net, Weighted
78-81 Pilum To determine the prefix, proceed to the ap-
82 Rock propriate type of damage, such as Hacking, Pound-
83-84 Sling ing, or Stabbing. If a weapon is capable of multiple
85-95 Spear, Medium types of damage, then use a d6 and randomly deter-
96-99 Staff Sling mine the type of damage that will have Extraordi-
100 Vial nary Properties as a prefix. Then, to determine the
suffix, roll percentile dice and consult the General
Next, roll percentile dice to determine the Properties table. In either case, roll percentile dice
bonus or penalty applied to the weapon: and consult the appropriate type of damage on the
tables for Extraordinary Melee Weapons.
Roll Result
01 The weapon has a penalty of (80 +
1d20) to attack and damage rolls. Weapons, Sentient
02 The weapon has a penalty of (60 + Sentient weapons are weapons that some
1d20) to attack and damage rolls. argue are living. While sentient weapons are
03-04 The weapon has a penalty of (40 + genderless and have no skills unrelated to their type
1d20) to attack and damage rolls. of weapon, they have abilities, disposition, tempera-
05-09 The weapon has a penalty of (20 + ment, and more. First, the type of weapon must be
1d20) to attack and damage rolls. determined. Roll percentile dice and consult the
10-20 The weapon has a penalty of 1d20 table below:
to attack and damage rolls.
21-65 The weapon has a bonus of 1d20 Roll Result
to attack and damage rolls.
01-70 Roll on the table under Melee Weap-
66-85 The weapon has a bonus of (20 +
ons as magical items.
1d20) to attack and damage rolls.
71-75 Roll on the table under Miscella-
86-95 The weapon has a bonus of (40 +
neous Weapons as magical items.
1d20) to attack and damage rolls.
99-99 Roll on the table under Missile Weap-
96-99 The weapon has a bonus of (60 +
ons as magical items.
1d20) to attack and damage rolls.
100 Roll on the table under Siege Weap-
100 The weapon has a bonus of (80 +
ons as magical items.
1d20) to attack and damage rolls.
Abilities for sentient weapons use the same
Extraordinary Missile Weapons tables as those listed in Chapter 1: Abilities for char-
If a missile weapon was previously deter- acters. However, the ability scores are determined
mined to have Extraordinary Properties, then the differently by rolling 2d100. All sentient weapons
weapon may have both a prefix and a suffix, such as have the following sub-abilities: Strength, Hand-Eye
a Drilling Dagger of Death. In this example, ‘drill- Coordination, Agility, Reaction Speed, Math, Ana-
ing’ is the prefix, and ‘death’ is the suffix. First, roll lytic, Spatial, Drive, Intuition, Common Sense, and
percentile dice and consult the table below to deter- Reflection. When figuring the abilities based on the
mine the type(s). sub-abilities, if a sub-ability is absent, consider it a

659
score of 0. both. Thereafter, determine each specific property.
Amazingly, 30% of sentient weapons are ca- Sentient weapons may have the following
pable of speech. If so, they also have the sub-abili- effects: they may intentionally or inadvertently cause
ties of Vocal, Rhetorical, Enunciation, and Language. a mental illness to develop after prolonged use. After
Further, sentient weapons capable of speech know engaging in combat with 1d100 characters or crea-
a random number of languages as delimited by their tures, the wielder of the particular sentient weapon
Language Intelligence sub-ability. has a (1d100)% chance of acquiring a Random Men-
Next, the disposition of the weapon must tal Illness (see Chap. 5: Mind).
be determined. Roll percentile dice and consult the
table below:
Weapons, Siege Engines
Roll Disposition To randomly determine a magical missile
01 Ethical Moral weapon, two rolls must be made. Magical siege
02-13 Ethical Neutral engines do not have Extraordinary Properties like
14 Ethical Immoral the other types of weapons. First, roll percentile
15-16 Neutral Moral dice to determine the specific type of weapon:
17-76 Neutral Neutral
77-91 Neutral Immoral Roll Weapon
92 Unethical Moral
1-20 Ballista
93-95 Unethical Neutral
21-50 Battering Ram
96-100 Unethical Immoral
51-80 Catapult
81-100 Trebuchet
The more the weapon’s disposition differs
with that of its wielder, the more the sword is likely
Next, roll percentile dice to determine the
to reject or be uncooperative with the wielder. For
bonus or penalty applied to the weapon:
each gradation of difference between both ethics
and morals, there is a 20% chance of rejection upon
touching the weapon for the first time. For example, Roll Result
an Ethical Moral weapon has an 80% chance of re- 01 The weapon has a penalty of (80 +
jecting an Unethical Immoral wielder, or only a 40% 1d20) to attack and damage rolls.
chance of rejecting an Ethical Immoral wielder. 02 The weapon has a penalty of (60 +
Now, determine the Temperament of the 1d20) to attack and damage rolls.
weapon, just as with a character. The more the 03-04 The weapon has a penalty of (40 +
weapon’s temperament differs with that of its 1d20) to attack and damage rolls.
wielder, the more the sword is likely to reject or be 05-09 The weapon has a penalty of (20 +
uncooperative with the wielder. Take the numeric 1d20) to attack and damage rolls.
difference of each of the four temperaments, add 10-20 The weapon has a penalty of 1d20
them together and divide the total by four to repre- to attack and damage rolls.
sent the average difference in Temperament. This 21-65 The weapon has a bonus of 1d20
is the chance of the weapon rejecting the wielder. to attack and damage rolls.
Finally, the sentient weapon may have magi- 66-85 The weapon has a bonus of (20 +
cal abilities. Roll percentile dice to determine if the 1d20) to attack and damage rolls.
weapon has Extraordinary Properties. If the result 86-95 The weapon has a bonus of (40 +
is 50 or greater, then the weapon has at least one 1d20) to attack and damage rolls.
property. Consult the tables for the appropriate type 96-99 The weapon has a bonus of (60 +
of weapon to determine if it has a prefix, suffix, or 1d20) to attack and damage rolls.

660
100 The weapon has a bonus of (80 +
1d20) to attack and damage rolls.

661
Chapter 14: Treasure

Herein lie descriptions of treasure, the predominant motivation for most adventurers. This chap-
ter subdivides treasure into individual, hoards, gems, jewelry, and plunder.

Individual
Often, characters have treasure of some sort in their possession when they are slain, subdued,
beguiled, or taken prisoner. First, roll 1d100 and consult the following table. Creatures from Grimoirium
Monstrum often have modifiers to this first roll. Next, progress across the determined row and roll 1d100
for each column to determine if treasure exists. If magical items result, consult Chapter 13: Magical Items.

Individual Tr e asur e
Roll Br onz e Coppe r Silve r Ele c tr um Gold Ge m s Je we lr y Plunde r Magic al
TH 1 0 0 TH 3 7 TH 6 9 TH 1 0 0 TH 8 5 TH 9 3 TH 9 7 TH 9 9 TH 1 0 0
<4 1
1 d1 2 1 d1 0 1 d8 1 d6 1 d4 1 1 1 1
TH 1 0 0 TH 1 TH 3 7 TH 1 0 0 TH 6 9 TH 8 5 TH 9 3 TH 9 7 TH 9 9
4 1 -6 0
1 d2 0 1 d1 2 1 d1 0 1 d8 1 d6 1 1 1 1
TH 1 0 0 TH 3 7 TH 1 TH 1 0 0 TH 3 7 TH 6 9 TH 8 5 TH 9 3 TH 9 7
6 1 -7 5
2 d2 0 1 d2 0 1 d1 0 1 d1 0 1 d8 1 d4 1 d4 1 d4 1
TH 1 0 0 TH 6 9 TH 3 7 TH 1 0 0 TH 1 TH 3 7 TH 6 9 TH 8 5 TH 9 7
7 6 -8 5
3 d2 0 2 d2 0 1 d1 2 1 d1 2 1 d1 0 1 d4 1 d4 1 d4 1 d4
TH 1 0 0 TH 8 5 TH 6 9 TH 1 0 0 TH 3 7 TH 1 TH 3 7 TH 6 9 TH 9 6
8 6 -9 3
4 d2 0 3 d2 0 1 d2 0 1 d2 0 1 d1 2 1 d6 1 d4 1 d6 1 d4
TH 1 0 0 TH 9 3 TH 8 5 TH 1 0 0 TH 6 9 TH 3 7 TH 1 TH 3 7 TH 9 4
9 4 -9 7
1 d1 0 0 4 d2 0 2 d2 0 2 d2 0 1 d2 0 1 d8 1 d6 1 d6 1 d4
TH 1 0 0 TH 9 7 TH 9 3 TH 1 0 0 TH 8 5 TH 6 9 TH 3 7 TH 1 TH 9 3
9 8 -9 9
5 d1 0 0 1 d1 0 0 3 d2 0 3 d2 0 2 d2 0 1 d1 0 1 d6 1 d8 1 d6
TH1 0 0 TH 9 9 TH 9 7 TH 1 0 0 TH 9 3 TH 8 5 TH 6 9 TH 3 7 TH 1
>9 9
1 d1 0 0 0 5 d1 0 0 1 d1 0 0 1 d1 0 0 3 d2 0 1 d1 2 1 d6 1 d8 1 d6

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Hoards
Hoards are collections, accumulations, or amassments of treasure. Usually, hoards are hidden, put
aside for safekeeping, or reserved for the future. While characters may certainly have hoards, most often
hoards are the treasure from lairs, and may be the collective property of numerous creatures or the sole
property of a powerful ruler.
In any case, if necessary, roll 1d1000 to determine the size of the hoard, or select the appropriate
size:

Roll Size of Hoard


001-600 Small (manor)
601-950 Medium (lair)
951-999 Large (kingly)
1000 Colossal (dragon)

Now roll on the appropriate Hoard table below. Then, note that there are percentile chances of
acquiring treasure in each of eight categories. If it is determined that magical items exist, consult Chapter
13: Magical Items.

Sm all Hoar d
Roll Br onz e Coppe r Silve r Ele c tr um Gold Ge m s Je we lr y Plunde r Magic al
TH 7 7 TH 3 7 TH 6 9 TH 7 7 TH 8 5 TH 9 3 TH 9 7 TH 9 9 TH 1 0 0
0 1 -4 0
1 d1 0 0 0 5 d1 0 0 1 d1 0 0 3 d2 0 2 d2 0 2 d6 1 d4 2 d6 1 d6
TH 7 7 TH 1 TH 3 7 TH 7 7 TH 6 9 TH 8 5 TH 9 3 TH 9 7 TH 9 8
4 1 -6 0
1 d1 0 0 0 5 d1 0 0 1 d1 0 0 3 d2 0 2 d2 0 2 d6 1 d4 2 d6 1 d6
TH 7 7 TH 3 7 TH 1 TH 7 7 TH 3 7 TH 6 9 TH 8 5 TH 9 3 TH 9 7
6 1 -7 5
1 d1 0 0 0 5 d1 0 0 1 d1 0 0 3 d2 0 2 d2 0 2 d6 1 d4 2 d6 1 d6
TH 8 5 TH 6 9 TH 3 7 TH 7 7 TH 1 TH 3 7 TH 6 9 TH 8 5 TH 9 7
7 6 -8 5
1 d1 0 0 0 5 d1 0 0 1 d1 0 0 3 d2 0 2 d2 0 2 d6 1 d4 2 d6 1 d6
TH 9 3 TH 8 5 TH 6 9 TH 7 7 TH 3 7 TH 1 TH 3 7 TH 6 9 TH 9 6
8 6 -9 3
1 d1 0 0 0 5 d1 0 0 1 d1 0 0 3 d2 0 2 d2 0 2 d6 1 d4 2 d6 1 d6
TH 9 7 TH 9 3 TH 8 5 TH 7 7 TH 6 9 TH 3 7 TH 1 TH 3 7 TH 9 5
9 4 -9 7
1 d1 0 0 0 5 d1 0 0 1 d1 0 0 3 d2 0 2 d2 0 2 d6 1 d4 2 d6 1 d6
TH 9 9 TH 9 7 TH 9 3 TH 8 9 TH 8 5 TH 8 5 TH 6 9 TH 1 TH 9 4
9 8 -9 9
1 d1 0 0 0 5 d1 0 0 1 d1 0 0 3 d2 0 2 d2 0 2 d6 1 d4 2 d6 1 d6
TH 1 0 0 TH 9 9 TH 9 7 TH 9 5 TH 9 3 TH 8 5 TH 6 9 TH 3 7 TH 1
100
2 d1 0 0 0 1 d1 0 0 0 5 d1 0 0 1 d1 0 0 3 d2 0 2 d1 0 2 d6 2 d1 0 2 d6

663
Me dium Hoar d
Roll Br onz e Coppe r Silve r Ele c tr um Gold Ge m s Je we lr y Plunde r Magic al
TH 7 7 TH 3 7 TH 6 9 TH 7 7 TH 8 5 TH 9 3 TH 9 7 TH 9 9 TH 1 0 0
0 1 -4 0
2 d1 0 0 0 1 d1 0 0 0 5 d1 0 0 2 d1 0 0 1 d1 0 0 2 d1 0 2 d6 2 d1 0 1 d6
TH 7 7 TH 1 TH 3 7 TH 7 7 TH 6 9 TH 8 5 TH 9 3 TH 9 7 TH 9 9
4 1 -6 0
2 d1 0 0 0 1 d1 0 0 0 5 d1 0 0 2 d1 0 0 1 d1 0 0 2 d1 0 2 d6 2 d1 0 1 d6
TH 7 7 TH 3 7 TH 1 TH 7 7 TH 3 7 TH 6 9 TH 8 5 TH 9 3 TH 9 8
6 1 -7 5
2 d1 0 0 0 1 d1 0 0 0 5 d1 0 0 2 d1 0 0 1 d1 0 0 2 d1 0 2 d6 2 d1 0 1 d6
TH 8 5 TH 6 9 TH 3 7 TH 7 7 TH 1 TH 3 7 TH 6 9 Th 8 5 TH 9 7
7 6 -8 5
2 d1 0 0 0 1 d1 0 0 0 5 d1 0 0 2 d1 0 0 1 d1 0 0 2 d1 0 2 d6 2 d1 0 1 d8
TH 9 3 TH 8 5 TH 6 9 TH 7 7 TH 3 7 TH 1 TH 3 7 TH 6 9 TH 9 6
8 6 -9 3
2 d1 0 0 0 1 d1 0 0 0 5 d1 0 0 2 d1 0 0 1 d1 0 0 2 d1 0 2 d6 2 d1 0 1 d8
TH 9 7 TH 9 3 TH 8 5 TH 7 7 TH 6 9 TH 3 7 TH 1 TH 3 7 TH 9 5
9 4 -9 7
2 d1 0 0 0 1 d1 0 0 0 5 d1 0 0 2 d1 0 0 1 d1 0 0 2 d1 0 2 d6 2 d1 0 1 d8
TH 9 9 TH 9 7 TH 9 3 TH 8 9 TH 8 5 TH 6 9 TH 3 7 TH 1 TH 9 4
9 8 -9 9
2 d1 0 0 0 1 d1 0 0 0 5 d1 0 0 2 d1 0 0 1 d1 0 0 2 d1 0 2 d6 2 d1 0 1 d8
TH 1 0 0 TH 9 9 TH 9 7 TH 9 5 TH 9 3 TH 8 5 TH 6 9 TH 3 7 TH 1
100
5 d1 0 0 0 2 d1 0 0 0 1 d1 0 0 0 8 d1 0 0 5 d1 0 0 2 d2 0 2 d1 0 2 d2 0 2 d8

Lar ge Hoar d
Roll Br onz e Coppe r Silve r Ele c tr um Gold Ge m s Je we lr y Plunde r Magic al
TH 6 9 TH 3 7 TH 6 9 TH 7 7 TH 8 5 TH 9 3 TH 9 7 TH 9 9 TH 1 0 0
0 1 -4 0
5 d1 0 0 0 2 d1 0 0 0 1 d1 0 0 0 8 d1 0 0 5 d1 0 0 2 d2 0 2 d1 0 2 d2 0 1 d1 2
TH 6 9 TH 1 TH 3 7 TH 6 9 TH 6 9 TH 8 5 TH 9 3 TH 9 7 TH 9 9
4 1 -6 0
5 d1 0 0 0 2 d1 0 0 0 1 d1 0 0 0 8 d1 0 0 5 d1 0 0 2 d2 0 2 d1 0 2 d2 0 1 d1 2
TH 6 9 TH 3 7 TH 1 TH 6 9 TH 3 7 TH 6 9 TH 8 5 TH 9 3 TH 9 8
6 1 -7 5
5 d1 0 0 0 2 d1 0 0 0 1 d1 0 0 0 8 d1 0 0 5 d1 0 0 2 d2 0 2 d1 0 2 d2 0 1 d1 2
TH 8 5 TH 6 9 TH 3 7 TH 6 9 TH 1 TH 3 7 TH 6 9 TH 8 5 TH 9 7
7 6 -8 5
5 d1 0 0 0 2 d1 0 0 0 1 d1 0 0 0 8 d1 0 0 5 d1 0 0 2 d2 0 2 d1 0 2 d2 0 1 d2 0
TH 9 3 TH 8 5 TH 6 9 TH 6 9 TH 3 7 TH 1 TH 3 7 TH 6 9 TH 9 6
8 6 -9 3
5 d1 0 0 0 2 d1 0 0 0 1 d1 0 0 0 8 d1 0 0 5 d1 0 0 2 d2 0 2 d1 0 2 d2 0 1 d2 0
TH 9 7 TH 9 3 TH 8 5 TH 7 7 TH 6 9 TH 3 7 TH 1 TH 3 7 TH 9 5
9 4 -9 7
5 d1 0 0 0 2 d1 0 0 0 1 d1 0 0 0 8 d1 0 0 5 d1 0 0 2 d2 0 2 d1 0 2 d2 0 1 d2 0
TH 9 9 TH 9 7 TH 9 3 TH 8 9 TH 8 5 TH 6 9 TH 3 7 TH 1 TH 9 4
9 8 -9 9
5 d1 0 0 0 2 d1 0 0 0 1 d1 0 0 0 8 d1 0 0 5 d1 0 0 2 d2 0 2 d1 0 2 d2 0 1 d2 0
TH 1 0 0 TH 9 9 TH 9 7 TH 9 5 TH 9 3 TH 8 5 TH 6 9 TH 3 7 TH 1
100
1 0 d1 0 0 0 5 d1 0 0 0 2 d1 0 0 0 1 d1 0 0 0 1 d1 0 0 0 1 d1 0 0 2 d2 0 1 d1 0 0 2 d2 0

664
Colossal Hoar d
Roll Br onz e Coppe r Silve r Ele c tr um Gold Ge m s Je we lr y Plunde r Magic al
TH 3 7 37 TH 6 9 TH 7 7 TH 8 5 TH 9 3 TH 9 7 TH 9 9 TH 1 0 0
0 1 -4 0
1 0 d1 0 0 0 5 d1 0 0 0 2 d1 0 0 0 1 d1 0 0 0 1 d1 0 0 0 1 d1 0 0 2 d2 0 1 d1 0 0 2 d2 0
TH 3 7 TH 1 TH 3 7 TH 5 3 TH 6 9 TH 8 5 TH 9 3 TH 9 7 TH 9 9
4 1 -6 0
1 0 d1 0 0 0 5 d1 0 0 0 2 d1 0 0 0 1 d1 0 0 0 5 d1 0 0 1 d1 0 0 2 d2 0 1 d1 0 0 2 d2 0
TH 6 9 TH 3 7 TH 1 TH 3 7 TH 3 7 TH 6 9 TH 8 5 TH 9 3 TH 9 8
6 1 -7 5
1 0 d1 0 0 0 5 d1 0 0 0 2 d1 0 0 0 1 d1 0 0 0 5 d1 0 0 1 d1 0 0 2 d2 0 1 d1 0 0 2 d2 0
TH 8 5 TH 6 9 TH 3 7 TH 3 7 TH 1 TH 3 7 TH 6 9 TH 8 5 TH 9 7
7 6 -8 5
1 0 d1 0 0 0 5 d1 0 0 0 2 d1 0 0 0 1 d1 0 0 0 5 d1 0 0 1 d1 0 0 2 d2 0 1 d1 0 0 1 d1 0 0
TH 9 3 TH 8 5 TH 6 9 TH 5 3 TH 3 7 TH 1 TH 3 7 TH 6 9 TH 9 6
8 6 -9 3
1 0 d1 0 0 0 5 d1 0 0 0 2 d1 0 0 0 1 d1 0 0 0 5 d1 0 0 1 d1 0 0 2 d2 0 1 d1 0 0 1 d1 0 0
TH 9 7 TH 9 3 TH 8 5 TH 7 7 TH 6 9 TH 3 7 TH 1 TH 3 7 TH 9 5
9 4 -9 7
1 0 d1 0 0 0 5 d1 0 0 0 2 d1 0 0 0 1 d1 0 0 0 5 d1 0 0 1 d1 0 0 2 d2 0 1 d1 0 0 1 d1 0 0
TH 9 9 TH 9 7 TH 9 3 TH 8 9 TH 8 5 TH 6 9 TH 3 7 TH 1 TH 9 4
9 8 -9 9
1 0 d1 0 0 0 5 d1 0 0 0 2 d1 0 0 0 1 d1 0 0 0 5 d1 0 0 1 d1 0 0 2 d2 0 1 d1 0 0 1 d1 0 0
TH 1 0 0 TH 9 9 TH 9 7 TH 9 6 TH 9 3 TH 8 5 TH 6 9 TH 3 7 TH 1
100
5 0 d1 0 0 0 2 0 d1 0 0 0 1 0 d1 0 0 0 1 d1 0 0 0 5 d1 0 0 0 1 d1 0 0 0 5 d1 0 0 1 d1 0 0 0 1 d1 0 0

Artwork Here

665
Gems
Gems are precious and semiprecious stones having value and beauty that are intrinsic and not
derived from its setting. Gemstones are often cut and polished for ornament, and are highly prized.
Below is a table for the random determination of gems. Note, the prices on the table below
assume that the gem is cut and finished, not rough. Rough gems are only worth a small fraction, possibly
1%, of their potential value. Roll 1d1000 and consult the table below:

D ie Roll Finishe d Ge m Car ats Value /Car at


0 0 1 -0 5 0 O bsidia n 6 d1 0 0 0 3 c. p.
0 5 1 -1 0 0 Aga te 1 d1 0 0 0 5 c. p.
1 0 1 -1 5 0 Turquoise 1 d1 0 0 6 c. p.
1 5 1 -1 6 0 Bloodstone 1 d1 0 0 8 c. p.
1 6 1 -1 7 0 Cora l 1 d1 0 0 8 c. p.
1 7 1 -2 5 0 Iolite 1 d1 0 0 8 c. p.
2 5 1 -3 5 1 Ca t's E ye 1 d1 0 0 9 c. p.
3 5 2 -5 0 0 Qua rtz 6 d1 0 0 0 9 c. p.
5 0 1 -5 5 0 Citrine 1 d1 0 0 1 s. p.
5 5 1 -6 0 0 Amber 3 d1 0 0 1 s. p.
6 0 1 -6 7 5 Amethyst 1 d1 0 0 0 2 s. p.
6 7 6 -8 0 0 O nyx 1 d1 0 0 2 s. p.
8 0 1 -8 1 0 White O pa l 1 d1 0 0 3 s. p.
8 1 1 -8 5 0 Peridot 4 d1 0 0 3 s. p.
8 5 1 -8 6 0 La pis La zuli 1 d1 0 0 4 s. p.
8 6 1 -8 8 4 Cha lcedony 1 d1 0 0 4 s. p.
8 8 5 -9 3 5 Fire O pa l 1 d1 0 0 5 s. p.
9 3 6 -9 6 8 Topa z 1 d1 0 0 7 s. p.
9 6 9 -9 8 3 Moonstone 1 d1 0 0 8 s. p.
9 8 4 -9 9 1 Green Tour ma line 1 d1 0 0 1 0 g. p.
9 9 2 -9 9 6 Sa pphire 2 d2 0 5 0 g. p.
9 9 7 -9 9 8 E mera ld 1 d1 0 0 1 0 0 g. p.
999 Dia mond 1 d1 0 0 1 2 5 g. p.
1000 Ruby 2 d2 0 2 0 0 g. p.

Carats: The weight of a gem is expressed in carats. An extremely small measure of weight, one carat
equals 3 grains, 141 carats equal one ounce, or there are 2,267 carats in a pound.

Artwork Here

666
Gems: Below is an alphabetical listing of each gem Cat’s Eye – When cut in an oval, rounded
and a description: form, it shows a light-colored line that changes po-
sition as the gem is turned, giving the stone a re-
Agate – Rock composed of layers of quartz, semblance to the eye of a cat. It is a valuable gem-
sometimes of different colors. Composition varies stone commonly used in jewelry. The color ranges
greatly, and it may be polished to a high gloss. Ag- from a honey-brown to an apple-green, though rich
ate is often used for ornamental purposes. This golden colors are the most valued. It is reputed to
stone is typically valued at 5 copper pieces per carat. have the presence of a familiar, and as a powerful
It has been highly valued as a talisman or in amulets. talisman it may direct fortune. The most important
This stone is said to quench thirst and protect from factor for value is the strength and sharpness of the
fevers. Mages have been known to use it to avert eye. Typically, this stone is valued at 9 copper pieces
storms. It is mainly mined in the central mainland, per carat.
and is commonly used to make bowls. Chalcedony – This stone varies in color and
Amber – Actually made of fossilized pine may be white, gray, yellow, brown, green, or blue.
tree sap, amber is especially valuable if it has an in- The many colors resulting from the high luster of
sect inside. Amber is more commonly found in the polishing render it valuable for brooches, necklaces,
north. Some have claimed amber to be tears dried and other ornaments. This stone is valued at 4 sil-
by the sun. Others declare that it is electrically ver pieces per carat.
charged by the sun and when rubbed by a cloth. Citrine – This stone is one of the most af-
Still, others persist that amber is the juice or essence fordable gemstones, and is also durable. Citrines
of the setting sun congealed in the sea and cast up have a juicy, lemon color. It has been carried as
on the shore. Amber is often used as earrings and protection against snake venom and evil thoughts.
as a necklace of beads. It is especially valued when This stone is available in large sizes and a variety of
in the shape of little figurines, and has been known shapes. The darker stones are valued more. The
to be worth more in this form than the life of a value of citrine is typically 1 sp per carat.
living, healthy slave. Some call it “burn stone”, and Coral – An ancient gem, coral has a history
burn it as incense. Amber is typically worth 1 silver of religious significance. It is thought to be a pow-
piece per carat. erful talisman that can stop bleeding, protect from
Amethyst – A variety of quartz, this stone evil spirits, and ward off hurricanes. Its color ranges
has a violet to purple color. It is a common stone from white to red. Found coastally, it grows in
and is often associated with February. Some have branches that look like underwater trees. The most
said that amethysts dissipate evil and quicken intelli- valuable colors include red, black, and pink. It is a
gence. Further, it is thought to encourage celibacy very soft and porous gem, and should be stored care-
and symbolize piety, so it is often a stone associated fully to avoid scratches. Coral is typically valued at 8
with moral churches. Many moral hierophants wear copper pieces per carat.
amethyst rings. Finally, this stone is thought to sym-
bolize sobriety and is considered a strong antidote
to drunkenness. For this reason, many wine gob-
lets are carved from amethyst. Amethyst may be
found in a wide variety of sizes and shapes. The
value of amethyst is typically 2 silver pieces per carat.
Bloodstone – A semi-precious stone of Artwork Here
dark green chalcedony, also called Heliotrope. In
the finished stone, red spots resemble drops of
blood. This stone serves as the birthstone for March.
Typically, bloodstones are valued at 8 copper pieces
per carat.

667
Diamond – This precious stone is the hard- Green Tourmaline – This gem is valued at
est substance known, exhibited in its resistance to 10 gold pieces per carat. These stones are usually
scratching. In fact, the origin of the word means cut in long rectangular shapes, due to their long and
‘invincible’. Diamonds exhibit a wide range of trans- narrow crystal shape. This is a hard and durable
parency and color. Good quality diamonds of clear, gemstone which can withstand years of wear, though
strong, and unusual color are highly prized. Color- it is advisable to avoid heat.
less stones known as white diamonds are extremely Iolite – Mined from the north, this stone,
valuable, while yellow or brown tinged stones are when cut properly, appears a violet-like, blue, al-
regarded as imperfect. Green and blue diamonds most like sapphire from one side, clear as water from
are rarities, and red diamonds are the rarest of all. the other, and honey-yellow from the top. Cutting
The luster and fire for a diamond are higher than this gem, however, demands great skill, and must be
for any other natural, transparent, colorless stone. cut in precisely the right direction, or it is ruined. It
Diamonds have incredible resistance to the corro- is reliably hard, but should be protected from blows.
sive effects of acids and bases. Typically, diamonds Iolite is readily available and surprisingly affordable,
are valued at 125 gold pieces per carat. considering its beauty. Typically, iolite is valued at 8
Emerald – This valuable green stone is al- copper pieces per carat.
leged to have the power of healing regarding dis- Lapis Lazuli – This blue rock has been
eased eyes. Flawless specimens of good color and loved by nearly every culture. It is popular in inlays,
size are exceedingly rare and command higher prices and is the shade of blue that artists use to paint the
than diamonds of equal weight. To some, this gem sky. Most believe it is a powerful aphrodisiac, and it
symbolizes love. Most emeralds are valued at 100 is widely accepted that this stone keeps the limbs
gold pieces per carat. healthy, and frees the soul from error, envy, and fear.
Fire Opal – In some cultures, possession The stone is porous, not very hard, and easily sus-
of an opal brings bad luck to the owner. In other ceptible to becoming scratched. Lapis Lazuli is typi-
cultures, it is believed to be beneficial to eyesight, cally valued at 4 silver pieces per carat.
and is worn in necklaces by blonde women to pro- Moonstone – The birthstone of June, this
tect the hair from losing its color. Some think the blue stone seems magical with a ghostly, shimmer-
effect of the opal on eyesight can render the wearer ing glow. Some believe this stone is formed out of
invisible, and is recommended for thieves. The color moonlight. This stone, however, may come in a
of this stone is yellow to red. This stone should be variety of colors, such as gray, brown, and green,
protected from heat and strong light, which can dry though blue is the most valuable. A favorite is to
it out, causing cracks. Likewise, acids should be fashion these into beads and display them against a
avoided. Exposed corners or points are subject to black dress. Typically, moonstone is valued at 8 sil-
wear, and the stone is best set in a protected mount- ver pieces per carat.
ing. Typically, fire opals are valued at 5 silver pieces Obsidian – This stone is not very valuable,
per carat. and it is easy to shape by flaking. Ancient cultures
used it to make weapons and tools. Typically, ob-
sidian is valued at 3 copper pieces per carat.
Onyx – This stone has alternating straight
bands colored black and white. Onyx is typically
valued at 2 silver pieces per carat.

668
Peridot – An olive colored stone, peridot is Topaz – This stone may be colorless, yel-
associated with the month of August. This gem- low, green, blue, or red. The most popular color
stone is born in fire, and is known as the volcanic for a topaz is a rich orange-yellow. Topaz is often
gem. Called “evening emerald”, the green color does associated with November. Topaz has been used in
not darken at night, but is still visible by torchlight. amulets to protect the faithful against harm. Leg-
Peridot has been found in large quantities, even over end has it that topaz dispels all enchantments and
200 carats apiece. Peridot is said by mages to have improves eyesight as well. Some believe that it has
the power to drive away evil, and the power is said the power to increase strength and make its wearer
to be stronger when the gem is set in gold. Further, invisible in times of emergency. Topaz is also said
peridot is said to strengthen any medicine drunk to change color in the presence of poisoned food
from goblets carved from this gemstone. Typically, or drink. Its mystical curative powers are said to
peridot is valued at 3 silver pieces per carat. wax and wane with the phases of the moon: it is
Quartz – The stone from which crystal balls said to cure insomnia, asthma, and hemorrhages.
are made, quartz is known as “rock crystal”, and is Topaz is a very hard gemstone, though it may be
also used to make bowls. Some believe it is a com- split from a single blow. As a result, it should be
pact form of ice. Large instances of rock crystal protected from hard knocks. Typically, topaz is val-
quartz, such as those necessary to make a crystal ued at 7 silver pieces per carat.
ball, are rare. Typically, quartz is valued at 9 copper Turquoise – This stone is of medium hard-
pieces per carat. ness and the color ranges from blue and blue-green
Ruby – This is a precious red stone, and the to greenish-gray. It is used for ornamental purposes.
transparent deeper reds are highly prized. In an- Turquoise is thought to have powerful metaphysical
cient times, it was known as the “king of precious properties. For instance, it is believed to be protec-
stones”, and is the most valued, even more valued tion against Agas, the evil eye. Others believe that
than the finest diamonds. Rubies larger than five the health of a person can be assessed by the varia-
carats are especially rare, and a 32 carat ruby is the tions of the color in the stone. Finally, it is also
largest found to date. Most rubies are worth 200 thought that this stone promotes prosperity. This
gold pieces per carat. stone is commonly mined with copper deposits.
Sapphire – This stone is transparent blue, Turquoise is porous and should be kept away from
though true sapphires are deep blue. An ancient acids. Typically, this stone is valued at 6 copper pieces
culture believed that the earth rests upon a giant per carat.
sapphire, and its reflection colors the sky. The sap- White Opal – In some cultures, possession
phire has long symbolized truth, sincerity, and faith- of an opal brings bad luck to the owner. In other
fulness. This stone has been valued in talismans for cultures, it is believed to be beneficial to eyesight,
protection, and is said to be so powerful, it protects and is worn in necklaces by blonde women to pro-
a wearer even after it has been passed on to some- tect the hair from losing its color. Some think the
one else. Aside from diamonds, sapphires are the effect of the opal on eyesight can render the wearer
toughest and most durable gemstones. Most sap- invisible, and is recommended for thieves. The color
phires are valued at 50 gold pieces per carat. of this stone is white. This stone should be pro-
tected from heat and strong light, which can dry it
out, causing cracks. Likewise, acids should be
avoided. Exposed corners or points are subject to
wear, and the stone is best set in a protected mount-
ing. The typical value of a white opal is 3 silver
pieces per carat.

669
Jewelry Plunder
Regarding treasure, jewelry refers to non- Regarding treasure, plunder refers to non-
magical and objects that decorate the body but serve magical goods that a victor takes from a victim. De-
little if any purpose. The exact description of the termine the type of plunder below, then proceed to
item is left to the MM. Roll 1d100 and consult the the appropriate chart in Chapter 9: Equipment to de-
table below: termine the specific item. To randomly determine
an item of plunder, roll 1d100:
Roll Type Value
1 Amulet 1d20 s.p. Result Chart to Consult in Chap. 9 Roll
2-10 Anklet 2d20 s.p. 01-50 Common Equipment 1d100
11-20 Bracelet 2d20 s.p. 51-60 Beverages 1d8
21-35 Brooch 1d20 s.p. 61-68 Food 1d10
36-50 Charm 1d100 c.p. 69-70 Animal and Slave Trading 2d20 - 1
51 Crown 1d100 g.p. 71-72 Vehicles 1d6
52-60 Earring 1d20 s.p. 73 Vessels 1d10
61 Locket 3d20 s.p. 74 Siege Equipment 1d8
62 Medallion 4d20 s.p. 75 Torture Devices 1d8
63-73 Necklace 2d20 s.p. 76-80 Weapons: Melee 4d20 - 3
74-75 Pendant 2d20 s.p. 81-89 Weapons: Miscellaneous 1d20+1d12
76-85 Religious Symbol 2d20 s.p. 91-94 Weapons: Missile 1d20+1d10
86-99 Ring 1d20 s.p. 95-99 Armor: Individual Pieces 2d20 - 1
100 Talisman 2d20 s.p. 100 Armor: Suits of Armor 1d6

Artwork Here

670
Chapter 15:
Conducting the Game
The goal of this chapter is to guide and aid MM’s in making their games an enjoyable experience.

Preparation
Familiarity
The best advice for an MM is to observe that more preparation correlates to a better game. The
more familiar the MM is with the rules of the game, the fewer times the game will come to a halt while
rules are consulted. Obviously, no one can anticipate every choice of every player. In fact, oftentimes the
unexpected is the most enjoyable part of the game. Nonetheless, within reason there is no such thing as
being under-prepared.

Atmosphere
The setting in which the game is played can have a substantial impact upon the enjoyment of the
participants. While different groups prefer different gaming atmospheres, here are some suggestions:
Choose a quiet place where interruptions are unlikely to occur, such as a good room or a garage
with a comfortable temperature. Some groups prefer a temperature slightly cooler than ideal, so that
players are not apt to fall asleep.
Anything suggestive of medieval times is a tremendous aid in setting the mood. Common choices
include candles, a candelabra, incense, or possibly even supplying mead and tankards! Some gaming
groups even display replicas of medieval weapons, hanging them on the walls near the gaming table.

Proxemics
Using space wisely is advantageous. Generally, the MM should be seated higher than the players,
so that when the MM speaks, the players literally look up the MM. One method of accomplishing this is
for the MM to sit on a stool, while the players sit in regular chairs.
Should a particular player be suspected of dishonest dice rolling, which among players should be
visible to all anyway, this type of player may be requested to sit close to the MM so that this may be
observed and handled if necessary.

671
Condiments and personality. For instance, a character with a low
As gaming is a time-consuming social event, Charisma, poor rhetorical skills, and passive person-
a majority of gaming groups pitch in and get a pizza ality is unlikely to be a dominant party leader. Group
and beer or soda. While the tastes may differ from dynamics will differ from group to group, but the
group to group, most games last for several hours ultimate goal of gaming is to have fun and should
and snacks become nearly a necessity. be remembered at all times. Try to make the game
an enjoyable experience for everyone, if possible.

Game Mechanics
When Dice Contradict Reason Concerning Players
On occasion, the results of the dice may and Characters
contradict reason or other rules. There is no easy
Argumentative Players
answer for this dilemma, other than the fact that
Occasionally, gaming groups may be com-
the MM must deliberate carefully. Altering the re-
prised of one or more argumentative players, play-
sults of the dice can be a very slippery slope and a
ers who seem to disagree with everything. These
bad habit to begin. Whenever possible, the results
players need to understand that even though this is
of the dice should be accepted, taking the good with
a game, one of the roles of the MM is as an author-
the bad. After all, if people can pick or choose
ity figure, referee, or moderator. Assuming the MM
whether or not to accept the results of the dice,
is competent and familiar with the rules, the argu-
then there is no reason to roll them at all! Dice
mentative player must either accept the MM’s au-
rolling exists so that events occur according to prob-
thority or leave the game. Issues such as these are
ability, and when possible, need to remain that way.
often handled best by not embarrassing the player
Logic, on the other hand, must also be exercised.
and asking to speak with them privately.
Leadership
Overall, the MM is the leader, so to speak, Dominating Players
of the game. If issues and disagreements arise, es- Usually, one player will, either intentionally
pecially over rules, the MM is the final arbiter; the or unintentionally, dominate the others and the
decision of the MM must be final. Of course, if an game. It is, in fact, rare to have perfectly even input
MM makes bad decisions and the gaming group is from all participants; inevitably someone will par-
not pleased with the MM’s performance, the play- ticipate more than others. However, if this becomes
ers are not obligated to continue the game or return a problem, usually the best way to handle it is to not
for another gaming session. It should always be the embarrass the player in front of the others, but to
goal of the MM to make the best decision possible, ask to speak with them privately. Those who are
though not necessarily the most entertaining deci- troublesome beyond this point, at the MM’s discre-
sion, but the most fair or the decision that deviates tion, should seek a new gaming group.
the least from the rules when a contradiction or
conflict arises.
Oftentimes, one player will become a leader Non-Participating Players
regarding the other players. Sometimes this is a good Some players do not participate very much,
thing, and sometimes bad. Ideally, each player should which may be indicative of many things. Some truly
be able to participate as much as any other, should enjoy the game but feel inhibited, lack the confi-
they desire. Some players are naturally quiet or fol- dence, or lack the experience necessary for them to
lowers, while others tend to be assertive, aggressive, feel comfortable participating. Conversely, others
or natural leaders. Though it can be difficult, one are simply disinterested and lack of participation is
duty of the MM is to attempt to referee a player’s a symptom. If they are disinterested, don’t let a wet
leadership behavior to correspond to their abilities blanket spoil the fun for everyone else. Without

672
embarrassing the person, pull them aside and speak may not be suitable for them. Whenever possible,
with them privately. If they do not want to be in the material and rules for this game have a firm his-
the game, perhaps they should not be. More often torical or mythological basis. For instance, a quote
than not, quiet or passive players are interested, but from Homer’s Oddysey reveals the prevalence of
need encouragement. As the MM, you may attempt violence and sexual content in much classical my-
to make their character more integral to the plot, thology, “…I sacked the city, killed the men, but as
introduce an immediate encounter or incident that for the wives and plunder, that rich haul we dragged
revolves around them, or anything else imaginable away from the place – we shared it round…”
to evoke their participation.

Powerful Characters Maps


Here and there, a character may become too Since fantasy adventure characters inherently
powerful, either in relation to the other characters adventure and explore, both the players and the MM
or the gaming world around them. Many things must be able to communicate clearly regarding the
may be done to balance the situation. Perhaps a movement of the characters. In order to commu-
pickpocket will steal their gold or a disease will sap nicate clearly, the players and the MM must agree
their superhuman Strength. Regardless of what it is upon the use of certain symbols and standards. All
that specifically is so unbalancing about this charac- maps in F.A.T.A.L., such as in pre-written adven-
ter in question, there is always an easy means of a tures, will conform to the following guidelines for
maintaining game balance. maps.
First, purchase some graph paper.
Powerless Characters F.A.T.A.L. does not use hexagonal graphing paper,
Sometimes players end up with characters only square graphing paper. In a corner of the map,
that are simply undesirable. As a general rule, if all note the directions. Directions are usually indicated
five abilities together average less than 90, then the by an arrow and an ‘N’ to represent North. Nearby,
MM may consider telling the player to discard the indicate the scale, such as one square equals 5 feet.
character and begin a new one. Different scales may be selected depending on the
If characters have survived and advanced needs of the adventure. Usually, designating one
several levels and they are powerless compared to square to equal 5 feet is the most convenient and
other characters or the world around them, perhaps appropriate.
they should consider changing their occupation.
Generally, no compensation should be yielded. If Map Symbols
they have low LP or MP from several low rolls, this Next, consider the map symbols. The map
is simply what they have. symbols presented are not a complete list. Instead,
Many players become so caught up in what this list is merely sufficent to develop maps. Addi-
numbers are on their character sheets that they over- tional symbols may be introduced with different
look the fact that this is a role-playing game. adventures, and those symbols will be particular to
Oftentimes, a character that looks terrible on paper the adventure in which they are introduced. Note
may be extraordinarily fun to role-play. that for the symbols for doors, a dot appears in the
corner of the symbol. The dot represents the loca-
tion of the hinges.
Mortification
Unfortunately, not everyone will enjoy this
game. This game is not meant for minors and can
be very blunt and non-politically correct in a politi-
cally correct world. If someone is mortified by the
inherent violence or sexual content, then the game

673
Sample Map
An excerpt of a map is presented to facili-
tate familiarty with mapping. The following sample
map is, perhaps, the simplest map that may be used.
The sample map illustrates a corridor that progresses
north and turns east. Ten feet before the corridor
turns east, a trap door exists in the floor. Farther
south, a door exists along the west wall of the corri-
dor. This door opens outward, into the corridor.
Once the corridor turns east, another door may be
encountered along the north wall. This door opens
inward, into the room. Two rooms exist. The north-
ern room measures twenty feet by twenty feet. The
room to the southwest measures fifteen feet by ten
feet.

Inventing Adventures
Plot
The most important part of any adventure
is the plot. Something must give the overall adven-
ture coherence and purpose. Perhaps the charac-
ters have been captured and the plot of the adven-
ture is to escape. Below is a compilation of some
ideas to stimulate brainstorming:

674
• A dungeon has been discovered and the In addition to this basic organizational struc-
party is hired to explore it. ture, other methods may be considered. Typically,
• A mystery must be solved. there is a climax just before the conclusion. Fur-
• A party member discovers something ther, the timing of major events throughout the story
dangerous, secret, or magical, and must deal may be significant regarding how well the adventure
with it. is received among the players. If most major events
• A sage hires the party to find an obscure occur together, for instance, and the majority of
ingredient. game time consists of hours of minor events, the
• An army of darkness marches on the town, players may become bored and disinterested.
and the characters must defend their homes.
• An enemy has done something, fled, and Novelty and Predictability
must be chased, retrieved, found, or killed. Juggling these opposites can be an art in it-
• Arena combat with no plot other than to self. Each adventure should be novel or new. If the
stay alive. players can easily second-guess the MM, then the
• The local town is at war with a neighboring group will surely be bored. On the other hand, be-
town. The characters must engage in battle. ing entirely novel would be the same as being un-
• The party has been captured and must predictable. Gamers will lose interest if they never
escape. know what to expect, or if every time they take a
• The party must escort someone or some guess at what will happen they are thoroughly wrong
thing valuable to a destination, and it won’t or taken by surprise. Predictability and
be easy. unpredictability are both desirable, though only in
• The party or another is being blackmailed. moderation. When in doubt, it is safer to err in the
direction of novelty than predictability.
Setting
The MM must decide on the setting for the Combat and Difficulty
adventure. Will this adventure be primarily in town, While this can be difficult to assess and
the wilderness, a dungeon, the desert, at sea, in Hell, implement, the goal of each combat in an adven-
etc. While many hours of enjoyment may be had in ture is to offer the participants an enjoyable chal-
any setting, usually the best advice is to attempt to lenge, prevent boredom, and facilitate the plot. Gen-
include a small number of settings per adventure – erally, encounters should not occur with foes who
usually three works best. are powerful enough in combat that the characters
do not stand a reasonable chance. However, occa-
Organization sionally characters should encounter forces who they
Since adventures are primarily stories, they cannot defeat; otherwise, the characters may attempt
often share the same organization. Most stories have to fight every creature they meet, thinking the MM
an introduction, a body, and a conclusion. These would never put them in a blatantly losing situation.
three elements are integral to any adventure. Most On the other hand, if combats are consistently too
often, the introduction consists of the MM reading simple for the characters, the players may lose inter-
a few paragraphs of background information, de- est. The balance of difficulty in combat is difficult
scribing circumstances to the players as well as back- and is different for each group. As a guideline, the
ground history. The body is the adventure itself, Life Points of the party should roughly equal the
and may take numerous forms. Finally, the conclu- LP of the enemy encountered.
sion is the end of the adventure. Closure of some
form is sought in the conclusion, though sometimes
suspenseful hooks in the plot are useful to maintain
interest until the next session.

675
Disposition The role of a character differs from charac-
When preparing each adventure, the MM ter to character. Different characters are better suited
must consider the dispositions of the characters. performing different functions, and therefore dif-
Oftentimes, the goal of an adventure may conflict ferent styles of role-playing emerge. The proper
with the disposition of the group. For example, a role of a choleric thug may be to brawl, and so all
predominantly moral group will probably refuse to aspects of this character’s violent lifestyle should be
perform an assassination for an employer who lacks explored by the player. For this thug to refrain from
credibility. Conversely, a group that is predominantly violence and engage in excessive displays of Eti-
immoral will probably refuse a potential employer quette, for instance, would be to fail to properly play
when not offered enough compensation, and may his role, regardless of how well or poorly the player
get angry and slay the potential employer. An MM performs it.
needs to be prepared for these contingencies. With experience, many players develop role-
playing habits and preferences. Some prefer com-
Occupation bat, others interpersonal interaction. To ensure good
When preparing each adventure, the MM role-playing, a player or MM should think critically
must consider the occupations of the characters. about the role of the character whom they will role-
Oftentimes, the goal of an adventure may conflict play, as well as how best to perform that role.
with the occupations of the group. For example, a When preparing each adventure, the MM
group of adventurers comprised mostly of militia- must consider the roles of the characters and the
men would consequently not only be most likely to aptitude of each player for performing.
refuse an employer who attempts to hire them to
assassinate someone in town, but would probably
arrest the soliciting employer. An MM needs to be Magical Research
prepared for these contingencies.
As spellcasters and sages increase in level,
they often desire to research magic, aspiring to de-
Role-playing
velop their own spells or magical items. Generally,
Since F.A.T.A.L. is a role-playing game, the
this should not be allowed until they advance to the
purpose is to role-play a character. The definition
10th occupational level. However, depending on cir-
of good role-playing differs from player to player.
cumstance and the specific research, at the MM’s
The definition1 of a role is either “a character as-
discretion it may be possible to research minor magic
signed to or assumed by someone,” or “a part played
as early as 5th level.
by an actor.” Therefore, role-playing will be defined
here as when a player or MM performs the role of a charac-
ter. Two words must be discussed: performs and role.
Different players or MM’s will perform dif-
ferently according to their talent for acting. This
may be the most difficult aspect of the game. Some
feel inhibited by other players regarding acting.
Others are inept at acting or have little experience.
Still, some act too freely, often overdoing their per-
formance. Proper performance is an ideal. It in-
volves becoming familiar with fine details of a char-
acter, and improvising the rest until a coherent and
consistent role is developed. The performance fo-
cuses on the player or MM, while the role focuses
on the character.
1. The definition was taken from Webster’s Third New International Dictionary, and is referenced in the References section.

676
MM Characters Sample Adventure
As the MM conducts a game, the characters This chapter concludes by providing the ul-
of the players will inevitably interact with other char- timate test of conducting the game; it concludes by
acters, such as bartenders and wenches, militia and providing a sample adventure. The following sample
criminals, and employers as well as other adventur- adventure may not be suitable for all gaming groups.
ers. These characters are controlled by the MM. Nonetheless, it has been included so that the game
The work involved in fully developing each charac- may be played and explored. The sample adventure
ter with whom a player’s character may interact may is purposely short and suitable as an introductory
be overwhelming and unrealistic. Therefore, some adventure.
shortcuts are offered as suggestions:

· Only the most important of the MM’s char- Campaign of the Lost Souls
acters should be fully developed. The less
Introductory Adventure suitable for 1st level
significant the role of a character of the MM,
characters.
the less detail should be devoted to them.
On the other hand, if time allows for the
Plot
information to be determined, this is always
Each adventurer lives in a small hamlet. One
better. For pre-rolled characters, consult
morning, they are routinely selected by the hamlet
Appendix 6: Maim Master Characters.
to gather firewood. Hours later, the group returns
· Oftentimes, abilities need to be determined
and discovers that everyone in the hamlet is miss-
on the spot, usually to determine skill checks.
ing. Together, the characters must unite and inves-
Instead of rolling [(4d100/2) - 1] each time
tigate the disappearance of their families. For im-
an ability needs to be determined, other
moral purposes, a sorceror has cast Mass
methods may be more convenient. The
Teleportation and kidnapped the inhabitants of each
most convenient is to simply decide that the
hamlet.
ability in question is 100 and therefore has
no adjustment. This can prove boring if
Plot Hook
overused, as every character would be iden-
If the MM would like to retain this plot as a
tical. If only a small amount of variation is
basis for future adventures, then the sorceror re-
desired, then (1d20 + 90) will yield an aver-
sponsible for the kidnappings must not be defeated
age character every time, yet still allow for
at the end of this adventure. Otherwise, the sorceror
small variation. Perhaps the best method
may be defeated at the end of this adventure. It is
overall is (1d100 + 50), since it is simple, fast,
easy to continually make the sorceror seem one step
and allows for wide variation.
ahead of the characters who are trying to capture
· As interaction occurs, try to portray differ-
or slay him. If used properly, this device could en-
ent characters differently. Use different
tertain the players for several gaming sessions.
voices and inflections, speech rates and ha-
bitual words, mannerisms, etc. In this re-
Format
spect, characters presented by the MM will
Boxed text may be read to the characters,
seem more alive or real to the players, and
while un-boxed text may not. This adventure is not
hopefully the players will react with more
presented in a linear format. The body of the ad-
interest and realism.
venture may occur in any sequence to the whim of
the MM, and encounters may be ignored as desired.

677
Preparation Introduction
The MM must observe the character sheets One wintery day, snow covers the ground.
of the players. Specifically, the MM must note the The cold is not overwhelming today in this north-
Race, Disposition, Birthplace, and Social Class of ern territory, but the wind irritates you. As is rou-
each character. Next, the MM must create an ex- tine, each of you have been selected by your family
planation of how each character lives in the hamlet. today to venture forth into the surrounding forest
Different dispositions may respond differ- and gather firewood. Your hamlet is merely a com-
ently to this plot. A character with an ethical or munity of a few families amidst a northern forest.
moral disposition may seek to discover what hap- Successfully, you return as a group with more than
pened to their hamlet, ultimately hoping to either enough firewood. Upon entering the hamlet, you
return or avenge their family. A character with an hear only silence. As your group explores your ham-
unethical or immoral disposition may despise their let, each of you enter the main house of your fam-
hamlet and see this as an opportunity for looting ily to find them empty or abandoned. Slowly, you
and personal gain or the ideal time to begin adven- congregate together in the middle of the hamlet,
turing. Whatever disposition is involved, this plot surprised to be alone.
should provide motivation to adventure.
Introduce information specific to the ham-
Invent a basic description of the hamlet that let. Explain to each player why their character has
compliments the group of characters. If different not extensively explored beyond their hamlet in the
races exist in the group, invent a reason why these past. Allow the characters time to interact. Either
races live together. The hamlet should be comprised individually or as a group, characters may attempt
of a number of families equal to the number of to loot either their own family or another family. In
characters in the group, so that one character be- this instance, each family should be poor and have
longs to each family. The population of the hamlet little of value. If a character has any adventuring
should not exceed one hundred. For the sake of gear, such as weapons and armor, now would be an
simplicity, the following information assumes the ideal time to equip it.
hamlet and all families are human. The name of
the hamlet is Acedia, and it is comprised of six fami- Clues
lies. The population is roughly fifty, and the average Following are clues to the truth behind the
family has eight members. Invent names and basic disappearance of the inhabitants of the hamlet.
information of prominent family members and in- Each clue may be discovered when deemed appro-
habitants, and any background deemed relevant. priate by the MM:
Finally, prepare a reason for each player why they
have not extensively explored the world beyond their • One set of tracks from a horse suggest that
hamlet but have always been content with their small a horse walked into the hamlet from the
community. north and left to the south. The horse
walked up to each cottage before leaving.
The horse tracks are recent, probably only a
few minutes old. Steaming horse defeca-
tion is in the middle of the hamlet.
• The prized weapon of the hamlet, a Goring
Zweihander + 6, has been stolen from one
of the cottages. In its place is a rusted and
nicked zweihander.
• No other tracks exist, indicating that none
of the inhabitants walked out of the ham-
let.

678
Combat: Simple Mordacicus Stats: Height = 6'2", Weight =
At sunset, read the following: 211 lbs., Age = 22, Sexuality = Hetero, Eyes =
Brown, Hair Color = Brunette, Hair Thickness =
This evening, a campfire can be seen to the Thick, Hair Length = middle of the back, Hair Type
south. Judging by the smoke in the air, the campfire = wavy, Most Attractive Feature = chest, Most Re-
does not appear to be more than a few hundred pulsive Feature = hands, level 3 mercenary, Skin
feet in the distance. Color = tan, Physical Fitness = 111, Strength = 182,
Bodily Attractiveness = 123, Health = 131, Facial =
When the adventurers get close enough to 98, Vocal = 148, Kinetic = 111, Rhetorical = 86,
see the campfire, read the following: Hand-Eye = 152, Agility = 124, Reaction Speed =
136, Enunciation = 92, Language = 97, Math = 107,
A small campfire casts light on a horse that Analytic = 108, Spatial = 112, Drive = 103, Intu-
is tied to a nearby tree and a humanoid figure who ition = 109, Common Sense = 73, Reflection = 84,
apparently lies asleep by the fire. The figure is cov- LP = 32, CA = 33, PP = 07, Disposition = NI,
ered by a wool blanket. Periodically, the campfire Temperament = CM, Languages = Common
crackles. Speech, Equipment = Goring Zweihander + 6, dag-
ger, chainmaille hauberk, (4-in-1), 3 g.p., 24 s.p., and
The figure asleep by the fire is known as 4 c.p.
Mordacicus, the Mutilator. Mordacicus is an expe-
rienced mercenary who has been employed by Combat: Difficult
Semua to slay any remaining inhabitants of the ham-
let. He rode through the hamlet and found no one. As you progress through the forest, you
However, he did find the prized weapon of the ham- happen upon an earthen aperture or opening at the
let, a Goring Zweihander + 6. Mordacicus replaced base of what appears to be a small, wooded hill.
his old zweihander with this one, but has not yet Due to the trees overhead, no snow is on the ground
discovered its magical properties. Now, Mordacicus near the opening. The hole is approximately ten
sleeps and plans to continue south to report to feet in height and eight in width. The opening is
Semua that the hamlet was empty. He is the only not man-made, but appears to exist naturally. Peer-
hope the characters have of discovering the where- ing in, you see only darkness.
abouts of their families and Semua, the sorceror who
abducted them.
Inside the cave is a troll, who has recently
kidnapped a maiden. If the characters search around
the opening, they may find tracks, though they will
not be obvious. The maiden's name is Cuntrina.
She was originally abducted by a villain after she in-
sulted him. However, the troll happened across the
villain and slew him, kidnapping the maiden.
Cuntrina knows the sorceror responsible. His name
Artwork Here is Semua and he used to take advantage of her, until
a dashing prince took her away from all of this. She
was forced to perform every debaucherous act imag-
inable for Semua.

679
Troll Stats: Height = 12', Weight = 2,000 lbs., This keep has no entrance; it merely con-
Age = ?, Sexuality = Hetero, Eyes = Black, Hair sists of four stone walls, each a hundred feet long
Color = Black, Hair Thickness = Thick, Hair Length and fifteen feet high. In the center of the keep is a
= 3 inches, Hair Type = stringy, Most Attractive small, stone building, which is the home of Semua.
Feature = chest, Most Repulsive Feature = feet, Skin Semua’s home may be accessed by a thick, wooden
Color = Green, Physical Fitness = 150, Strength = door. The surrounding courtyard is littered with
400, Bodily Attractiveness = 50, Health = 300, Fa- the bodies of the inhabitants of several hamlets.
cial = 10, Vocal = 150, Kinetic = 130, Rhetorical = Semua has a magical weapon, a Dagger of
5, Hand-Eye = 80, Agility = 100, Reaction Speed = Soul-Stealing + 63. This dagger currently has 521
100, Enunciation = 10, Language = 55, Math = 55, souls. Semua knows that if the dagger collects 1,000
Analytic = 55, Spatial = 55, Drive = 150, Intuition souls, he may be granted godhood. Therefore, he
= 50, Common Sense = 40, Reflection = 40, LP = has paid to have this keep constructed around his
146, PP = 01, Disposition = UI, Temperament = home, and he casts Mass Teleportation to abduct
CP, Languages = Black Speech, Equipment = None. humanoids who will serve as fresh souls. Once their
souls are swallowed by the Dagger of Soul-Stealing,
Cuntrina Stats: Height = 5'4", Weight = 100 their bodies litter the courtyard. Hence, he seems
lbs., Age = 19, Sexuality = Hetero, Eyes = Green, to be continually lighting bonfires and burning bod-
Hair Color = Brunette, Hair Thickness = Thick, Hair ies.
Length = middle of the back, Hair Type = wavy, Presently, Semua is vomiting due to severe
Most Attractive Feature = chest, Most Repulsive intoxication. For the last hour or so, he has been
Feature = feet, level 1 laundress, Skin Color = pale, repeating the lyrics of his favorite song:
Physical Fitness = 111, Strength = 82, Bodily At-
tractiveness = 154, Health = 132, Facial = 178, Vo- Cause and effect, carve and dissect
cal = 148, Kinetic = 141, Rhetorical = 93, Hand- By trial and error I experiment
Eye = 94, Agility = 83, Reaction Speed = 101, Enun- I chop up the bodies and then I reject
ciation = 91, Language = 105, Math = 73, Analytic Those who are an impediment
= 98, Spatial = 59, Drive = 104, Intuition = 139, To my research
Common Sense = 123, Reflection = 128, LP = 17, The secret of a golem I want
PP = 87, Disposition = NM, Temperament = SP, For I shall make a horde
Languages = Common Speech, Equipment = torn The secret’s discovered, it cannot be bought
dress. And I will never be bored
With my research
Conclusion Stop shaking and crying and lie still for now
The adventurers happen upon a keep in the Or you will die much faster
middle of the forest. I am not evil, I’m good and here’s how
Just listen to my laughter
Ahead in the forest you see a large clearing. You’re my research
The clearing appears to be nearly a quarter-mile
across. In the middle of the clearing is a keep. No Semua will continue to repeat these lyrics
road is seen that approaches the keep. Periodically, when the adventurers enter the courtyard and his
the carcass of an animal litters the clearing. The home. On the other hand, if the MM desires to
keep seems to be square in shape and is roughly one extend the plot of this adventure over several gam-
hundred feet per side. No entrance is visible from ing sessions, then Semua may be absent from the
here. Smoke rises from the center of the keep and keep while he gathers ingredients.
the abhorred smell of what can only be burning If Semua is encountered, his foremost con-
tissue assaults your nostrils. cern will be to slay whoever happens upon, and es-
pecially into, his keep and collect their souls. Semua’s

680
strategy will be to cast Mass Bidding on the adven- Semua’s Stats: Height = 6'0", Weight = 169
turers. If any characters are unaffected by the spell, lbs., Age = 29, Sexuality = Hetero, Eyes = Blue,
Semua will attack them with his magical dagger, and Hair Color = Brunette, Hair Thickness = Thick, Hair
command those who are affected by Mass Bidding Length = middle of the back, Hair Type = straight,
to help him attack those who were unaffected. If Most Attractive Feature = eyes, Most Repulsive Fea-
an affected character seems likely to do a killing blow ture = waist, level 10 sorceror, Skin Color = pale,
to an unaffected character, and if the unaffected Physical Fitness = 111, Strength = 122, Bodily At-
character seems physically stronger than Semua, then tractiveness = 129, Health = 114, Facial = 135, Vo-
Semua is likely to command them to stop attacking, cal = 163, Kinetic = 104, Rhetorical = =142, Hand-
so that Semua’s magical dagger has a chance to col- Eye = 157, Agility = 104, Reaction Speed = 103,
lect the soul of the unaffected character. Once Enunciation = 122, Language = 128, Math = 106,
Semua has eliminated all unaffected characters, he Analytic = 173, Spatial = 119, Drive = 185, Intu-
will slay each affected character who seems physi- ition = 102, Common Sense = 105, Reflection =
cally stronger than he. Semua will use his dagger 103, LP = 32, MP = 453, PP = 22, Disposition =
and collect their soul. Characters who seem physi- NM, Temperament = SP, Languages = Common
cally weaker than Semua will be slaughtered anyway, Speech, Equipment = robe, knife, Impaling Dagger
though with a knife, not his magical dagger. of Soul-Stealing +17, 33 e.p., 39 s.p., and 284 c.p.
Accessible Disciplines: Annihilation, Domi-
nation, Eradication, Prognostication, Reformation,
Restoration, and Universal
Spells Known: Ascertain Properties, Beguile
Enemy, Bestow Blistering Boils, Detect Air, Detect
Ether, Detect Lie, Detect Magic, Determine Magic,
Ejaculate Blood, Electrical Field, Flight, Force Fear,
Force Mass Fear, Force Missile, Force Rancor, Force
Slumber, Greater Healing, Heating, Immutability,
Lesser Electrical Discharge, Lesser Healing, Lesser
Mending, Lesser Vulnerablity to Discipline (Anni-
hilation), Lesser Vulnerability to Fire, Lesser Vul-
nerability to Weapon, Mass Bidding, Mass
Teleportation, Possession, Protection from Disci-
pline (Domination), Protection from Fire, Re-ani-
Artwork Here mation, Regeneration, Seal Orifice, Spermatozoa Re-
juvenation, Stronger than Before, and Teleportation.

681
Chapter 16: Advancement

Advancement Points (AP) are points that measure how well a character meets the goal of their
current occupation. Different occupations have different goals and advance in different ways. For in-
stance, wizards gain AP for casting spells, while warriors get them for physically attacking creatures. The
means for advancement in the different adventuring occupations is provided in Chapter 7: Occupations. It is
the responsibility of the player to keep track of how many points their character has earned. It is recom-
mended that every instance in which a character gains AP, the player should inform the MM of the
amount and write it down on their character sheet.
In addition to occupational goals, other rewards may be granted by the MM to deserving players.
Before the adventure begins, determine the average number of points needed to advance a level among
the characters. Consider this to be the maximum possible number of Bonus Points (BP) to be granted as
described below. Upon the conclusion of the game, consider the following adjustments:

Group Cohesiveness
When all participants in a group work well together, then the group is cohesive. If a group
experienced substantial conflict that detracted from the evening’s entertainment, then no AP should be
awarded for Group Cohesiveness. If the group performs better than merely the sum of its parts, then the
MM may award up to a maximum of 25% of the BP to each surviving character.

Task Performance
Each gaming session is organized around a plot and a purpose. Depending on the adventure that
the MM has designed for the players, the goal of the characters may be to plunder a dragon’s lair, explore
a nearby dungeon, find a missing character, and too many other possibilities to list here. If the task is
performed well, then up to a maximum of 25% of the BP may be awarded to each surviving character.

Insurmountable Odds
Whenever a character beats insurmountable odds, surviving when the vast majority of characters
would not, they deserve a maximum BP of 10% awarded to that character alone. A good example is that
there was once a muscular gladiator named Tiny who became trapped in an orc lair with roughly a hundred
orcs. Most characters would clearly die, but amazingly, Tiny hacked and slashed his way through dozens of
them, living to tell the tale.

682
Noteworthy Creativity Advancing a Level
Should a player do something that consti- Upon advancing an occupational level, many
tutes noteworthy creativity, then up to a maximum aspects of a character may need to be updated. As
of 10% of the BP may be awarded to that player’s characters advance in occupational level, they usu-
character at the MM’s discretion. ally improve in skills related to their occupation. Be-
cause each character is unique, a player should re-
view the entire character if time permits.
Otherwise, the most important elements of
Rate of Advancement increasing a character level are as follows:
While the appropriate rate of advancement
may differ somewhat from group to group, a few • Training (depends on the occupa-
guidelines are recommended. First, assuming that tion)
each gaming session is at least six hours in duration, • Skill Points
no character should be allowed to advance at a rate • Magic Points
faster than one level per game session. If they have • Spell Level
earned more than enough points to advance two
levels, for instance, then their AP should be trun-
cated just below this second level. Usually, even this
rate is far too fast, as most adventures organized Changing Occupations
around a plot take multiple gaming sessions to ac- An occupation may be changed at any time.
complish, and typically gaining one level per adven- When a character advances an occupational level is
ture is too fast a rate for this as well. the most convenient time to change.
What, then, is not too fast a rate of advance-
ment? Generally, a level should at least require be-
tween one and two adventures, therefore several
gaming sessions, before advancement occurs.
Conversely, if the rate of advancement is
too slow, then the gaming sessions probably lack
enough adventuring tasks to be exciting, though this
is not always the case. It is probably worse to err in
the direction of slow rather than fast advancement,
and this is a dynamic that each MM will have to
tailor to the gaming group and their style.

683
Chapter 17:
Natural Substances

Natural substances, as far as this chapter is concerned, include acids and bases, herbs, and poisons.

Acids and Bases


Acid
Following is a list of common acids and their damaging effects per round on either flesh or metal,
as well as how long a quantity of a vial splashed on flesh or metal will continue to corrode. Acids taste
sour, provided the sample is small enough to not do damage. Further, acids generally dissolve in water,
and the stronger the acid, the better it conducts electricity. As a general rule, acids do not react with glass,
react poorly with wood, and strongly with metal and flesh. Bases are explained below. Acids and bases are
both summarized in Table 17-1: Acids and Bases.
Hydrochloric (stomach) acid is a strong acid, reacting strongly with metals (though not silver,
gold, and platinum), and in small amounts may be used to clean or galvanize metals, and in a very small
amount, it also coats our stomach. It is either a colorless liquid with a pungent odor or a colorless to
slightly yellow gas. Hydrochloric acid also reacts well with flesh and is non-flammable. However, it reacts
most violently with alcohol, aluminum, and sulfuric acid. Moderate reactions occur with water. Hydro-
chloric acid is toxic by inhalation and is a highly corrosive irritant of the skin and eyes.
Nitric acid is a colorless, yellow, or red fuming liquid. It has a characteristic choking odor that is
acrid and suffocating. It is not combustible, but may give off poisonous fumes when heated in a fire. It
will react with water or steam to produce toxic, corrosive, and flammable vapors. It stains animal tissue a
bright yellow. If it comes into contact with flesh, it may cause damage, but death is not likely. However,
1/3 of a vial (roughly 10 ml) is usually fatal for a human if ingested. Nitric acid corrodes steel and reacts
violently with alcohol or copper. To prevent nitric acid from breaking down, store cold and in the dark.
Nitric acid eats cork.
Perchloric acid is a colorless, odorless, noncombustible liquid that is highly corrosive to all tissues.
This acid is a severe reactant with a body wherever it may contact it, causing severe burns upon contact.
Reactions with wood, paper, or cotton usually produce fires and are explosive.

684
Phosphoric acid exists as a clear liquid that Base
is oily, thick, colorless, and odorless. It reacts with Similar and yet opposite to an acid, bases
most metals to form flammable hydrogen gas. The react with non-basic substances, and most notably
liquid can solidify in arctic temperatures. It is soluble with acids. Bases conduct electricity and taste bit-
in alcohol and hot water. It also reacts strongly with ter. Since water is a weak base, adding it to a base is
flesh and will burn it away. generally not a good idea.
Sulfuric acid is a clear, colorless, oily, dense, Lithium Hydroxide is an off-white, trans-
and odorless liquid. Concentrated sulfuric acid can lucent solid that is odorless. This base affects the
catch fire or explode when it comes into contact body if it is inhaled, ingested, or contacts the skin.
with alcohols or metals, although alone it is not com- Ingestion may cause nausea, muscle twitches, men-
bustible. It is reactive with organic materials (flesh) tal confusion, blurring of vision, coma, and death.
and water. It can cause severe, deep burns upon It is a severe eye irritant and may cause tissue dam-
skin contact, destroying tissue due to its dehydrat- age. Contact with acids will cause fires and explo-
ing effect. Permanent scars will result with contact. sions. Contact with water will cause the formation
Eye contact often results in permanent blindness. of flammable and explosive gas. Due to its dehy-
Sulfuric acid mist severely irritates the eyes, respira- drating effect, this base will ignite in moist air even
tory tract, and skin. When mixed with water it gets at ambient temperatures.
very hot due to its powerfully dehydrating effect. Lye is a white, odorless solid (formally, it is
Sulfuric acid stores very well; heat and light have sodium hydroxide). It may be in the form of a solid,
little, if any, effect on it. dust, mist, or solution. Lye can affect the body if it
is inhaled, ingested, or contacts the skin. It is cor-
rosive to any tissue it contacts. It will cause severe
burns, scarring, and death may result. Contact with
water, acids, or flammable liquids may cause fires
and explosions, although alone it is not combus-
tible.

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685
Table 17-1: Acids and Bases

Life Points of Inc he s of Me tal Vial on Fle sh Vial on Me tal


A c id
D am age /Round Eate n/Round D ur ation D ur ation
Hydrochloric 1 d6 1 1 d4 rounds 1 d4 rounds
Nitric 1 - (1 if copper) (1 d6 + 1 ) rounds -
Perchloric 2 d4 - 1 round -
Phosphoric 1 -2 0.5 1 d4 rounds 2 d4 rounds
Sulfuric 1 d4 2 (1 d4 + 1 ) rounds 1 round
Life Points of Inc he s of Me tal Vial on Fle sh Vial on Me tal
Ba s e
D am age /Round Eate n/Round D ur ation D ur ation
Lithium hydroxide 1 -2 - 1 d4 rounds -
Lye 1 -2 - 1 d4 rounds -

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686
Elder is a tree that produces berries. Elder
Herbs is also called eldrun, ellhorn, hollunder, hylder, and
hylantree. The wood of this tree is used to make
Herbs1 may be used for many purposes, such musical pipes. This tree is connected with magic.
as healing, stimulants, aphrodisiacs, etc. Oftentimes, Within the branches lives a dryad called a Hylde-
herbs are incorporated as ingredients in spells. Here, Moer, the Elder-tree Mother, who watches over it.
however, herbs are noted for their physical effects If the tree is cut down and used to produce furni-
and uses. ture, then the dryad will follow and haunt the own-
ers. Many believe the tree wards away sorcerors and
Anemone, also known as wildflower or evil spirits. The bark of an elder tree is used in pro-
pasque flower, is commonly used for healing. Gather ducing black dye. In large doses, an infusion of el-
a perfect bloom when the first are seen in spring, tie der bark functions as an emetic. An extract of the
them up in a red cloth, and carry as a guard against berries is believed to promote longevity. Elder leaves
disease. are used in an ointment that helps bruises and
Angelica, also known as masterwort and sprains.
archangel, this herb bears leaves that, when dried, Fennel is a plant characterized chiefly by its
assist exorcisms. Angelica is believed to be protec- aromatic leaves and seeds that grows between 2 and
tion against contagion, purify the blood, a remedy 4 feet tall. Also called fanculum, fenkel, and
against poisons, and able to cure nearly every malady. marathron, fennel leaves and seeds are used for fla-
Basil is a plant of the mint family. It is a voring and its seeds are used as a medicine. The
sweet herb used for fragrance and as a seasoning plant is associated with protection from sorcery and
for food. It grows about 12 inches tall. Basil is immorality. Fennel is hung over doors on the eve
reputed to have protective properties, as well as as- of midsummer to ward off evil spirits. When in-
sist in purification and banishing. gested, it is believed that fennel bestows 1d10
Cypress trees are symmetrical evergreens Strength sub-ability points, and it increases longev-
resembling poplar trees and often grow over 90 feet ity and courage.
in height. Cypress trees have a close-grained yellow Frankincense is obtained from the bark of
or reddish wood so resinous that it resists rotting the northern Spruce tree. When boiled in water
even after prolonged submersion in water. It has and strained, the resin becomes burgundy pitch and
been used to assist in banishing. is used for medicinal purposes. The resin contains
Daffodil is a common herb, though the bulb volatile oils that diffuse a strong fragrance in burn-
is used, not the flower. The bulbs should be gath- ing. Frankincense is an antidote for hemlock. The
ered in the winter. The daffodil is used as an appli- most popular form of incense is frankincense.
cation to wounds. When applied, daffodil helps heal Garlic is a strongly scented herb. The bulbs
burns, strained sinews, and stiff or painful joints. of these plants are used as a flavoring. In medicine,
Also, daffodil is successful at withdrawing thorns garlic is used as a digestive stimulant, diuretic, and
from the body. The daffodil is the basis of an oint- antispasmodic. Garlic is associated with protection,
ment called narcissimum. When ingested, daffodil namely against vampires.
is an effective emetic, causing prolific vomiting. Horehound is a plant of the mint family
Dill grows wild in grain fields and is culti- that grows as tall as 12 inches and bears grayish-
vated as an herb. Dill has a strong, aromatic taste. white, hoary leaves. An aromatic oil may be ob-
Its leaves are used for flavoring and sauces. Dill is tained from the leaves and is used to make a syrup
used by mages in spells and charms against sorcery. tonic. White horehound is an anti-magical herb. It
is a lesser antidote against poison, specifically spider
venom.

1. Information on herbs has been referenced from www.botanicals.com as cited in the references section.

687
Hyssop grows about 2 feet in height and Rosemary is an evergreen shrub of the mint
has aromatic leaves. The leaves are used as a me- family that is widely cultivated in dry soils for its
dicinal herb for pulmonary disorders as well as the aromatic leaves used for seasoning, which yield a
common cold and influenza. Otherwise, hyssop is volatile oil. Rosemary oil is used in medicine as a
used to clean religious places. stimulant, though it is also used in perfumes. Also
Ivy is a common plant that is an evergreen known as incensier, this shrub is renowned for tem-
climber. When the flowers of ivy are decocted in porarily boosting Reflection by 1d10 sub-ability
wine, it restrains dysentery. To remove sunburn, a points. Due to the increase in memory, rosemary
character must smear their face with tender ivy twigs. represents faithfulness in lovers and is used at wed-
Juniper shrubs and trees are conifers that dings. Rosemary is used as incense at religious ritu-
contain an oil that often deters moths and is used to als and as an ingredient in magical spells. Also, rose-
line chests. Further, juniper oil is used as a diuretic. mary is used to flavor ale and wine. This herb has
Marijuana, though an herb, has an intoxi- been considered to be protection from immorality
cating effect, and is dealt with in detail in Chapter 3: and sorcery. It is believed that if rosemary leaves
Body. are put under the bed, immoral dreams will be
Magic Mushrooms have an intoxicating thwarted.
effect and are dealt with in detail in Chapter 3: Body. Rue is a medium-sized flowering plant, both
Mistletoe grows on nearly any deciduous shrubs and trees. Rue grows just about anywhere,
tree. It is an evergreen plant with small, greenish and the whole plant has a nauseating odor. It is
flowers and white berries. The white berries ripen useful in medicine and perfumery, as well as aro-
in December. Also called misteltan, mistletoe is held matically. Rue has anti-magical properties and di-
in great reverence by druids. Druids search for minishes the effects of sorcerous spells. Also, this
mistletoe while wearing white robes. Druids climb herb has been used as an antidote that negates the
oak trees and separate mistletoe from an oak with a effects of the following poisons: aconitine, destroy-
golden knife. Druids only seek mistletoe when they ing angel, histamines, snake venom, and spider
have visions that direct them to seek it. Mistletoe is venom. For ages, rue has been eaten to preserve
always cut by druids during a particular phase of the Vision; it also makes Vision sharp and clear. When
moon and at the beginning of the year. Druids be- sprinkled in a house, rue is reputed to kill all the
lieve that the mistletoe protects its possessor from flees. The dried herb may be used to make tea.
all immorality. is used as a cure for sterility and as an
antidote for poisons.

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688
Sage is a plant of the mint family. This plant Thyme is a plant of the mint family that is
roughly grows one foot in height. The flowers of used for healing. Commonly, thyme grows 6 to 10
this plant blossom in August. Sage grows along the inches in height and flowers in the summer. This
temperate seashore. Bees gather nectar from sage. plant is associated with elves. Bees are fond of thyme
Also called sawge, it is grown for its leaves, which and extract honey from the plant. Thyme is also
contain a pungent oil and are used in stuffing meats, associated with death. This plant contains an aro-
poultry, and sausage. Fresh sage leaves may be matic, essential oil. Thyme helps purify the blood-
rubbed on the teeth serves to cleanse the teeth and stream regarding mild poisons. This spice is used as
strengthen the gums. A tea may also be made from a remedy for melancholic characters, lowering their
the leaves. melancholic temperament by 1d10 points for 1d10
Tarragon is an aromatic, bitter herb that hours. An infusion of thyme is used for chest mala-
reaches a height of two feet and is commonly found dies, weak digestion, and sore throat. The infusion
in many areas. Tarragon is also called dracunculus, is usually sweetened with honey. Wild thyme tea
little dragon, and mugwort. The green parts of the remedies headaches and nervousness.
plant are used as seasoning for food. The plant is
associated with protection. It is thought that this
plant cures bites of mad dogs and stings of venom-
ous beasts. The root of tarragon is eaten to cure a
toothache.

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689
Valerian shrubs vary in height from 2 to 5 Willow, as a shrub, occurs most often in the
feet and have thick, acrid-smelling roots. Valerian tundra and above the timberline on mountains, al-
roots are also called all-heal, amantilla, and setwall. though it may be found nearly everywhere. Willow
Growing in cool and northern regions, this plant bark is used medicinally to counter fever and pain.
may be found in marshy thickets and along If ingested, however, it is bitter and irritates the
riverbanks. The roots of this shrub have many uses. stomach. Willow bark is a popular first choice for
In ordinary doses, valerian root serves to quiet and fevers, mild to moderate pain, and inflammation due
soothe. However, large doses cause pain in the head, to injury. Willow bark may be applied only once per
heaviness, and stupor. Made from the roots, a tea is day per subject and heals one Life Point per wound.
renowned to alleviate cramps. The roots are also Repeated applications soothe pain, but do not heal
used as a diuretic and for its aroma. Aside from more Life Points.
medicinal uses, this root is used as a spice and as a Yarrow is found in pastures and by road-
perfume. It is a custom to lay the roots with the sides, and ranges in height from 1 to 3 feet. Other
clothes as perfume. Magically, valerian roots are also names for yarrow include: milfoil, old man’s pep-
used to assist in banishing. Valerian root affects more per, soldier’s woundwort, knight’s milfoil, herbe
than characters. Both cats and rats are greatly at- militaris (the military herb), thousand weed, nose
tracted to the scent of valerian root, which has an bleed, carpenter’s weed, bloodwort, staunchweed,
intoxicating effect on them. Consequently this root sanguinary, bad man’s plaything, yarroway, gearwe,
is used to bait rat traps. and yerw. It flowers from June to September. Yar-
row promotes the healing of wounds. Some di-
rectly apply the plant to the wound, while others
prefer to make an ointment from it and apply the
ointment to the wound. Direct application instantly
heals 1d4 LP per wound. An ointment heals 1d6
LP per wound. Yarrow tea decreases the melan-
cholic temperament by 1d10 points. If a character
has a nosebleed, the application of yarrow will stanch
the bleeding. If a character does not have a nose-
bleed and part of the yarrow plant is placed inside
the nose, the nose will begin to bleed. Nosebleeds
induced by yarrow serve to alleviate headaches.
Yarrow is used in divination spells and has been dedi-
cated to immoral deities. Flowers and leaves of the
Artwork Here plant have a taste that is bitter, astringent, and pun-
gent. As an infusion, yarrow is good for severe colds.
Aging males wash their scalp with yarrow and be-
lieve it prevents baldness.

690
Forms of Extracted Herbs Ointment: This is a fatty substance such as
Herbs are often extracted into the follow- lard to which herbs are added. Choose herbs ac-
ing forms described below: decoctions, infusions, cording to the desired effect, or enchant them, or
macerates, oils, ointments, poultices, syrups, tinc- both. For healing ointments, choose according to
tures, and washes. the physical ailment. Three teaspoons of herb to
Decoctions: A decoction is comprised of one cup of fat, steeped and heated several times
herbs that have been simmered in water. It is the should prove adequate. All ointments should be kept
best method for drawing the healing elements from cool and in air-tight containers for best results. For
tough plant parts such as bark roots, stems and heavy magic, ointments work best when applied to parts
leaves. To make a decoction use 1 ounce of dried of the body where the pulse may be felt.
herbs to 1 pint of water that has been brought to a Poultices: To make a poultice, use fresh or
boil. Keep water just below boiling for about 30 dried herbs that have been soaked in boiling water
minutes and let herbs simmer. Simmering may take until soft. Mix with enough slippery elm powder to
up to 1 hour, depending on the plant used. A higher make a poultice stick together. Place on affected
heat than what is appropriate for infusions is neces- part then wrap body part and poultice with clean
sary because of the toughness of the plant parts. cloth.
Infusions: This is the origin of the idea of Syrups: To make an herbal syrup, add two
witches potion. It is a process of soaking herbs in ounces of dried herbs with 1 quart water in a large
water. To make an infusion, boil water. Add the pot. Boil down and reduce to 1 pint, then add 1-2
boiled water to 1 teaspoon of a dried herb. Cover tablespoons of honey. If you want to use fresh
and let steep for 9-13 minutes. Strain, and cool. fruit, leaves, or roots in syrups, you should double
Infusions are drank, added to bath, rubbed into fur- the amount of herbs. Store for no more than one
niture and floors, and used to anoint the body. week. Honey-based syrups are a simple and effec-
Macerates: This is to steep an herb in fat, tive way to preserve healing qualities of herbs. Syr-
such as done with salves and ointments. The best ups can soothe sore throats and provide some re-
oils to use are almond and sesame. Warm one cup lief from coughs.
of oil over a low flame and place one-half ounce of Tinctures: To make a tincture, grind plant
herbs wrapped in cheesecloth to soak. Continue parts with mortar and pestle. Add just enough high-
until the herbs have lost their color and the oil is quality alcohol to cover the herbs. Let sit for 21
rich with their scent. days then add a small quantity of glycerine (about 2
Oils: Oil extracts are made from fresh herbs tbs per pint) and about 10% volume of spring wa-
that contain volatile oils used for healing. Fresh herbs ter. Strain and store in air-tight, amber-colored glass.
are necessary for the extraction of the oils. The If kept cool and dry, it will last for up to 5 years. A
fresh herbs are crushed with a mortar and pestle. dose is usually 20 drops in a cup of warm water, and
Olive or sesame oil is then added, at the ratio of taken four times per day.
one pint of oil for every two ounces of herbs. The Washes: This is an infusion meant only for
mixture is allowed to stand in a warm place, out of external use. A mild form of a wash would be ¼
direct light, for three days. The oils are stored in ounce of herb to one pint of boiling water, steeped
dark, glass containers. This process is best done until lukewarm, then applied.
during the new moon.

691
Blood poisoning, also bacterial in nature, is
Poisons a condition that occurs when virulent microorgan-
A poison is any substance that produces dis- isms invade the bloodstream through a wound or
ease conditions, tissue injury, or otherwise interrupts an infection. Symptoms include chills, fever, pros-
natural life processes when in contact with or ab- tration, and often infections or secondary abscesses
sorbed by the body. Most poisons, taken in suffi- in various organs. Most poison gases also affect the
cient quantities, are lethal. Sources of poison in- bloodstream. Because these gases restrict the body’s
clude minerals, plants (zootoxins), or animals ability to absorb oxygen, they are often considered
(phytotoxins). Poisons may take the form of a solid, in a separate category called asphyxiants, to which
liquid, or gas. Types of poisons are classified ac- group ordinary carbon monoxide belongs. Gas
cording to their effects: corrosives, irritants, or nar- poisons, however, may also be corrosives or irritants.
cotics. Regarding the ingestion of poisonous plants,
usually more than two ounces of the plant must be
ingested by an adult before effects are noticeable,
Corrosives include strong acids or alkalies though some are toxic in small amounts.
that cause local tissue destruction, externally or in-
ternally; that is, they ‘burn’ the skin or the lining of Treatments: in most cases dilution is advis-
the stomach. Vomiting occurs immediately, and the able by ingesting large quantities of water or milk.
vomitus is intermixed with blood. Diluted corro- In other cases, an emetic is necessary, a substance
sive poisons commonly act as irritants. (Common that induces vomiting and rids the stomach of the
corrosive poisons include hydrochloric acid, carbolic poison, though they should not be used on a char-
acid, bichloride of mercury, and ammonia.) acter who has ingested corrosive poison. An anti-
Irritants (such as arsenic and mercury) act dote, unlike an emetic, chemically counteracts the
directly on the mucous membrane, causing gas- effects of the poison, although it may indirectly re-
trointestinal irritation or inflammation accompanied sult in vomiting. An antidote may work against a
by pain and vomiting; diluted corrosive poisons also poison by neutralizing it, rendering it insoluble, ab-
have these effects. Irritants include cumulative poi- sorbing it, or isolating it. Charcoal, mistletoe, and
sons, those substances that can be absorbed gradu- olive oil are often used as an antidote.
ally without apparent harm until they suddenly take
effect. Descriptive Terms: Each poison listed be-
Narcotic poisons act upon the central ner- low is categorized in several ways. The format is as
vous system or upon important organs such as the follows:
heart, liver, lungs, or kidneys until they affect the These terms are also described in the skill
respiratory and circulatory systems. These poisons Toxicology in Chapter 8: Skills. Find refers to the
can cause coma, convulsions, or delirium. Narcotic likelihood of finding the poison in an average set-
poisons include alcohol, belladonna, and cyanide. ting (common, uncommon, rare, very rare). Identify
Also included in this category is one of the most refers to the chance of being able to identify the
dangerous poisons known, botulin toxin, a potent poison once it has been extracted and prepared, such
bacterial toxin that causes acute food poisoning as detecting whether or not a glass of wine handed
(Botulism). to a character by an evil elf is poisoned or not (ob-
vious, ordinary, obscure). Extract refers to the diffi-
culty of extracting the poison from its natural set-
ting, such as removing venom from a spider’s sac
(simple, moderate, difficult, impossible). Finally,
Prepare refers to how hard it is to prepare the ex-
tracted poison for use (easy, average, hard).

692
Poisons: Alphabetically

Poison Find Identify Extract Prepare


Aconitine Common Obvious Simple Average
Arsenic Very Rare Obscure Difficult Easy
Baneberry Common Obvious Simple Easy
Belladonna Rare Ordinary Moderate Average
Bittersweet Rare Ordinary Moderate Average
Botulism Very Rare Obscure Moderate Average
Cantharides Uncommon Ordinary Moderate Average
Cocklebur Uncommon Ordinary Moderate Average
Daphne Common Obvious Simple Easy
Destroying Angel Uncommon Ordinary Simple Easy
Diphtheria Very Rare Obscure Impossible Hard
Dysentery Very Rare Obscure Impossible Hard
Ergot Rare Obscure Moderate Easy
False Hellebore Uncommon Ordinary Simple Easy
Henbane Uncommon Obvious Simple Easy
Histamines Common Ordinary Moderate Easy
Mercury Rare Obvious Moderate Average
Oleander Common Obvious Simple Easy
Poison Hemlock Common Obvious Simple Easy
Poison Ivy Common Obvious Simple Average
Rhubarb Uncommon Obscure Moderate Easy
Sapremia Very Rare Obscure Impossible Hard
Serums - Ordinary Difficult Easy
Snake Venoms Uncommon Obvious Moderate Easy
Spider, Black Widow Rare Obvious Difficult Easy
Spider, Brown Recluse Rare Obvious Difficult Easy
Spider Venoms Common Obvious Difficult Easy
Tetanus Very Rare Obscure Difficult Hard
Water Hemlock Uncommon Obvious Moderate Average
Wild Black Cherry Common Ordinary Moderate Easy
Yew Common Obscure Simple Easy

Artwork Here

693
Aconitine is known as “the queen mother Baneberry is a poisonous plant widely dis-
of poisons.” It is a common toxin and is easily ob- tributed in the woods and it grows up to two feet in
tained from such deceptively pretty flowers as height. Small, feathery, white flowers bloom in the
monkshood or wolfsbane. Aconitine has no smell, spring. Black berries ripen in autumn. The berries
but tastes bitter. Only 1/6th of a vial of this extract are poisonous, containing an oil that causes abdomi-
or one gram of the plant is fatal to a character when nal pain, fever, nausea or vomiting, and diarrhea.
ingested. A fatal dose for a horse is 12 ounces of After ingesting the berries, it takes from 8d6 hours
the plant. Within 1d10 minutes of ingestion, ac- for the effects to occur, and they last for (1d6+2)
onitine produces a freezing sensation that creeps days. This poison is only rarely lethal. Each berry
outward from the core of the body. Provided a eaten lowers the character’s LP by 1 until the effects
lethal dose was imbibed, paralysis stops the work- wear off or the character dies from ingesting too
ings of the victim’s heart within 2d100 minutes. many. Multiply the number of berries eaten by 3
Symptoms during the onset may include chest pain, and add this result to 50. The character who in-
extreme anxiety, irregular heart beat, loss of speech gested these berries must pass a Health check at this
control, nausea, pinpoint pupils, numb throat, numb TH for each of the symptoms to avoid them (ab-
hands, numb mouth, and vomiting. Life Points will dominal pain, fever, nausea, vomiting, diarrhea).
decrease proportionally. Belladonna, a variety of nightshade known
Arsenic is found in many ores, is gray-me- as deadly nightshade, is a plant with large simple
tallic in appearance, and it is a favorite poison of leaves and bell-shaped flowers. The fruit is a single
assassins. It is easily prepared by heating a common green berry that becomes purple to black with ma-
ore called arsenopyrite, although occasionally the turity. All parts of this plant are poisonous and nar-
pure element is found in nature. Typically, when cotic. The leaves and roots contain atropine, which
the ore is roasted, the arsenic sublimes and can be dilates the pupils of the eyes. Female characters use
collected from the dust as a by-product. Arsenic is extracts of belladonna for the cosmetic value of this
poisonous in doses significantly larger than one grain. dilating effect. Each berry does 2 LP damage. If a
Interestingly, repeated exposure to minute amounts fatal amount is eaten (enough to reduce a character
of arsenic allows a character to build a tolerance, so to 0 LP), then they will die in 6d4 hours. Otherwise,
that doses normally fatal to others do not affect the after this time they will recover 2 LP per hour.
person with tolerance. For each grain ingested, 15 Bittersweet, a variety of nightshade, is a
LP of damage occur. If the character survives their woody and vine-like northern plant with small and
contact with arsenic, then they acquire a cumulative greenish flowers. While the flowers are inconspicu-
1% chance of immunity to the damage of it the ous, the fruits are brightly colored. All parts of this
next time the character contacts arsenic. plant are poisonous, and if eaten in generous quan-
tities, may be fatal. One to ten pounds of plant
material may be lethal to a horse. Therefore, 1d10
ounces of the plant are a lethal dose to a character.
If at least an ounce is ingested, then Health sub-
ability checks must be passed at TH 60 to avoid each
of the following signs of poisoning, which will ap-
pear in 1d6 hours and last for 1d6 hours. Signs of
poisoning include vomiting, poor appetite, abdomi-
nal pain, depression, difficulty breathing, weakness,
collapse, convulsions, and diarrhea, which may be-
come bloody.

694
Botulism is a poison resultant from bacte- Destroying Angel is a large, white, poison-
ria. Symptoms begin (1d20+16) hours after inges- ous mushroom. A lethal dose for a healthy adult
tion. Botulism affects the central nervous system human male is about half of a mushroom cap.
and interrupts nerve impulses, though the mind Symptoms will begin 10 hours after ingestion, though
continues functioning normally. Disability death may be delayed as long as 1d10 days later. The
progresses from difficulty in walking and swallow- toxin causes severe abdominal upset, followed by
ing and impaired vision and speech to occasional failure of the liver, kidney, and circulatory system.
convulsions and ultimately to paralysis of the respi- It is a painful experience and is known for the in-
ratory muscles, suffocation, and death, all within a herent suffering. No known antidote prevents death
few hours or days depending on the amount in- once eaten. Each half of a mushroom cap eaten
gested. 66% of those who ingest botulism die. causes 25 LP damage, which is distributed propor-
Cantharides are powders made from poi- tionally over the progression of symptoms prior to
sonous beetles. If placed on clothing, when worn death.
this produces suppurating skin lesions. For each Diphtheria is poison that is destroyed by
vial of powder ingested, 1d4 LP of damage occurs. gastrointestinal juices, though it carries a highly in-
Cocklebur is a poisonous plant that is poi- fectious air-borne disease that mostly affects chil-
sonous when young, but harmless after it matures. dren. If breathed, it forms a false membrane in the
The seeds and seedlings contain the highest quanti- passages of the upper respiratory system. From
ties of poison, yet the whole plant may be consid- here, a toxin seeps in, damaging the heart and cen-
ered toxic. Any species may become poisoned upon tral nervous system, and may lead to death. If they
consumption. Once ingested, death may follow in survive, then five days after the initial infection, a
(2d20 + 1d8) hours. LP decrease proportionately. gray-white exudates is formed on the walls of the
Daphne is a poisonous shrub in which the nose and throat. It increases in size and thickness,
poisonous parts are the berries, bark, and foliage. eventually blocking off air passages and suffocating
Its flowers are yellow-greenish, its foliage is like an the character. If infected, a character must pass a
evergreen, and its berries are either bluish-black or Health sub-ability check at TH 33 or die in 1d10
bright red. When taken into the mouth, the berries days.
produce an immediate and intense burning. Chew- Dysentery is caused from a parasite, which
ing the bark or fruits causes painful blistering of the in turn is usually caused by unsanitary conditions.
lips, mouth, and throat, with salivation, thirst, and This toxin is most commonly spread by water or
inability to eat or drink, followed by swelling of the uncooked food. Dysentery is a an acute or chronic
eyelids and nostrils, intense burning of the digestive disease of the large intestine, characterized by fre-
tract, vomiting, bloody diarrhea, weakness, head- quent passage of small, watery stools, often con-
aches, and in severe cases, delirium, convulsions, taining blood and mucus, accompanied by severe
coma, and death. Eating only a few berries may be abdominal cramps. If infected, a character must
lethal to a small child. Each berry eaten causes 2 LP pass a Health sub-ability check at TH 20 or die in
damage. The sap of Daphne may cause severe skin 2d10 days.
irritation and ulceration, and the poison may enter
the body through skin contact.

695
False Hellebore is a plant with numerous Histamines are poisons that result from
wide leaves that are narrow at both ends, and is widely insect stings, producing irritation and swelling. His-
distributed in swamps. The vegetation, if eaten at a tamine also causes contractions of involuntary
particular time during pregnancy by sheep and other muscles, especially of the genital tract. If at least
animals, may produce birth abnormalities. The sus- one fluid ounce of histamines is in the body of a
ceptible period is less than one day. The common character, then the character must pass a Health sub-
deformity produced, called cyclopia, is malforma- ability check to remain alive. The TH is 20 for each
tion of the face resulting in (01-50) a single median fluid ounce of histamines in the body of a charac-
eye or (51-100) two eyeballs in a single central socket. ter.
If a pregnant animal or character ingests this plant Mercury, also known as quicksilver, varies
during pregnancy, then 1d1000 must be rolled. If greatly in toxicity depending on the route of expo-
the result is 001, then the child will be malformed. sure. Ingestion is largely without effects. Inhala-
Ergot is a hard, blackish fungus that grows tion of the vapor -- which is colorless, odorless, and
on various cultivated and wild grasses, most notably tasteless -- causes severe respiratory irritation, di-
on rye, wheat, and barley. Characters who eat bread gestive disturbances, and marked kidney damage,
from infected grain suffer from a disease called er- often instantly. It has been known to cause violent
gotism. Animals are subject to ergot poisoning as vomiting and eventual circulatory or kidney failure
well as humanoids. Symptoms include digestive ir- in its victims. It is a silvery, noncombustible, and
ritation such as abdominal pain, nausea, vomiting, odorless liquid.
diarrhea, thirst, headache, loss of 1d100 points in Oleander is a poisonous plant that affects
Health, loss of 1d100 points in Agility, loss of 1d100 the heart. Also called rose laurel, this is an ever-
points in Hand-Eye Coordination, muscle tremors, green shrub with flowers and leathery leaves. Its
and convulsions. The above symptoms are followed sap is highly toxic, and a single leaf may contain a
by drowsiness and temporary paralysis. Large in- lethal dose. A lethal dose for a character is 1d10
gested amounts produce severe convulsions, hyper- leaves. A lethal dose for a horse is ¼ pound of
excitability, belligerency, and trembling. leaves, usually (30 +1d10) leaves. Occasionally, ani-
Henbane is a coarse, hairy, and foul-smell- mals die after ingestion without warning. Other-
ing herb that bears alternate, bluntly lobed leaves. wise, symptoms include depression, vomiting, diar-
The flowers are bell-shaped, displaying dull yellow rhea, abdominal pain, irregularities in the heart rate
streaked with purple and surrounded with green. and rhythm. Each of these symptoms may be
The leaves and seeds of henbane are poisonous, avoided by passing a Health check at TH 60. As the
contain atropine, and have been used for medicinal poison progresses, the extremities may become cold.
purposes since ancient times. If the roots are in- Symptoms occur in a few hours. Trembling and
gested, characters develop symptoms of thirst, dry collapse (two Health checks at TH 70) can occur,
mouth, dilated pupils, warm and flushed skin, in- followed by coma (30% chance) and death (70%
creased heart rate, purposeless motions, and hallu- chance) within a few hours.
cinations. If the flowers are ingested, characters
develop symptoms of agitation, restlessness, dry
skin, and pupil dilation. If more than an ounce of
either is ingested, a Health sub-ability check must
be passed at TH 60 to avoid death. Each ounce
eaten beyond the first increases the TH by 10.

696
Poison Hemlock is a poisonous plant that Sapremia is a form of blood poisoning
may reach ten feet in height, and in which the poi- caused by toxic products that result from the action
son is distributed throughout the entire plant and of putrefactive microorganisms on dead tissue.
upon reacting with the nervous system, causes pa- Sapremia often accompanies gangrene. If a charac-
ralysis. This plant is of the parsley family and is a ter acquires sapremia, then they must pass a Health
large, coarse, unpleasant-smelling plant. Poison hem- sub-ability check at TH 40 to overcome it. Other-
lock induces trembling, loss of coordination, respi- wise, the infected character will feel weak and lose
ratory paralysis, and eventually death. As it takes 1d100 points of Strength and Drive. In another
effect, it ascends the body, progressing from the feet 2d4 days, the character may attempt another Health
to the head. The victim’s mind remains clear to the check in order to overcome sapremia. When mak-
end. A lethal dose is 4-5 pounds of leaves for a ing Health checks, if the result is 5 or less, the char-
horse, 1-2 pounds for cattle, and less than ½ pound acter instantly dies.
for sheep. A fatal dose for a character is (1d8 + 8) Serums against venoms can be obtained by
ounces of the plant or the equivalent when extracted. injecting animals (such as horses) with small amounts
Each ounce does 2 LP damage. Within 2 hours of of the venom and extracting the immune serum or
eating the plant, characters become nervous, tremble, antivenin that the animal’s body produces in defense.
and grow uncoordinated. After the excitement Snake venoms are broadly classified as ei-
phase, the character becomes depressed; the heart ther hemotoxic (damaging blood vessels and caus-
and respiratory rates slow down. The legs, ears, and ing hemorrhage) or neurotoxic (paralyzing nerve
other extremities become cold and bloating may centers that control respiration and heart actions),
occur. In lethal cases, the character dies (1d6 + 4) though sometimes are a combination of the two
hours after ingestion. categories. If affected by snake venom, a character
Poison Ivy is a poisonous plant that brings must make a Health sub-ability check at TH 50 to
about skin irritation. A lacquer-like resin in the sap avoid its effects. If the character is affected, then
is the source of irritation. The effects do not be- the MM must determine the percentile chance that
come apparent for hours. First, the skin reddens death occurs. If the venom is hemotoxic, then the
and begins to itch. Small, watery blisters soon ap- character loses 1d100 points of Strength and Drive.
pear and the itching becomes intense. Recovery If the venom is neurotoxic, then symptoms include
occurs in 1d4 weeks. Scratching may cause it to local pain and swelling, nausea, and difficulty in
spread. breathing.
Rhubarb is a plant with edible stalks and Spider, black widow – only the female is
poisonous leaves. When the leaves are eaten, the poisonous and she bites only defensively, not ag-
poison passes to the bloodstream and crystallizes in gressively. Her poison is neurotoxic (paralyzing
the kidneys, rupturing the tubules. Affected crea- nerve centers that control respiration and heart ac-
tures will appear depressed, may stagger and tremble tions) and is followed by local pain and swelling,
(Health check at TH 60), and appear weak. Often, nausea, difficulty in breathing, and is sometimes fa-
they will drink and urinate more as kidney function tal (Health check at TH 50).
declines. A lethal dose of ingested leaves for a char- Spider, brown recluse – the bite of this
acter may only be 1.5% of their body weight (Health spider causes a long-lasting sore that involves tissue
check at TH 20), 3% of body weight (TH 40), 4.5% death, and severe reactions to it may become life-
of body weight (TH 60), 6% of body weight (TH threatening (Health check at TH 50).
80, or 7.5% of body weight (TH 99). Additional
symptoms include abdominal pain, nausea, vomit-
ing, and drowsiness.

697
Spider venom – all spiders are venomous, Wild Black Cherry is a poisonous plant in
though many cannot break a character’s skin or lack which the poisonous part is damaged foliage. Cya-
the potency in small doses to be dangerous to char- nide is released in the plant whenever the leaves are
acters. Spider (arachnid) venom is neurotoxic (para- damaged. Most animals can safely consume small
lyzing nerve centers that control respiration and amounts of healthy leaves, bark, and fruit. As little
heart actions). Symptoms include local pain and as 2 ounces of damaged leaves, however, may be
swelling, nausea, and difficulty in breathing. fatal. 10 LP of damage occurs in a character per
Tetanus is a poison that is destroyed by gas- ounce of damaged leaves ingested. Some make
trointestinal juices. The infection of the nervous poisonous tea from the leaves. Cyanide prevents
system causes muscle spasm. Also called lockjaw, it the body from being able to utilize oxygen, so al-
is obtained from contact with rust in wounds. The though animals may be physically capable of breath-
incubation period lasts from two weeks to several ing, their entire bodies are suffocating. After inges-
months, but most often is two weeks (80% of the tion, signs will (60% of the time) manifest within a
time, otherwise roll 2d8 weeks). The first symp- 1d4 minutes, though it may take as long as an hour
toms are headache and depression, followed by dif- (in this case, roll 1d6 and 1d10 to determine 1-60
ficulty in swallowing and in opening the jaws. Stiff- minutes). The character will try to breathe more
ness of the neck develops and gradually a spasm of rapidly and deeply, and then become anxious and
the cheek muscles sets the face in a peculiar, sar- stressed. Later, trembling, incoordination, attempts
donic grin. Eventually, the spasms spread to other to urinate and defecate and collapse is noted, which
muscles of the body. About two in three cases are can proceed to a violent death from respiratory and/
fatal (Health sub-ability check at TH 66). or cardiac arrest within 3d20 minutes. If an affected
Water Hemlock is a poisonous plant in character is still alive 2 or 3 hours after consump-
which the most poisonous part is the roots. Water tion, chances are good that they will live.
hemlock, when eaten, brings about convulsions. The Yew is an evergreen, needle-bearing tree and
roots grow in clusters of tubes roughly two feet in shrub that persists through the winter. The fruit is
length. The amount of root that must be eaten to an attractive scarlet berry. The wood is slow-grow-
cause death is very small; one or two bites of the ing, strong, fine-grained, and is utilized in cabinetry
root may be fatal to a character. Only 8 ounces will and archery bows. The branches are often twisted
kill a horse. The root does 20 LP damage per bite or gnarled, and the bark is red and scaly. Yew trees
to characters. The plant grows in swamps, along are often sacred to druids. The foliage and seeds
streams, and in other moist conditions. Once in- contain potent poisons that act to stop the heart of
gested, signs will develop within an hour, though an animal so suddenly that no symptoms are seen;
often within 10-15 minutes [50% chance of devel- the animal simply drops dead. The poison reacts
oping in (8 + 2d4) minutes, otherwise roll 1d6 and with the nervous system, causing heart block. The
1d10 for a result from 1-60 minutes]. The syndrome berries are the least poisonous part of the plant.
is very violent. First, nervousness occurs and the One mouthful is enough to kill a horse or cow in
pupils become dilated. Later, muscle tremors oc- 1d6 minutes. As little as 0.1 – 0.6% (roll 1d6) of the
cur, the character has difficulty breathing, falls down fresh plant per body weight is lethal.
and goes into convulsions. Death from respiratory
paralysis and terminal convulsions is a typical out-
come, occurring within 3d10 minutes of the onset
of symptoms.

698
Chapter 18: Warfare

Artwork Here

In F.A.T.A.L., warfare means combat involving large numbers of combatants. The difference
between Chapter 10: Combat and this chapter is scale. It is appropriate to consult the former regarding
combats that may be enacted on an individual basis, where each combatant is considered individually.
Warfare, on the other hand, is concerned with large-scale combats in which it is not feasible to proceed
individually.
The larger the scale of combat, the more abstract it is. Regarding warfare and the game, there are
several ways to conduct it depending on circumstance. In some cases, it is most desirable and appropriate
to conduct warfare round by round. In other cases, it is more useful to be able to determine the result of
a battle with one roll of the dice.

699
Power of Forces”, which will be en-
Outcome-Focused Warfare tered in the final calculation.
The following is a step by step procedure d. If the result from 1b is less than or
for determining the outcome of a battle with one equal to 1.0, then consider the re-
roll of the dice. Each leader or general of a force in sult, which represents advantage, for
a battle must complete the following procedure. For this force for “Size and Power of
the following calculations, round all numbers to two Forces” to be 0 in the final calcula-
decimal places. tion.
1. Size and Power of Forces 2. Home Advantage
a. For each force in the battle (usually, a. If a force battles on its home terri-
there are only two) sum the total tory, such as in the example above
number of combatants and multi- when the orcs and trolls attack the
ply them by their Life Points. For hamlet of the humans, the force
example, a force comprised of 80 battling on its home territory gains
orcs (average of 23 LP each) and 20 a Home Advantage of 5.
trolls (average of 152 LP each) is b. Those who are not fighting on home
summed into (80 x 23) + (20 x 152) territory do not gain a bonus or suf-
= (1840 + 3040) = 4880. Consider fer a penalty.
this sum to be called ‘F’ for friendly 3. Leader Age
forces and ‘E’ for enemy forces. For a. Refer to Chapter 3: Body for Lifespan
the sake of a complete battle ex- and the age categories, such as
ample, another force may simply Middle Age.
consist of 31 human farmers (aver- b. If the leader of a force is in the
age of 20 LP each) defending their Middle Age category, that force gains
hamlet. This force is summed into +10 for Leader Age.
(31 x 20) = 620. c. If the leader of a force is in the Old
b. Each general or leader of a force Age category, that force gains +5 for
must calculate the following: F/E. Leader Age.
That is, divide the total from the d. If the leader of a force is in the Pu-
previous step (1a.). For instance, the berty or Venerable category, that
example above, from the human side force suffers –5 for Leader Age.
of the force, would become 620/ 4. Leader Competence
4880 = 0.13. However, for the non- a. Here, the competence of a leader is
human force, the result is 4880/620 the number of previous cumulative
= 7.87. victories in battles. Leaders that have
c. If the result from the previous step prior success leading forces in battle
(1b.) is greater than 1.0, then take 1 are better likely to make good deci-
divided by the number. For example, sions regarding battle and also to
the non-human force would become instill Drive from the combatants
(1/7.87) = 0.13. Next, subtract this and fear or cautious respect in the
result from 1. For example, the non- enemy.
human force would become (1 – b. Multiply the number of cumulative
0.13) = 0.87. Square this result. For victories of a leader by 3 and add
example, the non-human force this consider this number “Leader
would become (0.87 x 0.87) = 0.76. Competence” in the final calculation
Finally, multiply this number by 100 for each force.
to have the result for “Size and

700
5. Fortification For example, above we determined that a
a. If a defending force has a fortifica- human force had a “Size and Power of Forces” of
tion, this adds to their overall effec- 0, while a non-human force had 76. The human
tiveness in battle. force gains a “Home Advantage”, while the attack-
b. If a defending force has only a town ing non-human force does not. The human farm-
wall, add 5 for “Fortification”. ers, we’ll say, end up being led by a middle-aged
c. If a defending force has only a town leader, so they gain 10, while the non-human force
wall and siege engines, add 10 for is led by a young adult, which results in no modifier.
“Fortification”. Next, we’ll say that these particular farmers have
d. If a defending force has a castle, add never participated in combat before, and so the
15 for “Fortification”. leader has not demonstrated “Leader Competence”,
e. If a defending force has a castle on earning no bonus. Meanwhile, the leader of the
a mountaintop with a moat and siege non-human force has successfully destroyed 5 other
engines, add 20 for “Fortification”. hamlets, equating to gaining 15. Finally, the hamlet
6. Miscellaneous Variables has nothing to qualify it for a “Fortification” bonus.
a. The MM may determine other mis- In sum:
cellaneous variables are relevant to
the battle, such as soldier sickness, Human Force = (0 + 10 + 0 + 0) = + 10.
technological or training superiority, Non-human Force = (76 + 0 + 15 + 0) = + 91.
the extent of the use of magic, etc.
The leader of the human force rolls d100,
Calculation for All Variables and gets a 55, adds the +10 bonus, and has an end
(Size and Power of Forces) + (Home Advantage) + result of 65. The leader of the non-human force
(Leader Age) + (Leader Competence) + (Fortifica- rolls d100 and gets an 02, adds +91 bonus, and has
tion) + (Miscellaneous Variables) = Bonus Per Force an end result of 93. The non-human force success-
fully slaughters the human force, giving them no
Finally, the leader of each force must roll quarter.
d100 and add the Bonus Per Force calculated above.
The force with the highest number wins. The win-
ner of the force may slaughter and give them no
quarter at their own discretion. Otherwise, they may
roll d% to determine what percent of the enemy’s
forces are subdued and may be taken prisoner. When
the trolls and orcs attacked the human hamlet, the
remainder of the enemy’s forces were slaughtered
in battle.
To determine the casualties of the winner,
simply subtract the number of survivors or prison- Artwork Here
ers of the loser’s force at the time victory is deter-
mined above from the winner’s initial total number
of forces. Roll d% and apply it to this amount to
determine what percent of this number is the casu-
alties for the winner.

701
Warfare by Unit of Time LP: The sum of all Life Points
CA: The average Current Armor of the
Since it is possible for battles to last for days warriors
on end, the unit of time for battles will not be a Drive: The average Drive
round consisting of ten seconds, but a round con- Sprint: The slowest Sprint speed applies to
sisting of ten minutes. the squad

Typically, centuries are all comprised of the


Organization same type of as well, such as heavy cavalry, light
Different states and races have differing cavalry, charioteers, heavy infantry, light infantry, ar-
methods, if any, of organizing their combatants. chers, shield-bearers, slingers, etc.
This system of warfare will utilize a dominant Officers are trained and educated warriors.
method of organization for the sake of consistency. Few armies have officers, but those that do benefit
However, depending on the state and race in ques- from organization tend to be significantly more ef-
tion, organization may be quite different. fective. Very few officers command warriors. The
Since soldiers and mercenaries are different commanding officer of an army is called a legate.
occupations, warriors refer to general combatants. Below the legate are tribunes. One tribune, called a
The table below illustrates how warriors are orga- senior tribune, is in charge of each legion. Beneath
nized into groups: the senior tribune are five tribunes, each in charge
of two cohorts.
# of Warriors Name of Group Instead of officers, most armies are led by
10 Squad (or contubernium) nobles, who are educated, but often they are not
100 Century (10 squads) trained or experienced warriors.
1,000 Cohort (10 centuries) As far as demonstrating combat in minia-
10,000 Legion (10 cohorts) ture scale, it depends on the scale of combat and
the size of your tabletop. It is recommended that a
The use of these differentiations is to sepa- 1” x 1” grid is used, and that 1” represents one squad,
rate types and races of warriors, as well as to allow or roughly 30’.
for varying tactics (see below).
All warriors in a century, which must con- Types
sist of two to ten squads, are typically unable to fight Below are discussed the type or function of
at once. However, combinations of infantry are warriors within an army. The type of warriors are
common, such as a front line of swordsmen who arranged alphabetically:
are reinforced by warriors with polearms. Usually,
only the warriors on the frontline of combat may Archer, Crossbow: Archers are trained war-
fight, which is the first squad. Meanwhile, the duty riors, usually either soldiers or mercenaries. This
of the second squad is to wait for the first squad to type of archer specializes with the crossbow and
die so they may advance. Most often, the inexperi- usually has experience with the shortbow. The
enced and youngest warriors are placed in front, shortbowmen with the finest aim are usually selected
while the older and more experienced warriors stand to be crossbowmen, also called arbalestiers.
behind them. Crossbowmen are renowned to require very little
The warriors of each squad share a tent training, as the crossbow is one of the easiest weap-
when on campaign. It is assumed that squads are ons to use. Archers are usually organized into cen-
comprised of warriors who do not differ from each turies, as explained below. The common archer
other; they are the same race, wear the same armor, wears a gambeson and uses their crossbow.
swing the same weapons, etc. The characteristics
of a squad include the following:

702
Archer, Longbow: Archers are trained war- Infantry, Light: Infantry are trained war-
riors, usually either soldiers or mercenaries. This riors, usually either soldiers or mercenaries. Light
type of archer specializes with the longbow and usu- infantry are usually inexperienced and young. Light
ally has experience with the shortbow. The finest infantry usually have little armor and simple weap-
shortbowmen are usually selected to be ons. While light infantry may vary considerably de-
longbowmen. Archers are usually organized into pending on the army, the most common type of
centuries, as explained below. The common archer light infantry wears a gambeson and wields a short
wears a gambeson and uses their bow. sword.
Archer, Shortbow: Archers are trained war- Peasants: Peasants are commoners that lack
riors, usually either soldiers or mercenaries. This military training. Peasants tend to not have poor
type of archer specializes with the shortbow. Ar- abilities pertinent to warfare such as Health or Physi-
chers are usually organized into centuries, as ex- cal Fitness. Generally, peasants only join an army
plained below. The common archer wears a or partake in military action in extreme situations,
gambeson and uses their bow. such as home defense. Peasants often have no ar-
Cavalry, Heavy: Cavalry are trained and mor, though some may wear a gambeson. The weap-
mounted warriors, usually either soldiers or merce- ons of peasants are only those which are easily avail-
naries. Heavy cavalry use heavy warhorses capable able, such as pitchforks, knives, cleavers, clubs, etc.
of sustaining the great weight of the armored war- Shield-bearers: A shield-bearer is a warrior
rior. Heavy warhorses usually wearing barding as with minimal training who bears a large shield. The
armor for their protection. These warriors usually purpose of a shield-bearer is to protect others, usu-
resemble heavy infantry, except that the most com- ally archers, from missile attacks.
mon weapons tend to be battle axes, flails, or Siegeworks artisan: A siegeworks artisan,
warhammers. Special warriors that are heavy cav- also called a siegeworks technician, is a common la-
alry are called knights (see Chivalry in Chap. 6: Social- borer, usually either a carpenter or a miner. They
ity). usually accompany an army so that siege engines
Cavalry, Light: Cavalry are trained and may be built or tunnels may be dug so that a wall of
mounted warriors, usually either soldiers or merce- an enemy’s fortification may be toppled. Siegeworks
naries. Light cavalry use light horses capable of artisans do not command the operation of siege
speed, and they are not weighed down with barding. engines (see Chap. 8: Equipment), but assist siegeworks
These warriors usually resemble light infantry, ex- master artisans. A siegeworks artisan typically wears
cept that the most common weapons tend to be a gambeson and carries either a military pick if they
battle axes, flails, or warhammers. are a miner, or common tools if a carpenter.
Charioteer: A charioteer is a trained war- Siegeworks master artisan: A siegeworks
rior, usually either a soldier or a mercenary. Chari- master artisan is a siegeworks artisan with previous
oteers usually have experience as both infantry and experience as a siegeworks artisan. The duty of a
cavalry. The most common charioteer wears leather siegeworks master artisan is to command the
armor and wields a spear and a sword. siegeworks artisans regarding siege engines and war-
Infantry, Heavy: Infantry are trained war- fare. For instance, it is the siegeworks master arti-
riors, usually either soldiers or mercenaries. Heavy san who commands the siegeworks artisans to ad-
infantry are usually experienced veterans. Heavy just the aim of a catapult, its tension, and the weight
infantry tend to have sufficient armor and may have of the projectile.
a variety of weapons. While heavy infantry may vary Slingers: Slingers are warriors skilled with
considerably depending on the army, the most com- the use of the sling, which is a difficult weapon (see
mon type of heavy infantry wears chainmaille, holds Chap. 8: Equipment). Slingers require substantial room
a shield, and wields a broadsword. to adequately use a swing, so they may not be as
concentrated as archers.

703
Tactics When appropriate, the Master of the Ar-
chers yells to the Centenaurs “Ready,” then his esti-
The science and art of maneuvering war-
mate of the range to the enemy, then yells “loose.”
riors or ships in relation to each other and the en-
Then, the Centenaurs echo the command and thou-
emy and of employing them in combat is tactics.
sands of arrows fly skyward. On occasion, the
For most human cultures, tactics are extremely
Master of the Archers might only order specific ar-
simple. Most armies are undisciplined masses of
chery centuries to fire if enemy warriors are only
warriors. Both sides simply line up their masses of
advancing on a portion of the front. In most battles,
cavalry with infantry in the front. The infantry usu-
however, the onslaught is either all or nothing.
ally open the battle. When a leader on one side or
the other judges the moment to be appropriate, cav-
alry are commanded to charge. The timing of the Council of War
charge of the cavalry usually decides the victor. As armies march across land, word of the
Armies that value organization utilize the approaching army may be brought to an enemy by
cohort and consider it to be a good formation. Such a scout, peasant, or traveller. If the presence of an
armies often organize a legion into three lines. The army is reported, most military leaders attempt to
front line consists of four cohorts abreast, while hold a council of war. Heralds often work out the
the middle and rear groups each consist of three details of conflicts before warfare is necessary. If
cohorts. unsuccessful, the location of the battle is often
As two opposing fronts rush to meet each mutually determined. If no agreement can be
other, a thoughtful maneuver is called a wedge. To reached or heralds are murdered, a siege is often the
enact a wedge tactic, one small portion of the front result.
is allowed to be farther ahead than the others, who
successively hang farther back the farther they are Siege Warfare
away from the small portion in front. When a war- A siege is a method of warfare in which an
riors in a wedge formation rush at an even front, a attacking army surrounds a defender’s fortification.
break may be forced in the opponent’s front line, Armies take siege technicians with them on cam-
which allows the enemy to be attacked from within paign. Siege technicians are usually carpenters and
and behind their own ranks. miners, while master siege artisans have years of ex-
perience with siege warfare. Once the defender’s
Archers fortification is surrounded, siege technicians employ
Archers are often organized into centuries the use of various siege engines or techniques, such
of ten ranks in depth. The commander of a cen- as catapults, battering rams, scaling ladders, and dig-
tury of a hundred archers is called a Centenaur. ging under walls to topple them.
When trained to function as a unit, archers quickly By custom among enemies of the same spe-
learn at what angle to aim their bows to strike a cies or race, if the defenders surrender without a
target at a certain distance. The most experienced fight, the fortification will not be pillaged. Both
archers are placed in the front row to provide a guide sides prefer to end the confrontation through ne-
for the others. The Centenaur specifies the distance gotiation, which is usually a war of nerves. In gen-
and the century releases arrows accordingly, even eral, the besieger does not want to attack due to the
though only the archers in the first few ranks can expense, death of many troops, the fact that sieges
see the enemy. A typical army may have 50 centu- are difficult endeavors, and since a siege can ruin
ries of such archers available. In overall command the value of the fortification. For different reasons,
of the centuries is the Master of the Archers, an the defender wants to avoid confrontation. For in-
experienced knight that is, unlike most knights, skilled stance, time is often on the side of the besieger, and
with the bow. the prospect of losing one’s home and life is dis-
couraging. Therefore, negotiations via heralds are
usually underway since the beginning of the siege.

704
If a portion of a wall is toppled, defenders Using Siege Weapons
often surrender when the wall topples to avoid Most siege weapons require multiple char-
bloodshed. Throughout the siege, the heralds of acters to use. To use such a siege weapon, whoever
the besieger attempt to convince the defender that is in charge of the siege weapon must make a
it is never too early to surrender. The defender, Weapon (Specific) skill check (see Ch. 8: Skills).
however, has much at stake. Even if a surrender is However, aiming at characters or objects is differ-
successful and honored, the defender may be sen- ent with siege weapons than it is with traditional
tenced to death by their allies for allowing the loss melee or missile weapons. Consult the table below
of the fortification without every possible measure to determine the CA of a target when using a cata-
taken. pult, lithobolus, onager, or trebuchet:
Assuming that time is not a concern and that
reinforcements will not arrive for the defender, a Target Size Current Armor
common strategy for the besieger is not to attack at Humanoid 10
all, but to prevent all entry and exit. In time, the Carriage 20
defenders will starve, quarrel with each other, and Building, 20’ x 20’ x 20’ 30
surrender. However, this strategy might take Small keep, 100’ x 100’ x 100’ 40
months, and in the meantime, the besieger’s army Castle, 1,000’ x 1,000’ x 1,000’ 50
must be paid and fed. Large city 60
Upon encountering moats and ditches, be-
siegers often attempt to fill them with bundles of
wood or earth. Nevertheless, depending on the
quality of the fortification, the defender usually has
Raising an Army
the favored position when a besieger simply attempts While cultures and states differ, generally
to directly storm the fortification. speaking the most effective humanoid armies con-
When storming a fortification, a thoughtful sist of professional, paid warriors. Mercenaries play
tactic is called a testudo formation. Warriors in a a vital role, as well as soldiers (see Chap. 7: Occupa-
testudo formation carry body shields, stand close tions). Mercenaries are popular because maintaining
together, and hold them over their heads. This for- private armies is expensive. Oftentimes, each land-
mation significantly reduces damage from missiles holder is obligated to render 40 days of armed ser-
above. vice to their overlord. Though, this depends on
how much land is held and the original arrangement.
It is expected that landowners are the most moti-
vated warriors, because they may lose their homes.
However, raising landowners as warriors is often in-
effective. For instance, when the obligatory term
of 40 days expired, landowners quickly abandon the
army. Since most military campaigns outlast 40 days,
this can be disruptive and dangerous.
Elsewhere, it is popular for the landowners
Artwork Here to be paid for service instead of obligated to 40
days. Usually, enlisted soldiers are paid every 90 days.
Moreover, upon retirement from the army, it is cus-
tomary that a plot of land or fixed sum of money
will be granted to the soldier. Of course, all of this
varies greatly depending on the state, race, and cul-
ture.

705
Wages Movement
Below are common wages for military per- Armies move across land at the rate of the
sonnel. Pay is listed per 90 days of service: slowest member of the army. Consult the headings
of Walk and Forced March under the Sprint skill
Wages Type of Troop (see Chap. 8: Skills), as well as the Physical Fitness
4 gp Untrained peasants subability (see Chap. 1: Abilities), and Encumbrance
9 gp Infantry, light (see Chap. 9: Equipment). Consider the slowest mem-
11 gp Infantry, heavy ber of the army to determine the maximum that an
14 gp Cavalry, light army may move.
22 gp Cavalry, heavy For instance, if the slowest member of an
27 gp Charioteer army is a human of average Physical Fitness (200
45 gp Knight Sprint Speed), and he is unencumbered, then the
108 gp Noble, lesser or officer army may move at 3 (200/58) miles per hour, or 24
225 gp Noble, greater or officer miles after 8 hours of marching.
9 gp Slinger Next, consider the terrain over which the
9 gp Shield-bearer army moves. Armies are more hindered by terrain
9 gp Archer, shortbow than individuals. Multiply the number of miles cov-
11 gp Archer, longbow ered in a given terrain by its Movement Modifier
14 gp Archer, crossbow below:
9 gp Siegeworks artisan or technician
90 gp Siegeworks master artisan Terrain Movement
City Blocks 1.00
Plains w/Road 1.00
Plains w/Trail 0.95
Plains 0.90
Forest w/Road 0.95
Forest w/Trail 0.90
Forest 0.80
Hills w/Road 0.80
Hills w/Trail 0.75
Hills 0.70
Forested Hills w/Road 0.75
Forested Hills w/Trail 0.70
Forested Hills 0.65
Artwork Here Mountains w/Road 0.40
Mountains w/Trail 0.35
Mountains 0.30
Forested M. w/Road 0.35
Forested M. w/Trail 0.30
Forested Mountains 0.25

706
Logistics Pillage, Plunder, and Ransom
The method of supplying warriors with food Pillage
is known as logistics. Few armies have a system of The loyalty of warriors may be maintained
logistics. Without such a system, the warriors have by occasional opportunities to pillage the country-
to live off the land. This, however, is not as easy as side and plunder particularly rich locales, such as
it sounds. towns. The warriors know that rich opportunities
Each human needs three pounds of food do not always present themselves during a military
per day, and twenty for each horse. If these re- campaign. But, a share of the plunder can make
quirements are not met, first hunger occurs, then even a common soldier rich beyond their wildest
dissertion or they starve to death. The horses may dreams. As armies travel, the warriors live off of
be grazed, but grazing does not leave much time for unarmed locals, taking food and other valuables by
the army to travel. Grazing requires four to six hours force or intimidation. Pillage is usually discouraged
per day. During this time, however, the warriors by military leaders while in friendly territory. Once
may forage the countryside for food. The local peas- in enemy territory, however, pillage is encouraged.
ants of enemy territory consider the foraging of After all, pillaging the enemy’s lands and peoples
invading armies to be pillaging. However it is termed, serves to demoralize their population, and at the
armies which are foraging or pillaging move between same time pillage makes warriors happy and allows
5-10 miles per day. Armies may not forage more military leaders to skip a payday and get away with
than 60 miles from their line of march. Foraging or it.
pillaging armies strip the surrounding ten miles clean
of all food, grass, and hay. Anyone entering that Plunder
area in the next few days finds only a wasteland. Plunder, however, is quite different from
Local peasants flee when an invading army is sighted. pillage. Plunder is organized pillage, and is only en-
If an army can support itself, it could move couraged when concentrated wealth is nearby.
twenty or more miles per day. If close to a coast or Towns and castles are the most likely objects of plun-
river, ships may carry their supplies. der. The loyalty of warriors is often maintained dur-
Warriors can carry about a week of food ing long sieges because they anticipate plunder. Not
with them. In most armies, each warrior is expected being able to plunder a town is a big disappoint-
to tend to their own needs of supply. While war- ment to warriors. Maybe more than anything, war-
riors might purchase food from the locals, warriors riors look forward to raping the local women.
on military campaign often take what they want by
force. This is especially true in enemy territory,
Ransom
where the thefts are considered part of the damage
A custom of warfare is to capture nobles
done to a foe.
and knights alive, if possible. The family of a cap-
Well organized armies set up regular forag-
tured noble or knight will pay ransom to get them
ing parties for each major contingent, rather than
back. On the battlefield, the strategy is to knock
allowing warriors to wander freely. Foraging, how-
down the valued and armored man, pile on him,
ever, can be a risky means of logistics. For example,
and disarm him. At this point, surrender usually
sometimes local peasants become irate, arm them-
comes quickly.
selves, and murder the foragers.

707
Military Training During training, recruits are given a heavy
wooden sword and heavy wicker shield so that when
Though military training differs depending
the recruit takes up the real and lighter weapons,
on the state and race, the following typifies orga-
the warrior will fight faster, more safely, and feel
nized training.
freed from the weight. Besides the sword, other
Rounded shields of wicker are woven so that
weapons are utilized in training at the stakes, such as
the frame is double the weight of a battle shield.
spears and bows.
Similarly, recruits are given wooden foils that are
Vaulting onto horses is always insisted upon
double the weight of battle swords. Training grounds
not only of recruits, but also of serving soldiers.
consist of man-sized wooden stakes driven into the
Pracitice is continued until it seems easy. In winter,
ground. Recruits practice attacking these stakes just
wooden horses are set up under a roof -- in sum-
as if they were the enemy. Practice occurs in the
mer, in the open. Recruits are first encouraged to
morning and afternoon. During training, recruits
mount these unarmed. When used to it, they arm
are instructed to attack the head foremost, and the
themselves and practice until comfortable. Warriors
hamstrings or shins secondarily. In fact, besides sol-
learn to leap both on and off, and from the right
diers, gladiators also train with such stakes. Training
side as well as the left.
with the stake has proven to be significant prepara-
Recruits, as well as seaoned warriors, are
tion for actual warfare.
made to march with the burden of carrying sixty
Recruits are often taught with a wooden
pounds while keeping a military pace. In this way,
sword to stab, not hack. Most trained swordsmen
during an actual military campaign, warriors will be
mock those who attack by hacking with swords. A
able to carry their armor, weapons, and supplies.
hack with a sword, even if delivered with force, fre-
At all times, military training is done in
quently does not kill when the vitals are protected.
proper armor. It is believed that if this tenet is re-
In contrast, stabbing proves fatal when a point is
laxed, that the warriors will get used to not wearing
inserted two inches. Next, it is reasoned, that when
it and see it as a burden. If this happens, this per-
a hack is delivered, the right arm and flank is ex-
ception which results from habit will negatively af-
posed. A stabbing point, however, is delivered with
fect the performance of the warrior in actual war-
the cover of the body and often wounds the enemy
fare.
before they see it.

Artwork Here

708
Aerial Warfare For example, when considering the winged
human from above, the winged human would have
Not all warfare occurs on land. Before war-
a Flight Speed of 400, which is, in this case, twice
fare may be considered, a few things must be deter-
the Sprint Speed of a human without wings.
mined for each flying creature, such as: Flight Speed,
Ceiling Limit, Maneuverability, Climb Rate, and Dive
Rate. Flight Speed
Flight Speed is the number of feet per round
at which a creature may fly. The higher the number,
Flight Factor
the faster the creature may fly.
A Flight Factor is a number that determines
Flight Speed. To determine a Flight Factor, con-
sider a particular creature and calculate the follow- Ceiling Limit
ing equation: The Ceiling Limit is the highest altitude to
which the creature may climb. The creature is not
FF = (WI/HL)(PFS/W) capable of flying higher than their Ceiling Limit.

Let FF = Flight Factor. Let WI = Wing- Maneuverability


span in feet. Let HL = the Height or Length in feet The Maneuverability of a flying creature is
of the creature. Let PFS = the average of the Physi- its ability to move as it pleases with respect to mo-
cal Fitness and Strength sub-ability scores. Let W = mentum. A flying creature with high Maneuver-
Weight. ability is barely hindered by momentum and may
For example, if a male human who is six greatly change its direction while flying. Conversely,
feet tall were given wings that spanned eight feet, a flying creature with low Maneuverability is greatly
and the human had average Physical Fitness and hindered by momentum and may barely change its
Strength, and Weight, then the human would have a direction while flying.
FF of (8/6)(100/150) = 0.88. Maneuverability is a function of the
Next, consider the FF and consult the fol- creature’s Agility sub-ability and the creature’s weight.
lowing table: To determine the Maneuverability Factor of a fly-
ing creature, divide the creature’s weight by their
FF Flight Speed Ceiling Limit Agility sub-ability points. Then, consult the table
0.75 300 500 below:
0.80 350 1,000
0.85 400 1,500 MF Maneuverability
0.90 450 2,000 <1 30 degrees
0.95 500 2,500 1-89 60 degrees
1.00 550 3,000 90-119 90 degrees
1.25 600 3,500 120-149 120 degrees
1.50 650 4,000 150-179 150 degrees
1.75 700 4,500 180-209 180 degrees
2 750 5,000 210-239 210 degrees
4 800 5,500 240-269 240 degrees
8 850 6,000 270-299 270 degrees
16 900 6,500 300-329 300 degrees
32 950 7,000 330-359 330 degrees
64 1,000 7,500 >359 360 degrees
128 1,500 8,000
256 2,000 10,000

709
Maneuverability is the maximum number of Aerial Attacks
degrees a flying creature may turn in one round of A flying creature may attack another, pro-
flight. For example, if a flying creature can turn 90 vided the attack does not hinder their flight. If an
degrees, and they are flying due north, then at the attack does hinder flight, it is best determined by
end of the round they may be facing west, north, the MM how it hinders the flight. An attack may
east, or anywhere in between. reduce the Flight Speed or Maneuverability of the
flying creature.
Climb Rate
Climb Rate is a rate in feet per round at which Aerial Wounds
a flying creature may climb to a higher altitude. Climb If a flying creature is wounded, there is a
Rate is determined as a function of Strength and chance that flight is disrupted. For each wound suf-
Weight. fered by a flying creature, the flying creature must
To determine the Climb Factor of a flying pass an Agility sub-ability check at TH 50 to remain
creature, divide the creature’s Weight by its Strength in flight. If failed, the flying creature will fall for
sub-ability score. Consider the Climb Factor and 1d10 rounds before it can regain control of flight.
consult the table below: Oftentimes, a wounded flying creature hits the
ground below before it can regain control of flight.
Climb Factor Climb Rate If a flying creature falls below 50% of their
<0.50 1 foot maximum possible Life Points, then the flying crea-
0.50 - 0.59 3 feet ture is unable to fly and will fall until the fall is bro-
0.60 - 0.69 5 feet ken, usually by the ground below. Similarly, if either
0.70 - 0.79 10 feet wing, or arm that controls the wing, is damaged,
0.80 - 0.89 15 feet then the flying creature must make an Agility sub-
0.90 - 0.91 20 feet ability check at TH 80 or fall until the fall is broken.
0.91 - 1.00 25 feet
1.01 - 1.25 50 feet Loss of Aerial Control
1.26 - 1.50 100 feet If a flying creature loses aerial control, such
1.51 - 1.75 150 feet as when wounded and after failing an Agility sub-
1.76 - 1.99 200 feet ability check, then the MM must roll a d8 to deter-
>1.99 300 feet mine the direction each round. Let 1 = N, 2 = NE,
3 = E, 4 = SE, 5 = S, 6 = SW, 7 = W, and 8 = NW.
For example, if a flying creature is presently
100 feet above the ground and has a Climb Rate of
20 feet, then the flying creature may increase its alti-
tude to 120 feet at the end of the current round if
so desired.

Dive Rate
Dive Rate is not determined for each char-
acter. Instead, consult Table 10-6: Falling Damage in Artwork Here
Chapter 10: Combat.

710
Naval Warfare Naval Tactics
A wide variety of naval tactics exist. Here,
Warfare on the seas is prevalent. Different
tactics mean immediate ship-to-ship methods of
states and races approach naval warfare differently.
combat. Some captains prefer to maintain a dis-
Sailors are often peasants or slaves. For most hu-
tance between their vessel and others. Maintaining
mans, service in a military fleet is for 26 years, after
a distance may be safer for the crew and the vessel,
which sailors receive citizenship. Occasionally, sail-
and it may enable spellcasters or archers to attack
ors are drafted as recruits into an army.
the other vessel outside of their ability to retaliate.
Waterways are patrolled to control piracy and
Ramming is another common tactic. Ram-
allow shipments of supplies and warriors to travel
ming occurs when a vessel that has a battering ram
unhindered. For these and many other reasons, naval
slams into another vessel. Usually, the side of a ves-
warfare is common.
sel is targeted because it is weaker than the bow or
For naval military, ten vessels comprise a
the stern.
squadron. However, different states may have dif-
Another tactic is to feign as if your vessel
ferent military units.
will ram the enemy vessel, but then turn away at the
The mlitary commander of a war galley is
last minute and attempt to shear off their oars, ren-
known as the vessel’s captain or a trierarch. The
dering the enemy vessel immobile.
commander of a naval squadron bears the title of
Perhaps the most popular tactic is to simply
navarch. Each war galley also has a full detachment
park a vessel parallel to the enemy vessel, force the
of soldiers.
two vessels together by using grappling hooks, drop
Commonly, warships are equipped with a
a plank or corvus, and board the enemy vessel. Two
battering ram on the front of the vessel. Some rams
vessel may board one enemy vessel at the same time,
are heavy, such as those made of bronze and weigh-
one on each side.
ing over 1,000 pounds. Historically, it has been noted
Often, all tactics above are combined in one
that the window of opportunity to make a success-
assault. For example, a vessel may sight an enemy
ful attack with a ram is eight seconds, so this trans-
vessel, maintain their distance and use missile weap-
lates well to one round in F.A.T.A.L.
ons or spells. Then, when the captain deems ap-
If possible, a large boarding plank called a
propriate, ram the enemy vessel. If this is uneffective
corvus is dropped onto an enemy vessel so that war-
and the enemy vessel does not sink, then the cap-
riors may attack the enemy. The corvus is 35 feet in
tain may attempt to break the oars of the enemy
length, 4 feet wide, and has a side rail that is 2 feet
vessel. Finally, the captain may attempt to board
high. A corvus is mounted on a swivel so that it can
the enemy vessel.
be turned and dropped on an adjacent enemy ves-
sel. Also, a large spike at the end of the corvus digs
into the enemy vessel when dropped upon it, lock-
ing the two vessels together. Warriors can cross this
plank two abreast behind shield and weapons.
Sometimes a siege tower is mounted on two
vessels that have been latched together. A siege
tower bestows many advantages. For instance, ar-
chers may attack sailors or soldiers of nearby ves- Artwork Here
sels better due to their downward angle of attack,
which offers exposure.

711
Naval Strategy Movement
Several different naval strategies exist. Here, Traditionally, the rate at which vessels move
strategy refers to the planning of an assault when is measured in knots. One knot equals 6,040 feet
multiple vessels are involved. Strategy often depends per hour, compared to the otherwise popular mea-
upon circumstances. sure of miles per hour, which is 5,280 feet in one
The most common naval strategy is to use hour. In F.A.T.A.L., movement for vessels is the
no planned strategy at all -- to rush and attack the maximum rate at which a vessel may move in one
enemy. This strategy, if it may be so called, is influ- round, and is represented in feet per round. On the
enced by the tenets of chivalry (see Chap. 6: Social- following table, movement does not include factors
ity). such as current or wind. Vessels may move in three
Otherwise, strategies not heavily influenced ways: rowing, sailing, and the combination of sail-
by chivalry include the attempt to isolate an enemy ing and rowing. Consult the table below to deter-
vessel, such as to encircle them. By encircling an mine base movement:
enemy vessel, they may surrender without blood-
shed. Vessel Rowing Wind Potential
Multiple vessels can try to force an enemy Barge 0 -
vessel to run aground, or go close enough to land Bireme 105 -
that siege engines on land can be used. Cog - 40%
Deceres 165 -
Fire Fishing Boat 35 -
In warfare, enemy vessels are often attacked Karve 50 -
with flammable weapons, in hopes that the enemy Knarr 20 30%
vessel will catch fire and sink. To determine if a Log 0 -
vessel catches fire, roll percentile dice for each flam- Longship 105 20%
mable attack. If the result is 80 or greater, then the Quinquereme 150 10%
vessel caught fire. Damage occurs as follows over Raft 0 -
the next several rounds: 1d4, 1d6, 1d8, 1d12, 1d20, Septireme 165 -
1d100, 1d1000 and 1d10000. Each round that a ves- Trireme 135 10%
sel is burning, the crew may attempt to extinguish Unireme 90 -
each fire. They must roll percentile dice for each
fire. The odds are represented as a TH and corre- Rowing
spond to how long the fire has been burning as dis- The most consistent and laborous means of
cussed above: TH 5, 10, 25, 50, 75, 90, 95, 99. As propelling a vessel is by rowing. Rowing consists of
damage accumulates, consult Sinking Vessels below: oarsmen thrusting oars through the water. Rowing
has the potential of making noise, though it is still a
Sinking Vessels quieter means of movement than riding on horse-
Vessels, as other objects, have Integrity back. Oars are often made of spruce.
Points. (For more on Integrity Points, see Chap. 9: Oaring equates to the Sprint skill. However,
Equipment). Further, since vessels are made of wood, each oarsman does not need to pass a Sprint check.
they are especially susceptible to burning damage. Instead, one check is made for the entire crew. At-
If a vessel is reduced to 50% of its initial IP, the tempting to race a vessel equates with sprinting, while
vessel will sink in 5d100 rounds. Once reduced to ramming or battle speed equates with running. Simi-
40% of its initial IP, the vessel will sink in 1d100 larly, a pace at which rowers work for hours equates
rounds. Once reduced to 30% of its initial IP, the to walking. Attempting to urge a crew beyond eight
vessel will sink in 1d10 rounds. Once reduced to hours of rowing per day equates to a Forced March.
25% of its initial IP, any vessel is immediately sunk.

712
Sailing Current Strength
Sailing is the least consistent means of pro- The strength of a current is the amount of
pelling a vessel. If winds are favorable, it is possible feet per round that it will carry anything in it, whether
for a sailing vessel to move faster than a rowing ves- a vessel or a character.
sel. However, if no wind exists, sailing vessels do A current does not have to exist in the ocean
not move. Many vessels are capable of both row- or the sea. To randomly determine whether or not
ing and sailing. An advantage of sailing is stealth. It a current exists in the ocean or the sea, roll 1d10. If
is possible for a sailing vessel to move without sound, 1-5, then no current exists. If 6-10, then a current
since no oars are splashing in the water. Sails are exists. A current always exists in a river.
made from wool. Waterborne ventures are rare in If a current exists, the strength of the cur-
winter and common in spring, summer, and fall. rent may be determined by rolling 1d100 and con-
sulting the table below:
Current Direction
A current is moving water. Currents may Roll Feet per Round
exist in the ocean, seas, and rivers. Currents do not 01-20 1
exist in lakes or ponds. 21-30 2
To randomly determine the direction of a 31-35 3
current in an ocean or sea, roll 1d8. Let 1 = N, 2 = 36-40 4
NE, 3 = E, 4 = SE, 5 = S, 6 = SW, 7 = W, and 8 = 41-45 5
NW. If a 1 is rolled, then the current is moving 46-50 6
from from the south to the north. 51-55 7
To randomly determine the direction of a 56-60 8
current in a river, roll 1d10. If a 1 is rolled, then the 61-65 9
current is upstream. If 2-10, then the current is 66-69 10
downstream. Otherwise, water runs downhill, so 70-73 15
elevation is the best determinant of which direc- 74-75 20
tion is downhill. 76-77 25
78-79 30
80-81 35
82-83 40
84-85 45
86-87 50
88-89 60
90-91 70
92-93 80
94-95 90
96 100
Artwork Here 97 125
98 150
99 175
100 200

713
The strength of the current, in feet per Wind Strength
round, is added to the movement of the vessel if The strength of the wind is the amount of
the vessel is moving with the current. The strength feet per round that the wind moves. To randomly
of the current is subtracted from the movement of determine the strength of the wind, roll 1d1000 and
the vessel if the vessel is moving against the cur- consult the table below:
rent. If the vessel is moving 90 degrees to the cur-
rent, then the current will move the vessel accord- Roll Feet per Round
ingly, and the vessel will still move in the intended 001-200 25
direction at its normal movement. If the vessel is 201-400 50
moving 45 degrees with the current, then the vessel 401-600 100
gains 50% of the feet per round of the current 601-749 200
strength. If the vessel is moving 45 degrees against 750-859 300
the current, then the vessel loses 50% of the feet 860-887 400
per round of the current strength. 889-894 500
895-899 600
Wind Direction 990 700
Wind is moving air. Winds may exist over 991 800
any body of water. To randomly determine the di- 992 900
rection of the wind, roll 1d8. Let 1 = N, 2 = NE, 3 993 1,000
= E, 4 = SE, 5 = S, 6 = SW, 7 = W, and 8 = NW. If 994 1,100
a 1 is rolled, then the wind is moving from the south 995 1,200
to the north. 996 1,300
997 1,400
998 1,500
999 1,600
1000 1,700

Unlike Current Strength (see above), the


strength of the wind is not simply added to or sub-
tracted from the movement of the vessel. Differ-
ent types of sails catch the wind with varying suc-
cess. Also, sailors vary in their effectiveness with
the Sailing skill (see Chap. 8: Skills) when attempting
to maximize the use of their sail(s).
Artwork Here Instead, consider the Wind Potential on the
movement table listed previously. This is the maxi-
mum percent of the wind that this vessel is able to
capture and use for propulsion.
Next, whoever is in charge of manipulating
the sail(s), usually the commander or a sailor, must
make a Sailing skill check. The result of this check
is the percent of effectiveness with which they ma-
nipulate the sail(s).

714
For example, if a cog is in waters with no Wind Duration
current and a wind of 300 feet per round that moves No character ever truly knows which way
from the south to the north, then since a cog has the wind will blow. For this reason, once a direction
40% Wind Potential, the cog has the potential to of wind is determined, its duration is also impor-
capture 40% of the wind’s 300 feet per round. Since tant. To determine the duration of the current wind,
40% of 300 is 120, the cog may move at 120 feet per roll percentile dice and consult the table below:
round if the cog is moving to the north. However,
the sailor in charge of the sails may roll an 83 for Roll Wind Duration
their Sailing skill check. In this case, 83% of 120 is 01-45 3d20 minutes
97. Therefore, a cog traveling north moves at 97 46-90 1d20 hours
feet per round in calm waters with a north wind of 91-100 1d20 days
300 feet per round when its sailor rolls an 83 for
their skill ckeck. Once the duration of the current wind ex-
pires, a new direction and strength must be deter-
mined.

Artwork Here

715
Appendix 1:
Character Sheets

Character sheets are provided so that all relevant information may be recorded regarding each
character. Each player should photocopy the pages of this appendix for their character so that the
information pertinent to their character may be adequately organized and accessible. With a set of blank
character sheets in hand, progress through the chapters of this book and follow the instructions to create
a character.
The relevant information for a character is the responsibility of the player, though the MM may
complete character sheets for prominent characters under their control. Always record the information
with a pencil and have a good eraser handy. From experience, it is suggested that a player should write
softly to preserve the paper of the character sheet, since the act of erasing occurs often.
Once the character is created and all relevant information is recorded, staple the sheets together so
that they do not become confused with the character of another player. Seeking realism, some players
draw a sketch of their character and attach the drawing to their character sheets. Character sketches are
useful, though certainly not required, since they allow the MM and other players a better perception of the
character.
When a character dies, and when the character will not be resurrected, the fate of the character
sheets for the dead character are left to the player’s whim. Sometimes, the character sheets are donated to
the MM, who stores them for either future reference (such as regarding possessions or wealth) or future
use as a character which, after only minor modifications, may be reintroduced into the game as someone
new. In this way, MM’s have been known to accumulate stockpiles of characters. Some players prefer to
honor their fallen character, giving the character a symbolic funeral by setting the character sheets ablaze
outdoors. Other players simply prefer tossing the character sheets in the trash. Finally, it is not uncom-
mon for MM’s to have a houserule that the character sheets of dead characters must be destroyed, usually
torn to pieces, to prevent the player from fraudulently reintroducing the character in a future game or to
another MM.
In any case, players are not obligated to use the character sheets provided in this appendix, though
using these sheets is probably the easiest and least confusing method to organizing the information of a
character.

716
Cha ra cter Na me: Gender: Ra ce:
Pla yer Na me: O ccupa tion:
Homela nd: Lev el: Religion:
Height: Weight: Siblings: Socia l Cla ss:
Age: E y e s: Sk in Color: Birth Ra nk :
Sexua lity: Deba uchery: Ma rita l Sta tus: Birth Sta tus:
Ha ir Color: Ha ir Thick ness: Fa cia l Fea ture: Birthpla ce:
Ha ir Length: Ha ir Type: Birthda y: / / Vision:
Most Attra ctiv e Fea ture: Appea ra nce:
Most Repulsiv e Fea ture:
Notes:

(Sub)A bility Sc or e Sk ill Modifie r


PHY SIQUE
Physica l Fitness Sprint:
Strength Dmg: C&J: Bench: DL:
Bodily Attra ctiv eness Bust : Wa ist: Hips:
Hea lth Int/Vom: Al l : Ill. Im. :
CHARISMA
Fa c i a l Description:
Voca l Description:
Kinetic Description:
Rhetorica l Av era ge Speech Ra te:
DE XTE RITY
Ha nd-E ye Coordina tion Finger Mov ement Precision:
Agility Current Ar mor Bonus:
Rea ction Speed Deep Sleep Recov ery:
E nuncia tion Ma ximum Speech Ra te: Ca sting:
INTE LLIGE NCE
La ngua ge #: Voca bula ry:
Ma th Highest Possible Ma th:
Ana lytic
Spa tia l Unfa milia r O bject Assembly (# pieces):
WISDO M
Driv e Hours Resting:
Intuition
Common Sense Lik ely to:
Reflection E a rliest Memory a t:

Current = Ba se + Ar mor + Agility + Ma gic + Ar mor Sk ills + Misc.


Ar mor Genera l Specific
Life Points Ma gic Points

Unconscious
(a t 2 0 % L. P. ) Piety Points

717
Disposition Temperament
Ethical Points: Sanguine
Moral Points: Choleric
Disposition: Melancholic
Phlegmatic
Primary Temperament:
Secondary Temperament:

Rea ction
INITIATIVE Speed Misc. Current Wea pon
Modifier Tota l Mod. Mod. Deliv ery Pena lty
_____ = _____ + _____ - _____

We apons
Sk ill Range / D e live r y
We apon D am age We ight Siz e Ty pe L M H
A djustm e nt Re ac h Pe nalty

A r m or
A r m or /Shie ld/ A r m or A gility Modifie r Modifie r Spe ll Spe c ial
Ty pe We ight
Pr ote c tive Ite m Bonus Loss to Hide to Sile nc e Failur e Pr ope r tie s

Se xual Fe atur e s and Rar e Fe atur e s


Ma nhood Length: Areola Dia meter: Areola Hue:
Ma nhood Circumference: Nipple Length: Foot Size:
Ana l Circumference Potentia l: Cup Size: Ha ndedness:
Va gina l Circumference Potentia l: Tongue Size: Hea d Circumference:
Va gina l Depth Potentia l: Hymen Resista nce:

718
LA N GUA GES SPOKEN LA N GUA GES REA D A N D WRITTEN

SPECIA L A BILITIES

EQUIPMEN T
Le ft Side Fr ont/Bac k Right Side
Ite m Loc ation We ight Ite m Loc ation We ight Ite m Loc ation We ight

A DVA N CEMEN T POIN TS WEA LTH


Bronze:
Copper:
Silv er:
E lectr um:
Gold:
Gems:
Jewels:
Needed for Next Lev el: Plunder:

719
EN CUMBRA N CE
Une nc um be r e d Light Load Me dium Load He avy Load
(10 0 % Spr int) (7 5 % Spr int) (5 0 % Spr int) (2 5 % Spr int) Pull/Push
(10 0 % A gility ) (9 5 % A gility ) (8 5 % A gility ) (7 5 % A gility )

HEN CHMEN /FA MILIA RS/SLAVES


Rac e / Cur r e nt A ttac k Sk ill # of Life
N am e D am age Spr int D r ive
Oc c upation A r m or Bonus A ttac k s Points

Allergies: ____________________________________________________________________
____________________________________________________________________________________________________
___________________________________________________________________________________
Mental Illnesses:______________________________________________________________
_________________________________________________________________________________________
_______________________________________________________________________________________

Miscellaneous Notes: __________________________________________________________


___________________________________________________________________________________________
________________________________________________________________________________________
__________________________________________________________________________________________
________________________________________________________________________________________
___________________________________________________________________________________________
__________________________________________________________________________________________
_________________________________________________________________________________________
_______________________________________________________________________________________
____________________________________________________________________________________________________
_________________________________________________________________________________
________________________________________________________________________________________
_____________________________________________________________________________________
_________________________________________________________________________________________
_____________________________________________________________________________________
______________________________________________________________________________________
__________________________________________________________________________________
_____________________________________________________________________________________
____________________________________________________________________________________
____________________________________________________________________________________

720
Sk ills
Total Sk ill Points Le ar ning
Sk ill Re late d A bility
Modifie r Modifie r Inve ste d Cur ve
Acting, Dra ma Intelligence, Cha risma
Agriculture Common Sense
Ai m Ha nd-E ye Coordina tion, Vision
Ambidexterity Ha nd-E ye Coordina tion
Ana tomy Intelligence
Anima l Conditioning Driv e, Intuition
Anima l Ha ndling Intuition
Appra ise Ana lytic
Architecture Ma th, Spa tia l
Ar mor, Genera l Type Agility
Ar mor, Specific Agility
Ar morsmithing Spa tia l
Ba la nce Agility
Ba sk etwea v ing Common Sense, Ha nd-E ye
Bla ck smithing Strength, Spa tia l
Blindfighting Intuition, Agility, Rea ction Spd.
Book binding Common Sense
Bra ss-smithing Strength, Spa tia l
Bra wling Strength, Agility
Brewing Common Sense
Brick ma k ing Common Sense
Ca ndlema k ing Common Sense
Ca tching Ha nd-E ye Coordina tion
Cha rioteering Dexterity
Chemistry Ma th, Ana lytic, a nd Intuition
Clea ning Common Sense
Climb Phys. Fitness, Strength, Agility
Clock ma k ing Spa tia l
Cobbling Common Sense
Comedy, Buffoonery Cha risma
Comedy, Physica l Cha risma , Agility
Comedy, Pun Cha risma
Constella tions Reflection, Spa tia l, Vision
Contortion Physica l Fitness, Agility
Cook ing Common Sense
Coppersmithing Strength, Spa tia l
Cosmos, Genera l Pla nes Intelligence
Cosmos, Specific Pla ne Intelligence
Da nce Kinetic Cha risma , Agility
Delousing Ha nd-E ye Coordina tion
Dia gnosing Intelligence, Wisdom
Direction Sense Intuition
Disa r m Ha nd-E ye Coordina tion, Agility
Disguise Cha risma , Common Sense
Dismember ment Strength, Agility
Div ina tion, Alectroma ncy Intuition
Div ina tion, Anthropoma ncy Intuition
Div ina tion, Aspidoma ncy Intuition
Div ina tion, Astrolog y Intuition
Div ina tion, Austroma ncy Intuition
Div ina tion, Axinoma ncy Intuition

721
Sk ills
Total Sk ill Points Le ar ning
Sk ill Re late d A bility
Modifie r Modifie r Inve ste d Cur ve
Div ina tion, Beloma ncy Intuition
Div ina tion, Cera unoscopy Intuition
Div ina tion, Chiroma ncy Intuition
Div ina tion, Cleroma ncy Intuition
Div ina tion, Crysta loma ncy Intuition
Div ina tion, Dririma ncy Intuition
Div ina tion, Ga stroma ncy Intuition
Div ina tion, Gyroma ncy Intuition
Div ina tion, Hydroma ncy Intuition
Div ina tion, Liba noma ncy Intuition
Div ina tion, Lithoma ncy Intuition
Div ina tion, Lunoma ncy Intuition
Div ina tion, Necroma ncy Intuition
Div ina tion, Numerolog y Intuition
Div ina tion, O mpha loma ncy Intuition
Div ina tion, O neiroma ncy Intuition
Div ina tion, O noma ncy Intuition
Div ina tion, O oma ncy Intuition
Div ina tion, O rnithoma ncy Intuition
Div ina tion, Pyroma ncy Intuition
Div ina tion, Sca toma ncy Intuition
Div ina tion, Sortilege Intuition
Div ina tion, Stichoma ncy Intuition
Div ina tion, Urima ncy Intuition
Div ina tion, Xenoma ncy Intuition
Dying Ha nd-E ye Coordina tion
E na meling Ha nd-E ye Coordina tion
E ngra v ing Ha nd-E ye Coordina tion
E t i que t t e Intuition, Common Sense, Refle.
Fishing Common Sense
Fletching Spa tia l
Foresting Common Sense
Forgery Ha nd-E ye Coordina tion
Ga mbling Ma th, Common Sense
Gemcutting Spa tia l
Genea log y Common Sense
Girdlema k ing Common Sense
Gla ssblowing Spa tia l
Glov ema k ing Spa tia l
Goldsmithing Spa tia l
Grooming Common Sense
Ha g gling Rhetorica l Cha risma , Intuition
Ha tma k ing Common Sense
Hera ldry Common Sense
Herba lism Intelligence
Hewing Strength
Hide Agility, Common Sense
History, Cultura l Intelligence
History, Legenda ry Intelligence
History, Loca l Intelligence
History, Milita ry Intelligence

722
Sk ills
Total Sk ill Points Le ar ning
Sk ill Re late d A bility
Modifie r Modifie r Inve ste d Cur ve
Hunting Ha nd-E ye Coordina tion, Vision
Hurl Strength, Agility, Vision
Impa ling Strength, Agility
Ink ma k ing Common Sense
Intimida tion Physique, Cha risma
Jug gling Ha nd-E ye Coordina tion, Agility
Jump Physica l Fitness
La ngua ge, Rea d/Write La ngua ge
La ngua ge, Spea k La ngua ge
La w Intelligence
Lock smithing Spa tia l
Lock -pick ing Ha nd-E ye Coordina tion
Logic Ana lytic
Ma ngling Strength, Agility
Ma ssa ge Kinetic Cha risma , Ha nd-E ye
Ma th, Algebra Ma th
Ma th, Funda menta l Ma th
Ma th, Geometry Ma th
Milk ing Ha nd-E ye Coord. , Common Se.
Milling Common Sense
Mining Common Sense
Minting Common Sense
Mounta ineering Phys. Fitness, Strength, Agility
Mounted Archery Ha nd-E ye Coordina tion, Agility
Music, Counterpoint Ma th, Ana lytic
Music, Theory Ma th
Musica l Instr ument Ha nd-E ye Coordina tion, Spa tia l
Na ture, Anima ls Intelligence
Na ture, Bea sts Intelligence
Na ture, Birds Intelligence
Na ture, Fish Intelligence
Na ture, Geogra phy Intelligence
Na ture, Huma noids Intelligence
Na ture, Minera ls Intelligence
Na ture, Mycolog y Intelligence
Na ture, Pla nts Intelligence
Na ture, Trees Intelligence
Pa inting Ha nd-E ye Coordina tion, Spa tia l
Pa per ma k ing Spa tia l
Pa rry Ha nd-E ye Coordina tion, Agility
Perfumema k ing Common Sense
Persua sion Cha risma
Pewtersmithing Common Sense
Philosophy Intelligence
Pick Pock et Ha nd-E ye Coordina tion
Pottery Common Sense
Pursema k ing Common Sense
Rea d Lips Intuition
Religion, Cultura l Intelligence
Religion, Specific Intelligence

723
Sk ills
Total Sk ill Points Le ar ning
Sk ill Re late d A bility
Modifie r Modifie r Inve ste d Cur ve
Remember Deta il Reflection
Resea rch, Libra ry Intelligence
Riding Agility
Ritua l, Complex Ha nd-E ye Coordina tion, Intell.
Ropema k ing Common Sense
Rope Use Ha nd-E ye Coordina tion
Sa ddlema k ing Common Sense
Sa iling Intelligence, Vision
Sa ilma k ing Spa tia l
Sculpture Ha nd-E ye Coord. , Intuition
Sea rch Intuition, Common Sense
Seduction Bodily Attra ct. , Cha risma
Sexua l Adeptness Bodily Attra ct. , Fa cia l, Kinetic
Shea thma k ing Common Sense
Shipwright Spa tia l
Sight Vision
Silence Agility, Common Sense
Silv ersmithing Strength, Spa tia l
Sk inning Common Sense
Soa pma k ing Common Sense
Sound Hea lth
Spellca sting, Comba t Driv e
Spellca sting, Fa mia rity Intelligence
Spitting E nuncia tion
Sprint Physica l Fitness
Stonema sonry Strength, Spa tia l
Storytelling Cha risma
Surgery Ha nd-E ye Coord. , Intelligence
Swim Physica l Fitness, Strength
Symbolog y Intelligence
Ta iloring Ha nd-E ye Coord. , Spa tia l
Ta nning Common Sense
Ta ste Intuition
Tea ching Intellig. , Intuition, Comn. Sense
Tha tching Common Sense
Tilema k ing Common Sense
Tink ering Common Sense
Touch Intuition
Toxicolog y Intelligence
Tra ck ing Intelligence
Tra nscribing La ngua ge
Tra pping Common Sense
Trick ery Cha risma
Tumble Agility
Urina ting Hea lth, Ha nd-E ye Coord.
Ventriloquism Intelligence, E nuncia tion
Wa inwrighting Common Sense
Wea pon, Genera l Type Strength, Agility
Wea pon, Specific Strength, Agility
Wea pon Trick Ha nd-E ye Coordina tion

724
Sk ills
Total Sk ill Points Le ar ning
Sk ill Re late d A bility
Modifie r Modifie r Inve ste d Cur ve
Wea ponsmithing Spa tia l
Wea pon Ma stery Strength
Wea ther Prediction Common Sense, Reflection
Wea v ing Common Sense
Wheelwrighting Spa tia l
Wilderness Lore Intelligence
Wrestling Strength, Agility

725
Spe ll Le ve l 1st 2 nd 3rd 4 th 5 th 6 th 7 th 8 th 9 th 10 th
Spe lls Known

Describe Spellbook:_________________________________________________________________
_________________________________________________________________________________

Spell: ______________________________________ Discipline: ______________________________________


Lev el: ______________ Ra nge: ________________________________________________________________
Dura tion: _____________________ Area : ________________________________________________________
E ffect: ___________________________________________________________________________________
_________________________________________________________________________________________
_________________________________________________________________________________________
Cha nt: ____________________________________________________________________________________
Ingredients: ________________________________________________________________________________
Pa ges in Spellbook : ______________________________ Ingredients stored where: ________________________

Spell: ______________________________________ Discipline: ______________________________________


Lev el: ______________ Ra nge: ________________________________________________________________
Dura tion: _____________________ Area : ________________________________________________________
E ffect: ___________________________________________________________________________________
_________________________________________________________________________________________
_________________________________________________________________________________________
Cha nt: ____________________________________________________________________________________
Ingredients: ________________________________________________________________________________
Pa ges in Spellbook : ______________________________ Ingredients stored where: ________________________

Spell: ______________________________________ Discipline: ______________________________________


Lev el: ______________ Ra nge: ________________________________________________________________
Dura tion: _____________________ Area : ________________________________________________________
E ffect: ___________________________________________________________________________________
_________________________________________________________________________________________
_________________________________________________________________________________________
Cha nt: ____________________________________________________________________________________
Ingredients: ________________________________________________________________________________
Pa ges in Spellbook : ______________________________ Ingredients stored where: ________________________

Spell: ______________________________________ Discipline: ______________________________________


Lev el: ______________ Ra nge: ________________________________________________________________
Dura tion: _____________________ Area : ________________________________________________________
E ffect: ___________________________________________________________________________________
_________________________________________________________________________________________
_________________________________________________________________________________________
Cha nt: ____________________________________________________________________________________
Ingredients: ________________________________________________________________________________
Pa ges in Spellbook : ______________________________ Ingredients stored where: ________________________

726
Appendix 2: Spell Lists

Artwork Here

This appendix consists of several lists of spells. First, spells are indexed alphabetically according
to discipline. Second, spells are indexed alphabetically according to level. Spells belonging to ceremonial
magic are italicized, such as Evil Sleep I, while spells belonging to chaos magic have a normal type set.

727
Annihilation 14. Call Greater Item
1. Charm to Subject 15. Call Guard Dog
2. Conflagration 16. Call Lesser Being
3. Cryogenics 17. Call Light
4. Cryoprobe 18. Call Lightning
5. Detonation 19. Call Maggots
6. Divine Maul 20. Call Magic Mail
7. Electrical Field 21. Call Object
8. Evil Sleep III 22. Call Quake
9. Fatal 23. Call Termites
10. Fierce Fire 24. Call Tidal Wave
11. Force Ballista 25. Call Vermin
12. Force Missile 26. Charm for Direct Vision
13. Greater Electrical Discharge 27. Charm to Break Enchantment
14. Greater Holocaust 28. Divination by Means of a Boy
15. Inferno 29. Drawn and Quartered
16. Internal Explosion 30. Evil Sleep II
17. Ionic Attack 31. Fetching Charm
18. Lesser Electrical Discharge 32. Fetching Charm for an Unmanageable Woman
19. Lesser Holocaust 33. Internal Infestation
20. Meltdown 34. Palfrey
21. Myotomy 35. Pillar of Smoke
22. Pillars of Salt 36. Pillars of Lightning
23. Random Mangling 37. Prayer of Deliverance
24. Recipe for Blistering Death 38. Puddle of Crud
25. Recipe for Death 39. Random Impaling
26. Spermicidal Sphere 40. Request for a Dream Oracle
27. Symbol of Ethicality 41. Restraining Rite for Anything
28. Symbol of Immorality 42. Resurrection of a Dead Body
29. Symbol of Morality 43. Rite for Acquiring an Assistant Demon
30. Synbol of Unethicality 44. Rite to Produce an Epiphany of Kore
31. Truncheon 45. Spell for Questioning Corpses
46. True Name
Convocation 47. Wishbone
1. Burning Bush
2. Call Acid Rain Deterioration
3. Call Animals 1. All for One
4. Call Avalanche 2. Bestow Aching Back
5. Call Ball Lightning 3. Bestow Aeon
6. Call Blizzard 4. Bestow Allergy
7. Call Chilly Gust 5. Bestow Asphyxiation
8. Call Comet 6. Bestow Blindness
9. Call Familiar 7. Bestow Blistering Boils
10. Call Flood 8. Bestow Century
11. Call Fog 9. Bestow Convulsion
12. Call Gale Wind 10. Bestow Deafness
13. Call God 11. Bestow Decade

728
12. Bestow Disease 59. Rot
13. Bestow Disloaction 60. Soulstealer’s Black Bolt
14. Bestow Earache
15. Bestow Fatigue Domination
16. Bestow Greater Harm 1. Agelast
17. Bestow Harm 2. Akeldama
18. Bestow Headache 3. Beguile Enemy
19. Bestow Ingrown Nail 4. Charm for Causing Separation
20. Bestow Intoxication 5. Charm Small Mammal
21. Bestow Leprosy 6. Charm to Induce Insomnia I
22. Bestow Lesser Harm 7. Convert to Cannibal
23. Bestow Loss of Appetite 8. Cup Spell
24. Bestow Millennium 9. Discursivity
25. Bestow Muteness 10. Eternal Spell for Binding a Lover
26. Bestow Numbness 11. Evil Sleep I
27. Bestow Paralysis 12. For a Sleeping Woman to Confess the Name of
28. Bestow Sniffles the Man she Loves
29. Bestow Toothache 13. Force Falsity
30. Bestow Tooth-Rot 14. Force Favor
31. Bestow Ulcer 15. Force Fear
32. Bestow Virus 16. Force Fearlessness
33. Brittlebone 17. Force Feed
34. Charm to Inflict Harm I 18. Force Inferiority Complex
35. Charm to Inflict Harm II 19. Force Mass Fear
36. Charm to Inflict Harm III 20. Force Oblation
37. Diminish Charisma 21. Force Rancor
38. Diminish Debauchery 22. Force Scream
39. Diminish Dexterity 23. Force Slumber
40. Diminish Intelligence 24. Greater Bidding
41. Diminish Magic 25. Lesser Bidding
42. Diminish Physique 26. Love Spell I
43. Diminish Piety 27. Love Spell II
44. Diminish Wisdom 28. Love Spell III
45. Fatal Fable 29. Love Spell IV
46. For Ascent of the Uterus 30. Love Spell V
47. For Swollen Testicles 31. Love Spell of Attraction I
48. Living Monstrosity 32. Love Spell of Attraction II
49. Madness 33. Love Spell of Attraction III
50. Miasma 34. Love Spell of Attraction IV
51. One for All 35. Love Spell of Attraction through Touch
52. Pain Berry 36. Martyrization
53. Perpetual Bleeding 37. Mass Bidding
54. Pestilential Host 38. Mass Greater Bidding
55. Pestilential Penis 39. Odium Theologicum
56. Pestilential Pudenda 40. Ordained by God
57. Recipe for Blindness 41. Perpetual Slumber
58. Recipe for Skin Disease 42. Possession

729
43. Predilection 36. Lesser Vulnerability to Fire
44. Pudenda Key Spell 37. Lesser Vulnerability to Immorality
45. Recipe for Making a Woman Mad After a Man 38. Lesser Vulnerability to Melancholics
46. Spell for Causing Talk while Asleep 39. Lesser Vulnerability to Morality
47. Spell for Restraining Anger 40. Lesser Vulnerability to Phlegmatics
48. Spell to Subject and Silence 41. Lesser Vulnerability to Poison
49. Spell to Cause a Woman to Hate a Man 42. Lesser Vulnerability to Sanguines
50. Trance 43. Lesser Vulnerability to Skill
51. Wet Dream 44. Lesser Vulnerability to Sonics
45. Lesser Vulnerability to Unethicality
Eradication 46. Lesser Vulnerability to Weapon
1. An Excellent Spell for Silencing, for Subjecting, 47. Mass Vulnerability to Acid
and for Restraining 48. Mass Vulnerability to Air
2. Charm to Induce Insomnia II 49. Mass Vulnerability to Armor
3. Coercive Spell for Restraining 50. Mass Vulnerability to Bases
4. Contraceptive Spell 51. Mass Vulnerability to Cholerics
5. Greater Vulnerability to Acid 52. Mass Vulnerability to Cold
6. Greater Vulnerability to Air 53. Mass Vulnerability to Discipline
7. Greater Vulnerability to Armor 54. Mass Vulnerability to Earth
8. Greater Vulnerability to Bases 55. Mass Vulnerability to Electricity
9. Greater Vulnerability to Cholerics 56. Mass Vulnerability to Ethicality
10. Greater Vulnerability to Cold 57. Mass Vulnerability to Fire
11. Greater Vulnerability to Discipline 58. Mass Vulnerability to Immorality
12. Greater Vulnerability to Earth 59. Mass Vulnerability to Melancholics
13. Greater Vulnerability to Electricity 60. Mass Vulnerability to Morality
14. Greater Vulnerability to Ethicality 61. Mass Vulnerability to Phlegmatics
15. Greater Vulnerability to Fire 62. Mass Vulnerability to Poison
16. Greater Vulnerability to Immorality 63. Mass Vulnerability to Sanguines
17. Greater Vulnerability to Melancholics 64. Mass Vulnerability to Skill
18. Greater Vulnerability to Morality 65. Mass Vulnerability to Sonics
19. Greater Vulnerability to Phlegmatics 66. Mass Vulnerability to Unethicality
20. Greater Vulnerability to Poison 67. Mass Vulnerability to Weapon
21. Greater Vulnerability to Sanguines 68. Restraining Spell
22. Greater Vulnerability to Skill 69. Rite for Driving out Demons
23. Greater Vulnerability to Sonics
24. Greater Vulnerability to Unethicality Hallucination
25. Greater Vulnerability to Weapon 1. Bestow Aura
26. Lesser Vulnerability to Acid 2. Dream Spell
27. Lesser Vulnerability to Air 3. Evanescence
28. Lesser Vulnerability to Armor 4. False Alchemy
29. Lesser Vulnerability to Bases 5. Greater Hologram
30. Lesser Vulnerability to Cholerics 6. Greater Perpetual Hologram
31. Lesser Vulnerability to Cold 7. Have Her Cadaver
32. Lesser Vulnerability to Discipline 8. Headless
33. Lesser Vulnerability to Earth 9. Indispensable Invisibility
34. Lesser Vulnerability to Electricity 10. Invisibility
35. Lesser Vulnerability to Ethicality 11. Lesser Hologram

730
12. Mass Evanescence 8. Cloak
13. Near Death Experience 9. Cocoon
14. Perpetual Hologram 10. Cover Tracks
15. Putrid Portrait 11. Create Species
16. Worst Nightmare 12. Decortication
13. Defenistration
Prognostication 14. Develop Breasts
1. Demokritos’ Sphere 15. Ejaculate Acid
2. Detect Air 16. Ejaculate Blood
3. Detect Choleric Temperament 17. Ejaculate Poison
4. Detect Earth 18. Faceless
5. Detect Emotion 19. Flight
6. Detect Ether 20. Flyweight
7. Detect Ethicality 21. Force Fart
8. Detect Evanescence 22. Frosty Touch
9. Detect Fire 23. Happy Cleaver
10. Detect Immorality 24. Heating
11. Detect Inferiority 25. Hover
12. Detect Lie 26. Hurl Voice
13. Detect Melancholic Temperament 27. Immutable Wound
14. Detect Morality 28. Impotence
15. Detect Object 29. Intestinal Wreathe
16. Detect Phlegmatic Temperament 30. Mass Teleportation
17. Detect Sanguine Temperament 31. Modify Molecules
18. Detect Scent 32. Ondontoloxia
19. Detect Superiority 33. Oophagous
20. Detect Surface Thoughts 34. Oroanal
21. Detect Thoughts 35. Perpetual Burn
22. Detect Unethicality 36. Perpetual Orgasm
23. Detect Water 37. Phlogistic Augmentation
24. Foreknowledge Charm I 38. Preservation
25. Foreknowledge Charm II 39. Preserve Forest
26. Hearing Voices 39. Prognathism
27. Nous 40. Random Dismemberment
28. Omniscience 41. Rivers Run Red
29. Oracle 42. Seal Item
30. Spell to Catch a Thief 43. Seal Orifice
31. Test of Pregnancy 44. Strength
45. Stronger than Before
Reformation 46. Teleportation
1. Ablation 47. Tenesmus
2. Acclimation 48. Transmogrification
3. Acidic Touch 49. Transmogrify Dirt and Mud
4. Alchemy 50. Transmogrify Flesh to Stone
5. Alter Temperature 51. Transmogrify Life
6. Arachnid Feet 52. Transmogrify Metal and Wood
7. Audio Range 53. Transmogrify Object

731
54. Unattractive 5. Augment Dexterity
55. Vanish 6. Augment Intelligence
56. Varicose Veins 7. Augment Magic
57. Walk on Water 8. Augment Physique
58. Waves Be Still 9. Augment Piety
59. Wooden Carapace 10. Augment Vision
11. Augment Wisdom
Restoration 12. Business Spell
1. Aching Feet 13. Coal Foot
2. Against Menstruation 14. Favor and Victory Charm
3. Anti-venom 15. For an Erection
4. Banish Allergy 16. Invincibility
5. Banish Disease 17. Invincibility to Acid
6. Banish Intoxication 18. Invincibility to Air
7. Banish Paralysis 19. Invincibility to Bases
8. Banish Poison 20. Invincibility to Cold
9. Complete Healing 21. Invincibility to Earth
10. Cryotherapy 22. Invincibility to Electricity
11. De Medicamentis 23. Invincibility to Fire
12. For Coughs 24. Invincibility to Gaze
13. For Discharge of the Eyes 25. Invincibility to Poison
14. For Fever with Shivering Fits 26. Invincibility to Water
15. Greater Healing 27. Magical Warning
16. Greater Mending 28. Mass Protection from Acid
17. Heal Dislocation or Fracture 29. Mass Protection from Air
18. Healing 30. Mass Protection from Bases
19. Lesser Healing 31. Mass Protection from Cholerics
20. Lesser Mending 32. Mass Protection from Cold
21. Mass Complete Healing 33. Mass Protection from Discipline
22. Mass Greater Healing 34. Mass Protection from Earth
23. Mass Healing 35. Mass Protection from Electricity
24. Mass Lesser Healing 36. Mass Protection from Ethicality
25. Perpetual Healing 37. Mass Protection from Fire
26. Pleasure Berry 38. Mass Protection from Gaze
27. Re-animation 39. Mass Protection from Immorality
28. Regeneration 40. Mass Protection from Melancholics
29. Revivification 41. Mass Protection from Morality
30. Sanitize Food/Beverage 42. Mass Protection from Phlegmatics
31. Spell for Removal of Poison 43. Mass Protection from Physical Harm
32. Spermatozoa Rejuvenation 44. Mass Protection from Poison
45. Mass Protection from Sanguines
Supportation 46. Mass Protection from Sonics
1. Against every Wild Animal, Aquatic Creature 47. Mass Protection from Unethicality
and Robbers 48. Mass Protection from Water
2. Against Evil Sleep 49. Multiplication of Loaves and Fish
3. Augment Charisma 50. Protection from Acid
4. Augment Debauchery 51. Protection from Air

732
52. Protection from Bases
53. Protection from Cholerics
54. Protection from Cold
55. Protection from Discipline
56. Protection from Earth
57. Protection from Electricity
58. Protection from Ethicality
59. Protection from Fire
60. Protection from Gaze
61. Protection from Immorality
62. Protection from Melancholics
63. Protection from Morality
64. Protection from Phlegmatics
65. Protection from Physical Harm
66. Protection from Poison
67. Protection from Sanguines
68. Protection from Sonics
69. Protection from Unethicality
70. Protection from Water
71. Raise Prowess

Universal
1. Ascertain Properties
2. Charm to Break Spells
3. Charm to Open a Door
4. Demokritos’ Table Gimmicks
5. Detect Magic
6. Determine Magic
7. Imbue Item
8. Immutability
9. To Keep Bugs Out of the House
10. To Win at Dice
11. Reverse Magic
12. Transference
13. Wish

733
Level One Domination:
Annihilation: 1. Beguile Enemy
1. Cryoprobe 2. Charm Small Mammal
2. Detonation 3. Charm to Induce Insomnia I
3. Electrical Field 4. Evil Sleep I
4. Fierce Fire 5. For a Sleeping Woman to Confess the
5. Force Missile Name of the Man she Loves
6. Ionic Attack 6. Force Inferiority Complex
7. Lesser Electrical Discharge 7. Force Oblation
8. Spermicidal Sphere 8. Force Rancor
9. Force Scream
Convocation: 10. Force Slumber
1. Call Chilly Gust 11. Love Spell I
2. Call Familiar 12. Spell to Cause a Woman to Hate a
3. Call Fog Man
4. Call Gale Wind
5. Call Light Eradication:
6. Call Maggots 1. Lesser Vulnerability to Air
7. Call Magic Mail 2. Lesser Vulnerability to Armor
8. Call Termites 3. Lesser Vulnerability to Cold
8. Fetching Charm 4. Lesser Vulnerability to Discipline
9. Puddle of Crud 5. Lesser Vulnerability to Earth
6. Lesser Vulnerability to Electricity
Deterioration: 7. Lesser Vulnerability to Fire
1. All for One 8. Lesser Vulnerability to Weapon
2. Bestow Aching Back
3. Bestow Earache Hallucination:
4. Bestow Fatigue 1. Dream Spell
5. Bestow Headache 2. Headless
6. Bestow Ingrown Nail 3. Lesser Hologram
7. Bestow Intoxication 4. Putrid Portrait
8. Bestow Lesser Harm
9. Bestow Numbness Prognostication:
10. Bestow Sniffles 1. Detect Air
11. Bestow Toothache 2. Detect Earth
12. Bestow Ulcer 3. Detect Ether
13. Bestow Virus 4. Detect Fire
14. Brittlebone 5. Detect Scent
15. For Ascent of the Uterus 6. Detect Water
16. One for All 7. Oracle
17. Pain Berry 8. Test of Pregnancy
18. Rot

734
Reformation: Supportation:
1. Acidic Touch 1. Against Evil Seep
2. Alter Temperature 2. Business Spell
3. Arachnid Feet 3. Coal Foot
4. Audio Range 4. Favor and Victory Charm
5. Cover Tracks 5. For an Erection
6. Defenistration 6. Magical Warning
7. Ejaculate Acid 7. Protection from Air
8. Ejaculate Blood 8. Protection from Cold
9. Faceless 9. Protection from Discipline
10. Flyweight 10. Protection from Earth
11. Force Fart 11. Protection from Electricity
12. Frosty Touch 12. Protection from Fire
13. Heating 13. Protection from Water
14. Hurl Voice 14. Raise Prowess
15. Impotence
16. Ondontoloxia Universal:
17. Phlogistic Augmentation 1. Asertain Properties
18. Preservation 2. Demokritos’ Table Gimmicks
19. Seal Item 3. Detect Magic
20. Seal Orifice 4. Determine Magic
21. Tenesmus 5. To Keep Bugs Out of the House
22. Vanish 6. To Win at Dice
23. Varicose Veins
24. Wooden Carapace

Restoration:
1. Against Menstruation
2. Anti-venom
3. Cryotherapy
4. For Coughs
5. For Discharge of the Eyes
6. Lesser Healing
7. Pleasure Berry
8. Sanitize Food/Beverage
9. Spermatozoa Rejuvenation

735
Level Two Eradication:
Annihilation: 1. An Excellent Spell for Silencing, for
1. Force Ballista Subjecting, and for Restraining
2. Internal Explosion 2. Lesser Vulnerability to Acid
3. Random Mangling 3. Lesser Vulnerability to Bases
4. Symbol of Ethicality 4. Lesser Vulnerability to Cholerics
5. Symbol of Immorality 5. Lesser Vulnerability to Melan-
6. Symbol of Morality cholics
7. Symbol of Unethicality 6. Lesser Vulnerability to Phlegmatics
7. Lesesr Vulnerability to Sanguines
Convocation: 8. Lesser Vulnerability to Sonics
1. Call Animals
2. Call Ball Lightning Hallucination:
3. Call Guard Dog 1. Bestow Aura
4. Call Lesser Being 2. False Alchemy
5. Call Object 3. Near Death Experience
6. Fetching Charm for an Unmanageable
Woman Prognostication:
7. Internal Infestation 1. Demokritos’ Sphere
2. Detect Choleric Temperament
Deterioation: 3. Detect Melancholic Temperament
1. Bestow Allergy 4. Detect Phlegmatic Temperament
2. Bestow Blistering Boils 5. Detect Sanguine Temperament
3. Bestow Dislocation
4. Bestow Harm Reformation:
5. Bestow Loss of Appetite 1. Acclimation
6. Bestow Paralysis 2. Develop Breasts
7. Charm to Inflict Harm I 3. Ejaculate Poison
8. For Swollen Testicles 4. Modify Molecules
9. Living Monstrosity 5. Oophagous
10. Recipe for Skin Disease 6. Prognathism
7. Strength
Domination: 8. Stronger than Before
1. Agelast 9. Unattractive
2. Charm for Causing Separation
3. Force Favor Restoration:
4. Force Feed 1. Aching Feet
5. Love Spell II 2. Banish Intoxication
6. Love Spell of Attraction I 3. Heal Dislocation or Fracture
7. Predilection 4. Healing
8. Recipe for Making a Woman Mad After 5. Lesser Mending
a Man 6. Re-animation
9. Spell for Restraining Anger 7. Spell for Removal of Poison
10. Trance
11. Wet Dream

736
Supportation: Level Three
1. Against every Wild Animal, Aquatic Annihilation:
Creature and Robbers 1. Cryogenics
2. Protection from Acid 2. Divine Maul
3. Protection from Bases 3. Greater Electrical Discharge
4. Protection from Cholerics
5. Protection from Gaze Convocation:
6. Protection from Melancholics 1. Call Acid Rain
7. Protection from Phlegmatics 2. Request for a Dream Oracle
8. Protection from Sanguines 3. Spell for Questioning Corpses
9. Protection from Sonics 4. Random Impaling

Universal: Deterioration:
1. Charm to Open a Door 1. Bestow Disease
2. Bestow Greater Harm
3. Bestow Tooth-Rot
4. Madness
5. Recipe for Blindness

Domination:
1. Convert to Cannibal
2. Discursivity
3. Eternal Spell for Binding a Lover
4. Force Falsity
5. Force Fear
6. Force Fearlessness
7. Lesser Bidding
8. Love Spell III
9. Love Spell of Attraction II
10. Love Spell of Attraction III
11. Love Spell of Attraction through Touch
12. Odium Theologicum
13. Ordained by God
14. Spell for Causing Talk while Asleep

Eradication:
1. Coercive Spell for Restraining
2. Contraceptive Spell
3. Lesser Vulnerability to Ethicality
4. Lesser Vulnerability to Immorality
5. Lesser Vulnerability to Morality
6. Lesser Vulnerability to Poison
7. Lesser Vulnerability to Skill
8. Lesser Vulnerability to Unethicality

737
Hallucination: Level Four
1. Evanescence Annihilation:
2. Have Her Cadaver 1. Myotomy
3. Greater Hologram 2. Recipe for Blistering Death
4. Invisibility 3. Recipe for Death
4. Truncheon
Prognostication:
1. Detect Ethicality Convocation:
2. Detect Immorality 1. Call Greater Item
3. Detect Morality 2. Call Lightning
4. Detect Unethicality 3. Charm to Break Enchantment
5. Spell to Catch a Thief 4. Divination by Means of a Boy
5. Drawn and Quartered
Reformation: 6. Evil Sleep II
1. Happy Cleaver 7. Resurrection of a Dead Body
2. Hover 8. Palfrey
3. Intestinal Wreathe
4. Walk on Water Deterioration:
1. Bestow Blindness
Restoration: 2. Bestow Convulsion
1. Banish Allergy 3. Bestow Deafness
2. Greater Healing 4. Bestow Decade
5. Bestow Leprosy
Supportation: 6. Bestow Muteness
1. Protection from Ethicality 7. Charm to Inflict Harm II
2. Protection from Immorality 8. Pestilential Penis
3. Protection from Morality
4. Protection from Physical Harm Domination:
5. Protection from Poison 1. Cup Spell
6. Protection from Unethicality 2. Greater Bidding
3. Love Spell IV
Universal: 4. Love Spell of Attraction IV
1. Charm to Break Spells 5. Perpetual Slumber
6. Possession

Eradication:
1. Charm to Induce Insomnia II
2. Greater Vulnerability to Air
3. Greater Vulnerability to Armor
4. Greater Vulnerability to Cold
5. Greater Vulnerability to Discipline
6. Greater Vulnerability to Earth
7. Greater Vulnerability to Electricity
8. Greater Vulnerability to Fire
9. Greater Vulnerability to Weapon

738
Hallucination: Level Five
1. Mass Evanescence Annihilation:
2. Worst Nightmare 1. Pillars of Salt

Prognostication: Convocation:
1. Detect Emotion 1. Call Avalanche
2. Detect Inferiority 2. Call Tidal Wave
3. Detect Lie 3. Call Vermin
4. Detect Superiority 4. Charm for Direct Vision
5. Detect Surface Thoughts
6. Hearing Voices Deterioration:
1. Bestow Asphyxiation
Reformation: 2. Bestow Century
1. Decortication 3. Charm to Inflict Harm III
2. Flight 4. Diminish Charisma
3. Immutable Wound 5. Diminish Debauchery
4. Oroanal 6. Diminish Dexterity
5. Preserve Forest 7. Diminish Intelligence
6. Transmogrify Dirt and Mud 8. Diminish Magic
7. Transmogrify Metal and Wood 9. Diminish Physique
10. Diminish Piety
Restoration: 11. Diminish Wisdom
1. Banish Disease 12. Miasma
2. Banish Paralysis 13. Pestilential Host
3. Banish Poison 14. Pestilential Pudenda
4. Mass Lesser Healing
5. Greater Mending Domination:
1. Love Spell V
Supportation: 2. Mass Bidding
1. Mass Protection from Air
2. Mass Protection from Cold Eradication:
3. Mass Protection from Discipline 1. Greater Vulnerability to Acid
4. Mass Protection from Earth 2. Greater Vulnerability to Bases
5. Mass Protection from Electricity 3. Lesser Vulnerability to Cholerics
6. Mass Protection from Fire 4. Lesser Vulnerability to Melancholics
7. Mass Protection from Water 5. Lesser Vulnerability to Phlegmatics
8. Multiplication of Loaves and Fish 6. Lesesr Vulnerability to Sanguines
7. Greater Vulnerability to Sonics
Universal:
1. Reverse Magic Hallucination:
2. Transference 1. Indispensible Invisibility
2. Perpetual Hologram

Prognostication:
1. Detect Thoughts

739
Reformation: Level Six
1. Ablation Annihilation:
2. Cocoon 1. Charm to Subject
3. Perpetual Burn 2. Evil Sleep III
4. Perpetual Orgasm
5. Random Dismemberment Convocation:
6. Transmogrify Flesh to Stone 1. Call Quake
2. Pillars of Lightning
Restoration: 3. True Name
1. For Fever with Shivering Fits
2. Mass Healing Deterioration:
3. Regeneration 1. Bestow Millennium
2. Perpetual Bleeding
Supportation:
1. Mass Protection from Acid Domination:
2. Mass Protection from Bases 1. Akeldama
3. Mass Protection from Cholerics 2. Mass Greater Bidding
4. Mass Protection from Gaze 3. Pudenda Key Spell
5. Mass Protection from Melancholics 4. Spell to Subject and Silence
6. Mass Protection from Phlegmatics
7. Mass Protection from Sanguines Eradication:
8. Mass Protection from Sonics 1. Greater Vulnerability to Ethicality
2. Greater Vulnerability to Immorality
Universal: 3. Greater Vulnerability to Morality
1. Imbue Item 4. Greater Vulnerability to Poison
5. Greater Vulnerability to Skill
6. Greater Vulnerability to Unethicality

Hallucination:

Prognostication:
1. Foreknowledge Charm I
2. Detect Object

Reformation:
1. Alchemy
2. Rivers Run Red
3. Transmogrify Object

Restoration:
1. Complete Healing
2. De Medicamentis
3. Mass Greater Healing

740
Supportation: Level Seven
1. Augment Charisma Annihilation:
2. Augment Debauchery 1. Conflagration
3. Augment Dexterity
4. Augment Intelligence Convocation:
5. Augment Magic 1. Call Blizzard
6. Augment Physique 2. Rite for Acquiring an Assistant Demon
7. Augment Piety 3. Rite to Produce an Epiphany of Kore
8. Augment Vision 4. Wishbone
9. Augment Wisdom
10. Mass Protection from Ethicality Deterioration:
11. Mass Protection from Immorality 1. Bestow Aeon
12. Mass Protection from Morality
13. Mass Protection from Physical Domination:
Harm 1. Force Mass Fear
14. Mass Protection from Poison
15. Mass Protection from Unethicality Eradication:
1. Mass Vulnerability to Air
Universal: 2. Mass Vulnerability to Armor
1. Immutability 3. Mass Vulnerability to Cold
4. Mass Vulnerability to Discipline
5. Mass Vulnerability to Earth
6. Mass Vulnerability to Electricity
7. Mass Vulnerability to Fire
8. Mass Vulnerability to Weapon
9. Restraining Spell
10. Rite for Driving out Demons

Hallucination:
1. Greater Perpetual Hologram

Prognostication:
1. Detect Evanescence

Reformation:
1. Transmogrify Life

Restoration:
1. Revivification

Supportation:
1. Invincibility to Air
2. Invincibility to Cold
3. Invincibility to Earth
4. Invincibility to Electricity
5. Invincibility to Fire
6. Invincibility to Water

741
Universal: Level Eight
Annihilation:
1. Inferno

Convocation:

Deterioration:
1. Fatal Fable

Domination:
1. Martyrization

Eradication:
1. Mass Vulnerability to Acid
2. Mass Vulnerability to Bases
3. Lesser Vulnerability to Cholerics
4. Lesser Vulnerability to Melancholics
5. Lesser Vulnerability to Phlegmatics
6. Lesesr Vulnerability to Sanguines
7. Mass Vulnerability to Sonics

Hallucination:

Prognostication:

Reformation:
1. Teleportation

Restoration:
2. Mass Complete Healing

Supportation:
1. Invincibility to Acid
2. Invincibility to Bases
3. Invincibility to Gaze

Universal:

742
Level Nine Level Ten
Annihilation: Annihilation:
1. Lesser Holocaust 1. Fatal
2. Greater Holocaust
Convocation:
1. Burning Bush Convocation:
2. Prayer of Deliverance 1. Call Comet
3. Restraining Rite for Anything 2. Call Flood
3. Call God
Deterioration: 4. Pillar of Smoke

Domination: Deterioration:
1. Soulstealer’s Black Bolt
Eradication:
1. Mass Vulnerability to Ethicality Domination:
2. Mass Vulnerability to Immorality
3. Mass Vulnerability to Morality Eradication:
4. Mass Vulnerability to Poison
5. Mass Vulnerability to Skill Hallucination:
6. Mass Vulnerability to Unethicality
Prognostication:
Hallucination: 1. Omnisicience

Prognostication: Reformation:
1. Foreknowledge Charm II 1. Create Species
2. Nous 2. Transmogrification
3. Waves Be Still
Reformation:
1. Cloak Restoration:
2. Mass Teleportation 1. Perpetual Healing

Restoration: Supportation:
1. Invincibility
Supportation:
1. Invincibility to Poison Universal:
1. Wish
Universal:

743
Appendix 3:
Random Magical Effects

Under certain conditions, random magical effects are possible. Sometimes these effects are the
result of obscure or powerful magical items; sometimes they result from an incorrect chant, ingredient, or
ritual; sometimes they are actively sought by experimental casters.
Regarding the table below, ‘caster’ refers to either the caster of a spell, trigger of an effect, or if
not applicable, to the original source such as with a magical item. To determine a random magical effect,
roll 2d1000 and consult the table below:

0002 Caster’s skin hardens & looks like tree bark. Permanent +20 bonus to CA.
0003 Caster immediately tries to rape the target creature for 3 rounds and has amnesia about it.
0004 Caster’s eyes turn jet black with animate lightning images. Permanent immunity to lightning.
0005 Caster grows an extra fully functioning eye on a random body part.
0006 Caster’s bones become brittle. Take 1.5x damage from pounding weapons from now on.
0007 Caster immediately gains Weapon Master skill of the next weapon with which they are struck.
0008 Caster gives birth to a clone through their penis/vagina. The new clone is 1d3 levels higher.
0009 Caster permanently loses one casting level.
0010 Every time the caster casts a spell from now on, they shoot the “Hershey Squirts” down their leg.
0011 Random magical item, already identified, appears in caster’s hands.
0012 Caster grows two 12-inch horns from each hand, sprouting out as daggers – 2d6 stabbing dmg.
0013 Caster gains an attack bonus of 3 per level.
0014 Target falls deeply in love with caster permanently.
0015 Target becomes a loyal henchman of a random party member.
0016 The next successful hit in a battle causes 2d100 damage + all modifiers, if any.
0017 Caster gains the body, CA, and Sprint of a random monster from Grimoirium Monstrum.
0018 Caster’s body gives off a blinding-white aura whenever enemies attempt to surprise attack.
0019 Caster’s entire living family appears in the battle.
0020 Caster and target each swap weapons and instantly become specialized in its use.
0021 Caster’s arm falls off and begins attacking at random for d4 rds.: +25 to hit, 1d4 damage, 2 LP.
0022 Spell bounces off of target and hits random party member.

744
0023 Target contracts disease. Target twitches as if it were lying on its deathbed.
0024 Target’s genitalia are swapped with random party member.
0025 Caster’s genitalia grow by 2d20 percent in size.
0026 Multi-effect; roll for 1d3 more Random Magical Effects that take effect instantly.
0027 Caster gains a permanent 25% chance of a Random Magical Effect every time a spell is cast.
0028 Battleground (or next one, if not in battle) becomes a pool of sulfuric acid: 15 feet deep, 100 feet diameter.
0029 Caster and target each become immune to fire. Their heads are permanently ablaze.
0030 Every weapon being used in battle must pass a check at TH 80 or disintegrate.
0031 A random Bestow spell is cast on a random entity in battle.
0032 Caster and target each become immune to normal weapons.
0033 Target immediately begins to sniff and lick the ass of the caster for 1d4 rounds.
0034 Caster gains the genitalia of the opposite sex on a random body part.
0035 Nearest enemy’s head explodes -- enemy dies unless able to regenerate.
0036 Caster gains the ability to regenerate 1 LP every hour permanently.
0037 Random party member gains 20 Skill Points to allocate as they please without restriction.
0038 Target must pass a Health check at TH 60 or become a quadriplegic.
0039 Next set of enemies seen by caster begin to fight each other until death after taking damage.
0040 Caster gains a breath weapon of hydrochloric acid: 30’ long, 30’ diameter., 3/day, 6d10 LP damage.
0041 Caster gains a fecal breath weapon: 30’ long, 30’ diameter, 3/day, results in -10 TH for 1d4 rnds.
0042 Random party member gains night-vision, if already able, it doubles in effectiveness.
0043 Caster’s buttocks are singed for 1d4 LP instantaneously.
0044 Entire party sprouts random-colored wings: 4d3’ in length, 4d10 move.
0045 Caster gains random spell useable once per day.
0046 Target attempts to kill itself for 2 rounds.
0047 Random party member becomes immune to all mind attacks and Domination spells.
0048 Caster’s height and weight increase by 1d20 in. and 1d100 lbs., respectively.
0049 Caster swaps attack bonuses/penalties with the target permanently.
0050 Caster’s spell ability is raised by one level permanently.
0051 Caster and other random party member gains 1d100 percent immunity to magic.
0052 A huge 20-ton container of bile appears over battle scene and pours itself for 10 rounds.
0053 Caster’s legs now bend the opposite direction, granting a +30 to their Sprint skill.
0054 Caster permanently gives off an odor identical to a rotten corpse, suffer –35 Charisma.
0055 Caster’s sperm becomes magical: it can impregnate ANYTHING and make half-breeds.
0056 Caster is able to shoot flames out of their ass d100 feet at will, 1d6 LP damage.
0057 Caster ages 6d10 years.
0058 Caster ages 3d10 years.
0059 Caster loses 6d10 years.
0060 Caster loses 3d10 years.
0061 Caster has a permanent hard-on -- penis or nipple, depending on gender.
0062 Caster must drink everyday, the next liquid they touch, or suffer random insanity roll.
0063 Target gains additional 5d8 Strength for the next four rounds.
0064 Caster stops and stares incessantly (unaware of anything) for 1d4 hours.
0065 The next hypothetical statement said by the caster immediately comes true.
0066 Caster’s eye pops out, but is still fully functional. They feel no pain. Suffer –4d10 Facial Charisma.
0067 Caster grows webs between fingers and toes, as well as a dorsal fin. Can now swim at rate of 250 feet/rd.
0068 Caster’s blood becomes random poison type. Now immune to ALL poison.
0069 Caster suffers an itching frenzy. Pass Common Sense check at TH 85 or scratch for 3 rds, bleed for 2 LP.
0070 Caster’s heart pumps twice as fast. They now age at twice the normal rate and suffer twice bleeding dmg.
0071 Caster gains ability to jump as a giant insect: 50 feet horizontally, 20 feet vertically.
0072 Caster is 100% silent as they walk, is also mute, but makes the noise of 100 soldiers when running.
0073 Caster gains the ability to mimic a voice.

745
0074 Caster shifts to a random occupation equal to current level and with extra 1d3 magical items.
0075 Caster’s touch can raise dead 1d3 times, making the undead servants when raised.
0076 Caster gets random spell usable once per day for free, regardless of the spell’s level.
0077 Any unidentified magical item with the party is now fully understood.
0078 Caster begins to repeatedly punch themselves and is unable to function in battle for 2 rounds.
0079 Target grows a tongue from its forehead.
0080 To the caster, all the stars in the night sky seem to be purple now.
0081 Target’s skin is magically pealed like a banana; innards are exposed and it dies.
0082 Every time the caster performs a magical action, they say “I love you, you lil’…whore!”
0083 Caster feels remorse for every immoral act committed, and seeks forgiveness right now.
0084 Caster contracts Leprosy. In next 1d4 weeks, a random body part falls off.
0085 Two gay ogres appear within 30’ radius and begin to butt-fuck as if there is no tomorrow.
0086 Caster grows fangs of a wolf.
0087 The next person to which the caster speaks turns to stone for 1d6 hours.
0088 Each party member becomes, as per the spell, Evanescence for 3 days, regardless of their actions.
0089 Caster grows a hole in their forehead, though somewhat similar to a lubricated vagina.
0090 Next time caster defecates, their intestines fall out of their ass, though still loosely attached.
0091 The illusion of a disembodied 3d10’ long schlong appears, trying to fuck whoever has the most LP in 500’.
0092 Illusion appears of a male human pulling his pants down, cutting off his scrotum, and offering some…
0093 Caster attracts the next member of the opposite sex in sight as if they have a Charisma of 300.
0094 Caster’s pubic hair grows 10d10 feet in length instantly.
0095 A gerbil pops out of the target’s ass.
0096 Caster’s and target’s noses are turned upside down.
0097 Caster can now hear earthworms crawling.
0098 Caster becomes fascinated with rubies.
0099 Caster develops necrophilia.
0100 Caster becomes color blind.
0101 Caster thinks they are 100 years old.
0102 Caster thinks the nearest human(oid) is a demon.
0103 Caster develops a foot fetish.
0104 Caster thinks it is their birthday.
0105 Caster is terrified of birds.
0106 Caster thinks they are 6 months pregnant, regardless of their sex.
0107 Caster smells like lilacs.
0108 Caster believes they are the leader of a powerful army.
0109 Caster becomes nocturnal.
0110 Caster will now only eat raw meat.
0111 Caster begins to masturbate to completion after the current spell expires.
0112 Caster grows a prehensile tail.
0113 Caster now knows how to speak Devil.
0114 Caster becomes an elf supremacist.
0115 Caster thinks they can fly.
0116 Caster must now skip instead of walk.
0117 Caster screams “I’m blind!” for 6 rounds.
0118 Caster’s eyes turn red.
0119 Caster believes they are a housecat for 24 hours.
0120 Caster does cartwheels for 4 rounds.
0121 Caster is unbelievably happy and does not know why.
0122 Caster’s Sprint speed increases 50%.
0123 Caster grows gills.
0124 Caster’s ears become pointed.

746
0125 Caster is starving for pudding.
0126 Caster becomes flexible enough to kiss their own ass.
0127 Caster drools uncontrollably for 4 hours.
0128 Caster grows a 6th finger on each hand.
0129 Caster does nothing but artistically draw dragons for 24 hours.
0130 Target develops asthma.
0131 Nearest party member becomes alcoholic.
0132 Target becomes a whore.
0133 It begins to snow and doesn’t stop for the next 6 hours.
0134 Ground for 20’ radius centered underneath the caster becomes ice.
0135 All involved in encounter or within 20’ radius of caster dance for the next hour.
0136 Target and caster believe that they are long lost best friends.
0137 Caster believes that the nearest female of same or similar race is their sister.
0138 Caster becomes extremely arrogant.
0139 Caster’s hair grows one foot in length.
0140 Day becomes night, or vice versa.
0141 Lightning strikes the nearest tree.
0142 Nearest priest believes target is a blasphemer.
0143 Nearest female believes the caster is trying to rape her.
0144 All involved in encounter or 10’ radius go take baths together.
0145 Caster is now an acrobat.
0146 Target hops on one foot for 24 hours.
0147 Every rodent in a one-mile radius runs to the caster and stares at them.
0148 Caster becomes a troll (Strength and appearance of troll, all else of caster).
0149 Caster is afraid of the dark.
0150 Caster climbs the nearest tree and sings “Ring around the Rosie.”
0151 Caster retires from adventuring to become a gardener.
0152 Caster becomes a serial rapist.
0153 Caster becomes narcissistic.
0154 Caster believes they must repair the nearest carriage.
0155 Caster can now speak with animals twice per day.
0156 All backpacks within a 10’ radius become wild dogs.
0157 All involved in combat must continue to fight on their knees.
0158 Caster grows 6 inches taller.
0159 Target gains 100 pounds in weight.
0160 Caster’s shoes glow in the dark.
0161 Target thinks their foot is broken.
0162 Caster can now read/write a random language.
0163 Target trips and falls.
0164 Enemies fail their next Drive check.
0165 Caster craves oral sex uncontrollably.
0166 Caster’s weapons turn to silver.
0167 Caster’s next spell automatically fails.
0168 Caster’s appetite doubles.
0169 Caster buys a tiara and wears it everywhere.
0170 Caster thinks their name is Rufus Pinkwinkle.
0171 Caster grabs the nearest female’s breasts.
0172 Caster grabs the nearest male’s genitals.
0173 Caster experiences pain while urinating for a week.
0174 Target grows wings like a dove and flies away.
0175 Target transmogrifies into a pixie.

747
0176 A black steed which breathes flames appears and is violently angry.
0177 The nearest building catches fire.
0178 The nearest body of water floods.
0179 Caster’s clothes turn to silk.
0180 Caster insults the next stranger they see.
0181 The caster now sniffs asses like a dog.
0182 Target believes they are on fire.
0183 Caster’s weapons turn to paper.
0184 Caster goes and flies a kite, literally.
0185 Caster develops perma-grin; no matter what they do, they will smile forever.
0186 Caster drops their pants.
0187 Caster is fully replenished regarding Magic Points.
0188 Caster loses ability to cast spells.
0189 Target is instantly teleported 50 feet away in a random direction.
0190 Caster starts digging and doesn’t stop until hole is 2’ x 2’ x 10’.
0191 Caster now buries everything they kill.
0192 Caster becomes a klepto for silverware.
0193 Caster can now play the flute.
0194 Caster combs their hair.
0195 Caster now orgasms in the presence of candles.
0196 Caster develops obsessive-compulsive washing behavior.
0197 Caster now wants to kill everything wearing the color blue.
0198 Caster now only wants to have sex with old people.
0199 Caster now only wants to have sex with preteens.
0200 Caster tries to fist-fuck the next sleeping female they see, no matter when or where.
0201 Caster now prefers mating with farm animals, and is now a zoophiliac.
0202 Caster develops a fetish to drink their own sperm once at each meal.
0203 The next female with Charisma over 120 orgasms upon seeing the caster.
0204 Caster strokes or fingers themselves, as is appropriate to their gender, once in each direction in public.
0205 Caster only wants to have sex, especially oral, with women on their rag.
0206 Caster’s buttocks itch for the next entire day. Suffer –10 initiative.
0207 Caster immediately attempts to perform oral sex upon themselves-even if it brakes their back.
0208 Caster’s penis/nipple appears in target’s mouth for 1 round; target teleports before the caster.
0209 Caster immediately farts and diarrhea squirts out.
0210 Target gets freckles all over their body for a –1d10 permanent Bodily Attractiveness penalty.
0211 Target gains the ability to smell and identify live blood within 60 feet.
0212 Caster literally shits a fucking brick—instantly!
0213 Caster gains ability to devour and digest metallic objects.
0214 Target will attempt to suck the tongue of the next entity in sight, no matter what gender.
0215 Target begins speaking in tongues for 1d6 rounds.
0216 Caster develops a fatal attraction for red-headed, trashy courtesans.
0217 Caster gains ability to burp at will with perfect pitch (able to create any musical note).
0218 Caster gains ability to fart arpeggios up to 240 beats per minute in 16th notes.
0219 Caster learns to use the next skill they see being used.
0220 Caster must play with his cock n’ balls in front of 10+ people 1x/day or acquire a random insanity.
0221 Huge veracious vein pops out of targets forehead. Suffer –10 permanent Facial Charisma.
0222 Caster orgasms on sight every time they see defecation.
0223 Next time the target takes a dump, it’ll be 1d6+2 feet long and (4d4+2[p/2]) inches in girth.
0224 Caster’s breath smells like akki-poo-poo permanently. Suffer –35 penalty to Charisma.
0225 Caster’s asshole dilates to 9 inches in circumference every time they smell rain.
0226 One arm of the caster grows d6 inches in girth, the other shrinks d6 inches. +/- 20% damage.

748
0227 Caster vomits 96 times in a row, all within 4 rounds.
0228 Caster immediately begins to give head to the next axe in sight (even if in battle).
0229 Target and caster each believe themselves to be divinity for 1 day.
0230 The next spell cast by anyone in battle (even an enemy) will be targeted on caster.
0231 The next time the caster eats in a bar, they fart, burp, puke, and cough, all at the same time.
0232 Caster’s and Target’s head falls off and they die.
0233 Caster immediately attacks the next commoner to insult them.
0234 The next female at whom the caster looks will queef 6d12 times in a row (and LOUDLY).
0235 Caster’s blood turns into water; caster is now immune to water-based attacks.
0236 Caster’s blood turns into ale; caster is now permanently intoxicated -- suffer appropriate penalties.
0237 Caster’s hands lose the thumbs. MM thinks of appropriate penalty.
0238 Target begins to make sexual noises in the presence of 10+ people for the next 2 weeks.
0239 Caster sticks their finger in their ass, and then sniffs it for 2d4 rounds.
0240 Target’s buttocks grow 3d2 feet in width and gains 4d20 lbs.
0241 Caster develops a phobia of old wenches.
0242 Caster’s head grows 2d10 lbs. Suffer –20 Facial Charisma.
0243 Next time the target is struck for any damage, they immediately masturbate until orgasm.
0244 Caster’s testes/clitoris grow by 1d3 times in proportion.
0245 Caster accidentally casts random 5th level spell on target.
0246 Caster becomes the opposite disposition and gender.
0247 Caster acquires Tourettes Syndrome for 4d3 rounds; they spasm violently and NO attack is allowed..
0248 Caster attempts to pinch the buttocks of the next animal in sight.
0249 Target loses 1/3 of height and weight. MM decides the appropriate penalties.
0250 Target attempts to butt-slam the next being in sight.
0251 Scratch n’ Sniff magical symbol of a smelly vagina appears on the forehead of each party member.
0252 Caster’s attack TH increases by 2d10 permanently.
0253 Eyeball appears on the caster’s cockhead. It can determine truth/falsity of one statement once per day.
0254 Caster’s and target’s cock n’ balls are flipped upside-down, or if female, their vagina and ass switch places.
0255 Target gains ability to read minds 3x per day.
0256 Caster’s nails turn into steel and can cause 1d3 Hacking damage.
0257 Nutsack of caster swells to 10d1000 in volume for 3d3 days.
0258 Next time caster defecates, the turd comes alive, attacks caster: +80 TH, for 1 LP B dmg, CA 20, & 3 LP.
0259 Target turns into a fat, dark, female. MM decides appropriate penalties.
0260 Entire party knows the entire future for 2 days.
0261 Caster’s defecation is forever white in color.
0262 Caster and target attack the next being to insult either one of them.
0263 Target magically gains magical silence with only a 25% TH. Armor penalties still apply.
0264 Caster has an inexplicable love for ogres. MM decides how the ogres are loved.
0265 Caster accidentally casts Recipe for Death.
0266 Caster and target gain a random skill.
0267 Caster and target gain the ability to vomit at will.
0268 Caster becomes more ethical and more immoral.
0269 Target refuses to wear anything but pink clothing, except for magical items.
0270 Caster can transmogrify at will for one day into a dragon.
0271 Caster’s and target’s main weapon turns into a random magical weapon +5.
0272 Caster’s and target’s main weapon turns into a random magical weapon +10.
0273 Caster gains perfect night vision.
0274 Target gains the ability to roar like a lion 3x per day.
0275 Next spell the caster attempts to learn is automatically successful.
0276 Caster gains the ability to pass through walls less than 2 feet thick and made from stone.
0277 Caster CANNOT resist insulting each and every being with an EM disposition whom they meet.

749
0278 Target immediately becomes middle-aged if they fail a Health check at TH 80.
0279 Target gains a moderate phobia for water.
0280 For an Erection is accidentally cast, centered on either the caster or the nearest male.
0281 Caster attracts random follower next time in town.
0282 Caster gains the ability to plane travel as an 18th level druid.
0283 Caster and target gain the ability to re-animate the dead, as per the spell re-animation.
0284 Every single rock within a 1,000’ radius is hurled at a random entity.
0285 Three LP for every level of the caster is healed to the caster and also given to the target.
0286 Next spell cast by the caster will no longer require ingredients.
0287 Caster vomits bile through their mouth and blood through nose (violently) for one round.
0288 Caster and target each fall asleep for 2 rounds.
0289 Genie appears and gives the caster 3 wishes. MM decides what type of Genie.
0290 Caster and target gain +20 TH to attacks and Reaction Speed whenever around unethical beings
0291 Caster will always laugh uncontrollably and eyes will glow red for 4 rounds whenever insulted.
0292 Caster can now track as a ranger of the same level.
0293 Closest being to caster must pass a Health check with a TH of 90 or implode -- instant death w/o regen.
0294 Caster will forever call themselves Curly G. and will always attempt to rhyme whenever they speak.
0295 Target’s penis/breasts enlarge(s) to 4d12” in length, can be used for 1d2 P damage for every foot in length.
0296 1d6 party members instantly catch fire for 1d4 rounds at 1d10 damage per round.
0297 Target lays an egg that instantly hatches into a baby dragon.
0298 Caster’s party immediately dies, (but not caster) from lightning bolts from the sky.
0299 Target’s genitalia grow 3-fold and attack 1d3 damage with 12 LP.
0300 Target is immediately trampled by a pride of 12 lions for 3d4 damage.
0301 Target farts, covering an area of 3d20 cubic feet.
0302 The next time the caster is in town, 2 militiamen become provoked and attack the party.
0303 Caster’s sperm becomes acidic when it meets air: 2 rds to jerk-off, 1d6’ range & it does 4d6 dmg.
0304 Caster’s ass spontaneously combusts -- 2d6 LP damage.
0305 Caster’s middle finger is eternally “giving the bird.”
0306 Caster will attempt to kill on sight the next person they see who is cooking.
0307 Every time the target lies, their penis/nipples grow(s) an inch.
0308 Caster now has a permanent twitch in their left eye.
0309 Next time caster is hit, it is 4x damage.
0310 Target is struck by lightning the very 1st thing the next day as they wake up for 10d6 damage.
0311 Caster and target forget how to read and write.
0312 Caster must pass Health check at TH 70 or take 1 LP dmg/round for 10 rounds from unknown poison.
0313 Every time a spell is cast by the caster, an eyelash (of the caster) turns to stone.
0314 Caster falls every time they finish casting a spell.
0315 Caster belches out loud every time they casts a spell.
0316 Caster can smell their own blood from within their body.
0317 A random magical effect happens every time a spell is cast from the caster for a week.
0318 Caster’s cock n’ balls/clitoris fall(s) off for one rd. and reattach themselves…Health check at TH80 or die.
0319 Caster falls and takes one LP damage every time they cast a spell.
0320 Caster transmogrifies into a cock of 1d8+3 inches for two rounds -- pass Health check at TH 80 or die.
0321 Caster forgets their name and goes by whatever the next person calls them.
0322 Target and nearest 2 beings must pass a Health check at TH 85 or take 1d6 acid damage for the next 3 rds.
0323 Caster mysteriously learns a random spell on accident.
0324 Random 8th level spell is cast accidentally.
0325 Caster’s eyes are permanently yellow.
0326 Caster’s eyes are permanently purple.
0327 Caster’s eyes are permanently red.
0328 Caster’s eyes are permanently pink.

750
0329 Caster’s eyes are permanently black.
0330 Caster’s eyes are permanently plaid.
0331 Caster’s entire body is branded with the names of previous sexual partners.
0332 Caster worships and entire body is branded with the symbol of Abaddon
0333 Caster worships and entire body is branded with the symbol of Abattur
0334 Caster worships and entire body is branded with the symbol of Abigor
0335 Caster worships and entire body is branded with the symbol of Abraxas
0336 Caster worships and entire body is branded with the symbol of Abu
0337 Caster worships and entire body is branded with the symbol of Abudantia
0338 Caster worships and entire body is branded with the symbol of Adad
0339 Caster worships and entire body is branded with the symbol of Adiririon
0340 Caster worships and entire body is branded with the symbol of Adramalech
0341 Caster worships and entire body is branded with the symbol of Aegir
0342 Caster worships and entire body is branded with the symbol of Aesculapius
0343 Caster worships and entire body is branded with the symbol of Aesma Daeva
0344 Caster worships and entire body is branded with the symbol of Aeternitas
0345 Caster worships and entire body is branded with the symbol of Afi
0346 Caster worships and entire body is branded with the symbol of Agares
0347 Caster worships and entire body is branded with the symbol of Agas
0348 Caster worships and entire body is branded with the symbol of Agnostos Theos
0349 Caster worships and entire body is branded with the symbol of Ahriman
0350 Caster worships and entire body is branded with the symbol of Aim
0351 Caster worships and entire body is branded with the symbol of Aion
0352 Caster worships and entire body is branded with the symbol of Aitvaras
0353 Caster worships and entire body is branded with the symbol of Akerbeltz
0354 Caster worships and entire body is branded with the symbol of Alastor
0355 Caster worships and entire body is branded with the symbol of Alloces
0356 Caster worships and entire body is branded with the symbol of Alpan
0357 Caster worships and entire body is branded with the symbol of Amdusias
0358 Caster worships and entire body is branded with the symbol of Ana
0359 Caster worships and entire body is branded with the symbol of Anael
0360 Caster worships and entire body is branded with the symbol of Anahita
0361 Caster worships and entire body is branded with the symbol of Ananke
0362 Caster worships and entire body is branded with the symbol of Anauel
0363 Caster worships and entire body is branded with the symbol of Andras
0364 Caster worships and entire body is branded with the symbol of Andromalius
0365 Caster worships and entire body is branded with the symbol of Angerboda
0366 Caster worships and entire body is branded with the symbol of Antaios
0367 Caster worships and entire body is branded with the symbol of Ardat-lili
0368 Caster worships and entire body is branded with the symbol of Ariel
0369 Caster worships and entire body is branded with the symbol of Arimanius
0370 Caster worships and entire body is branded with the symbol of Artio
0371 Caster worships and entire body is branded with the symbol of Asag
0372 Caster worships and entire body is branded with the symbol of Asasel
0373 Caster worships and entire body is branded with the symbol of Asmodeus
0374 Caster worships and entire body is branded with the symbol of Astaroth
0375 Caster worships and entire body is branded with the symbol of Astlik
0376 Caster worships and entire body is branded with the symbol of Asto Vidatu
0377 Caster worships and entire body is branded with the symbol of Ataecina
0378 Caster worships and entire body is branded with the symbol of Aurora
0379 Caster worships and entire body is branded with the symbol of Ays

751
0380 Caster worships and entire body is branded with the symbol of Bael
0381 Caster worships and entire body is branded with the symbol of Balaam
0382 Caster worships and entire body is branded with the symbol of Balder
0383 Caster worships and entire body is branded with the symbol of Baltazard
0384 Caster worships and entire body is branded with the symbol of Bardha
0385 Caster worships and entire body is branded with the symbol of Barkiel
0386 Caster worships and entire body is branded with the symbol of Baubo
0387 Caster worships and entire body is branded with the symbol of Bechard
0388 Caster worships and entire body is branded with the symbol of Beelzebub
0389 Caster worships and entire body is branded with the symbol of Befana
0390 Caster worships and entire body is branded with the symbol of Behemoth
0391 Caster worships and entire body is branded with the symbol of Berherit
0392 Caster worships and entire body is branded with the symbol of Beleth
0393 Caster worships and entire body is branded with the symbol of Beletseri
0394 Caster worships and entire body is branded with the symbol of Belial
0395 Caster worships and entire body is branded with the symbol of Belili
0396 Caster worships and entire body is branded with the symbol of Belphegor
0397 Caster worships and entire body is branded with the symbol of Beng
0398 Caster worships and entire body is branded with the symbol of Bercht
0399 Caster worships and entire body is branded with the symbol of Berith
0400 Caster worships and entire body is branded with the symbol of Beshter
0401 Caster worships and entire body is branded with the symbol of Bifrons
0402 Caster worships and entire body is branded with the symbol of Bilwis
0403 Caster worships and entire body is branded with the symbol of Boldogasszony
0404 Caster worships and entire body is branded with the symbol of Bolla
0405 Caster worships and entire body is branded with the symbol of Bragi
0406 Caster worships and entire body is branded with the symbol of Brigit
0407 Caster worships and entire body is branded with the symbol of Bune
0408 Caster worships and entire body is branded with the symbol of Butator
0409 Caster worships and entire body is branded with the symbol of Caacrindlass
0410 Caster worships and entire body is branded with the symbol of Cacus
0411 Caster worships and entire body is branded with the symbol of Caim
0412 Caster worships and entire body is branded with the symbol of Camael
0413 Caster worships and entire body is branded with the symbol of Candamius
0414 Caster worships and entire body is branded with the symbol of Cariociecus
0415 Caster worships and entire body is branded with the symbol of Carnivean
0416 Caster worships and entire body is branded with the symbol of Cassiel
0417 Caster worships and entire body is branded with the symbol of Charun
0418 Caster worships and entire body is branded with the symbol of Choronzon
0419 Caster worships and entire body is branded with the symbol of Chutriel
0420 Caster worships and entire body is branded with the symbol of Concordia
0421 Caster worships and entire body is branded with the symbol of Cresil
0422 Caster worships and entire body is branded with the symbol of Crocell
0423 Caster worships and entire body is branded with the symbol of Culsu
0424 Caster worships and entire body is branded with the symbol of Curche
0425 Caster worships and entire body is branded with the symbol of Dagda
0426 Caster worships and entire body is branded with the symbol of Dagon
0427 Caster worships and entire body is branded with the symbol of Dantalion
0428 Caster worships and entire body is branded with the symbol of Decarabia
0429 Caster worships and entire body is branded with the symbol of Demiurge
0430 Caster worships and entire body is branded with the symbol of Demogorgon

752
0431 Caster worships and entire body is branded with the symbol of Dev
0432 Caster worships and entire body is branded with the symbol of Dimme
0433 Caster worships and entire body is branded with the symbol of Discordia
0434 Caster worships and entire body is branded with the symbol of Dispater
0435 Caster worships and entire body is branded with the symbol of Dommiel
0436 Caster worships and entire body is branded with the symbol of Duma
0437 Caster worships and entire body is branded with the symbol of Eisheth Zenunim
0438 Caster worships and entire body is branded with the symbol of Ekhi
0439 Caster worships and entire body is branded with the symbol of Elathan
0440 Caster worships and entire body is branded with the symbol of Eligos
0441 Caster worships and entire body is branded with the symbol of Eljon
0442 Caster worships and entire body is branded with the symbol of Epona
0443 Caster worships and entire body is branded with the symbol of Erlik
0444 Caster worships and entire body is branded with the symbol of Erua
0445 Caster worships and entire body is branded with the symbol of Euronymous
0446 Caster worships and entire body is branded with the symbol of Fafnir
0447 Caster worships and entire body is branded with the symbol of Fagus
0448 Caster worships and entire body is branded with the symbol of Faunus
0449 Caster worships and entire body is branded with the symbol of Fene
0450 Caster worships and entire body is branded with the symbol of Fjorgyn
0451 Caster worships and entire body is branded with the symbol of Focalor
0452 Caster worships and entire body is branded with the symbol of Forcas
0453 Caster worships and entire body is branded with the symbol of Forneus
0454 Caster worships and entire body is branded with the symbol of Fornjotr
0455 Caster worships and entire body is branded with the symbol of Forseti
0456 Caster worships and entire body is branded with the symbol of Fortuna
0457 Caster worships and entire body is branded with the symbol of Freyja
0458 Caster worships and entire body is branded with the symbol of Freyr
0459 Caster worships and entire body is branded with the symbol of Frigg
0460 Caster worships and entire body is branded with the symbol of Frimost
0461 Caster worships and entire body is branded with the symbol of Fufluns
0462 Caster worships and entire body is branded with the symbol of Furfur
0463 Caster worships and entire body is branded with the symbol of Gaap
0464 Caster worships and entire body is branded with the symbol of Gabija
0465 Caster worships and entire body is branded with the symbol of Gabriel
0466 Caster worships and entire body is branded with the symbol of Galla
0467 Caster worships and entire body is branded with the symbol of Garmangabis
0468 Caster worships and entire body is branded with the symbol of Gaueko
0469 Caster worships and entire body is branded with the symbol of Gefjon
0470 Caster worships and entire body is branded with the symbol of Gerberus
0471 Caster worships and entire body is branded with the symbol of Gibil
0472 Caster worships and entire body is branded with the symbol of Giltine
0473 Caster worships and entire body is branded with the symbol of Glassya-labolas
0474 Caster worships and entire body is branded with the symbol of Glykon
0475 Caster worships and entire body is branded with the symbol of Govannon
0476 Caster worships and entire body is branded with the symbol of Grannus
0477 Caster worships and entire body is branded with the symbol of Gulveig
0478 Caster worships and entire body is branded with the symbol of Guta
0479 Caster worships and entire body is branded with the symbol of Gwydyon
0480 Caster worships and entire body is branded with the symbol of Haborym
0481 Caster worships and entire body is branded with the symbol of Hadraniel

753
0482 Caster worships and entire body is branded with the symbol of Hadur
0483 Caster worships and entire body is branded with the symbol of Haoma
0484 Caster worships and entire body is branded with the symbol of Hauras
0485 Caster worships and entire body is branded with the symbol of Heimdall
0486 Caster worships and entire body is branded with the symbol of Hel
0487 Caster worships and entire body is branded with the symbol of Herensugue
0488 Caster worships and entire body is branded with the symbol of Hermodur
0489 Caster worships and entire body is branded with the symbol of Hludana
0490 Caster worships and entire body is branded with the symbol of Hodur
0491 Caster worships and entire body is branded with the symbol of Holda
0492 Caster worships and entire body is branded with the symbol of Holle
0493 Caster worships and entire body is branded with the symbol of Honir
0494 Caster worships and entire body is branded with the symbol of Honos
0495 Caster worships and entire body is branded with the symbol of Hornblas
0496 Caster worships and entire body is branded with the symbol of Huwawa
0497 Caster worships and entire body is branded with the symbol of Idun
0498 Caster worships and entire body is branded with the symbol of Ilazki
0499 Caster worships and entire body is branded with the symbol of Illujanka
0500 Caster worships and entire body is branded with the symbol of Inguma
0501 Caster worships and entire body is branded with the symbol of Irmin
0502 Caster worships and entire body is branded with the symbol of Isara
0503 Caster worships and entire body is branded with the symbol of Iskur
0504 Caster worships and entire body is branded with the symbol of Istar
0505 Caster worships and entire body is branded with the symbol of Iwaldi
0506 Caster worships and entire body is branded with the symbol of Janus
0507 Caster worships and entire body is branded with the symbol of Jarovit
0508 Caster worships and entire body is branded with the symbol of Jarri
0509 Caster worships and entire body is branded with the symbol of Jormongund
0510 Caster worships and entire body is branded with the symbol of Jormungand
0511 Caster worships and entire body is branded with the symbol of Juno
0512 Caster worships and entire body is branded with the symbol of Jupiter
0513 Caster worships and entire body is branded with the symbol of Juras mate
0514 Caster worships and entire body is branded with the symbol of Juturna
0515 Caster worships and entire body is branded with the symbol of Juventas
0516 Caster worships and entire body is branded with the symbol of Kasdaye
0517 Caster worships and entire body is branded with the symbol of Kaukas
0518 Caster worships and entire body is branded with the symbol of Kingu
0519 Caster worships and entire body is branded with the symbol of Kinyras
0520 Caster worships and entire body is branded with the symbol of Kiskil-lilla
0521 Caster worships and entire body is branded with the symbol of Kobal
0522 Caster worships and entire body is branded with the symbol of Kotar
0523 Caster worships and entire body is branded with the symbol of Kukuth
0524 Caster worships and entire body is branded with the symbol of Kulshedra
0525 Caster worships and entire body is branded with the symbol of Kurdalaegon
0526 Caster worships and entire body is branded with the symbol of Kushiel
0527 Caster worships and entire body is branded with the symbol of Kybele
0528 Caster worships and entire body is branded with the symbol of Ladon
0529 Caster worships and entire body is branded with the symbol of Lahatiel
0530 Caster worships and entire body is branded with the symbol of Lama
0531 Caster worships and entire body is branded with the symbol of Lamastu
0532 Caster worships and entire body is branded with the symbol of Lamia

754
0533 Caster worships and entire body is branded with the symbol of Laran
0534 Caster worships and entire body is branded with the symbol of Laume
0535 Caster worships and entire body is branded with the symbol of Laverna
0536 Caster worships and entire body is branded with the symbol of Lelwani
0537 Caster worships and entire body is branded with the symbol of Leraie
0538 Caster worships and entire body is branded with the symbol of Leviathan
0539 Caster worships and entire body is branded with the symbol of Libertas
0540 Caster worships and entire body is branded with the symbol of Lilith
0541 Caster worships and entire body is branded with the symbol of Ljubi
0542 Caster worships and entire body is branded with the symbol of Lodur
0543 Caster worships and entire body is branded with the symbol of Logos
0544 Caster worships and entire body is branded with the symbol of Loki
0545 Caster worships and entire body is branded with the symbol of Loray
0546 Caster worships and entire body is branded with the symbol of Lucifer
0547 Caster worships and entire body is branded with the symbol of Lucifuge
0548 Caster worships and entire body is branded with the symbol of Lug
0549 Caster worships and entire body is branded with the symbol of Luna
0550 Caster worships and entire body is branded with the symbol of Maccathiel
0551 Caster worships and entire body is branded with the symbol of Mah
0552 Caster worships and entire body is branded with the symbol of Mahr
0553 Caster worships and entire body is branded with the symbol of Maia
0554 Caster worships and entire body is branded with the symbol of Malphas
0555 Caster worships and entire body is branded with the symbol of Mamitu
0556 Caster worships and entire body is branded with the symbol of Mammon
0557 Caster worships and entire body is branded with the symbol of Mani
0558 Caster worships and entire body is branded with the symbol of Marbas
0559 Caster worships and entire body is branded with the symbol of Marchocias
0560 Caster worships and entire body is branded with the symbol of Marduk
0561 Caster worships and entire body is branded with the symbol of Mars
0562 Caster worships and entire body is branded with the symbol of Marsyas
0563 Caster worships and entire body is branded with the symbol of Martu
0564 Caster worships and entire body is branded with the symbol of Mastema
0565 Caster worships and entire body is branded with the symbol of Medeine
0566 Caster worships and entire body is branded with the symbol of Melchom
0567 Caster worships and entire body is branded with the symbol of Meness
0568 Caster worships and entire body is branded with the symbol of Mephistopheles
0569 Caster worships and entire body is branded with the symbol of Mercurias
0570 Caster worships and entire body is branded with the symbol of Merigum
0571 Caster worships and entire body is branded with the symbol of Meslamta’ea
0572 Caster worships and entire body is branded with the symbol of Metatron
0573 Caster worships and entire body is branded with the symbol of Michael
0574 Caster worships and entire body is branded with the symbol of Midgard-snake
0575 Caster worships and entire body is branded with the symbol of Mikal
0576 Caster worships and entire body is branded with the symbol of Mimir
0577 Caster worships and entire body is branded with the symbol of Minerva
0578 Caster worships and entire body is branded with the symbol of Mithras
0579 Caster worships and entire body is branded with the symbol of Moloch
0580 Caster worships and entire body is branded with the symbol of Momos
0581 Caster worships and entire body is branded with the symbol of Morrigan
0582 Caster worships and entire body is branded with the symbol of Mot
0583 Caster worships and entire body is branded with the symbol of Murmur

755
0584 Caster worships and entire body is branded with the symbol of Mutu
0585 Caster worships and entire body is branded with the symbol of Mutunus Tutunus
0586 Caster worships and entire body is branded with the symbol of Naamah
0587 Caster worships and entire body is branded with the symbol of Naberus
0588 Caster worships and entire body is branded with the symbol of Nabu
0589 Caster worships and entire body is branded with the symbol of Nahemah
0590 Caster worships and entire body is branded with the symbol of Namtar
0591 Caster worships and entire body is branded with the symbol of Nanaja
0592 Caster worships and entire body is branded with the symbol of Nanse
0593 Caster worships and entire body is branded with the symbol of Nantosuelta
0594 Caster worships and entire body is branded with the symbol of Nebiros
0595 Caster worships and entire body is branded with the symbol of Nehalennia
0596 Caster worships and entire body is branded with the symbol of Neptunus
0597 Caster worships and entire body is branded with the symbol of Nergal
0598 Caster worships and entire body is branded with the symbol of Nerthus
0599 Caster worships and entire body is branded with the symbol of Neton
0600 Caster worships and entire body is branded with the symbol of Nidhoggr
0601 Caster worships and entire body is branded with the symbol of Ninazu
0602 Caster worships and entire body is branded with the symbol of Nisaba
0603 Caster worships and entire body is branded with the symbol of Njord
0604 Caster worships and entire body is branded with the symbol of Nona
0605 Caster worships and entire body is branded with the symbol of Nusku
0606 Caster worships and entire body is branded with the symbol of Nybras
0607 Caster worships and entire body is branded with the symbol of Och
0608 Caster worships and entire body is branded with the symbol of Ochnotinos
0609 Caster worships and entire body is branded with the symbol of Odin
0610 Caster worships and entire body is branded with the symbol of Ogmios
0611 Caster worships and entire body is branded with the symbol of Olivier
0612 Caster worships and entire body is branded with the symbol of Ops
0613 Caster worships and entire body is branded with the symbol of Orcus
0614 Caster worships and entire body is branded with the symbol of Ordog
0615 Caster worships and entire body is branded with the symbol of Orias
0616 Caster worships and entire body is branded with the symbol of Paimon
0617 Caster worships and entire body is branded with the symbol of Pales
0618 Caster worships and entire body is branded with the symbol of Pasiel
0619 Caster worships and entire body is branded with the symbol of Pax
0620 Caster worships and entire body is branded with the symbol of Pazuzu
0621 Caster worships and entire body is branded with the symbol of Pellonpekko
0622 Caster worships and entire body is branded with the symbol of Perendi
0623 Caster worships and entire body is branded with the symbol of Portunus
0624 Caster worships and entire body is branded with the symbol of Prendi
0625 Caster worships and entire body is branded with the symbol of Priapos
0626 Caster worships and entire body is branded with the symbol of Psezpolnica
0627 Caster worships and entire body is branded with the symbol of Pudicitia
0628 Caster worships and entire body is branded with the symbol of Pukis
0629 Caster worships and entire body is branded with the symbol of Pwyll
0630 Caster worships and entire body is branded with the symbol of Python
0631 Caster worships and entire body is branded with the symbol of Rabinu
0632 Caster worships and entire body is branded with the symbol of Rahab
0633 Caster worships and entire body is branded with the symbol of Ramuel
0634 Caster worships and entire body is branded with the symbol of Ran

756
0635 Caster worships and entire body is branded with the symbol of Raphael
0636 Caster worships and entire body is branded with the symbol of Raum
0637 Caster worships and entire body is branded with the symbol of Ronove
0638 Caster worships and entire body is branded with the symbol of Rosier
0639 Caster worships and entire body is branded with the symbol of Sabazios
0640 Caster worships and entire body is branded with the symbol of Sabnock
0641 Caster worships and entire body is branded with the symbol of Safa
0642 Caster worships and entire body is branded with the symbol of Samael
0643 Caster worships and entire body is branded with the symbol of Sandalphon
0644 Caster worships and entire body is branded with the symbol of Sargatanas
0645 Caster worships and entire body is branded with the symbol of Sarkany
0646 Caster worships and entire body is branded with the symbol of Sarpanitu
0647 Caster worships and entire body is branded with the symbol of Sarruma
0648 Caster worships and entire body is branded with the symbol of Srat
0649 Caster worships and entire body is branded with the symbol of Satanachia
0650 Caster worships and entire body is branded with the symbol of Saturnus
0651 Caster worships and entire body is branded with the symbol of Semnocosus
0652 Caster worships and entire body is branded with the symbol of Shaftiel
0653 Caster worships and entire body is branded with the symbol of Shax
0654 Caster worships and entire body is branded with the symbol of Sheila-na-gig
0655 Caster worships and entire body is branded with the symbol of Sif
0656 Caster worships and entire body is branded with the symbol of Sigyn
0657 Caster worships and entire body is branded with the symbol of Silcharde
0657 Caster worships and entire body is branded with the symbol of Silvanus
0658 Caster worships and entire body is branded with the symbol of Sin
0659 Caster worships and entire body is branded with the symbol of Sirona
0660 Caster worships and entire body is branded with the symbol of Sitri
0661 Caster worships and entire body is branded with the symbol of Skadi
0662 Caster worships and entire body is branded with the symbol of Sol
0663 Caster worships and entire body is branded with the symbol of Sonneillon
0664 Caster worships and entire body is branded with the symbol of Spenta Mainyu
0665 Caster worships and entire body is branded with the symbol of Spes
0666 Caster worships and entire body is branded with the symbol of Satan
0667 Caster worships and entire body is branded with the symbol of Stihi
0668 Caster worships and entire body is branded with the symbol of Succor-benoth
0669 Caster worships and entire body is branded with the symbol of Sucellos
0670 Caster worships and entire body is branded with the symbol of Sugaar
0671 Caster worships and entire body is branded with the symbol of Sul
0672 Caster worships and entire body is branded with the symbol of Sulmanu
0673 Caster worships and entire body is branded with the symbol of Surtr
0674 Caster worships and entire body is branded with the symbol of Tamiel
0675 Caster worships and entire body is branded with the symbol of Tasmetu
0676 Caster worships and entire body is branded with the symbol of Tellus
0677 Caster worships and entire body is branded with the symbol of Temeluch
0678 Caster worships and entire body is branded with the symbol of Thammuz
0679 Caster worships and entire body is branded with the symbol of Thanatos
0680 Caster worships and entire body is branded with the symbol of Themis
0681 Caster worships and entire body is branded with the symbol of Thor
0682 Caster worships and entire body is branded with the symbol of Tiamat
0683 Caster worships and entire body is branded with the symbol of Tiberinus
0684 Caster worships and entire body is branded with the symbol of Torto

757
0685 Caster worships and entire body is branded with the symbol of Tuchulcha
0686 Caster worships and entire body is branded with the symbol of Turan
0687 Caster worships and entire body is branded with the symbol of Turel
0688 Caster worships and entire body is branded with the symbol of Typhon
0689 Caster worships and entire body is branded with the symbol of Tyr
0690 Caster worships and entire body is branded with the symbol of Udug
0691 Caster worships and entire body is branded with the symbol of Ukoback
0692 Caster worships and entire body is branded with the symbol of Ull
0693 Caster worships and entire body is branded with the symbol of Urakabarameel
0694 Caster worships and entire body is branded with the symbol of Uriel
0695 Caster worships and entire body is branded with the symbol of Utgart-Loki
0696 Caster worships and entire body is branded with the symbol of Vadatajs
0697 Caster worships and entire body is branded with the symbol of Vahagn
0698 Caster worships and entire body is branded with the symbol of Valac
0699 Caster worships and entire body is branded with the symbol of Valafar
0700 Caster worships and entire body is branded with the symbol of Vanth
0701 Caster worships and entire body is branded with the symbol of Veles
0702 Caster worships and entire body is branded with the symbol of Velnias
0703 Caster worships and entire body is branded with the symbol of Velu mate
0704 Caster worships and entire body is branded with the symbol of Venus
0705 Caster worships and entire body is branded with the symbol of Vepar
0706 Caster worships and entire body is branded with the symbol of Verbti
0707 Caster worships and entire body is branded with the symbol of Vertumnus
0708 Caster worships and entire body is branded with the symbol of Victoria
0709 Caster worships and entire body is branded with the symbol of Vidar
0710 Caster worships and entire body is branded with the symbol of Vine
0711 Caster worships and entire body is branded with the symbol of Virtus
0712 Caster worships and entire body is branded with the symbol of Vodnik
0713 Caster worships and entire body is branded with the symbol of Vor
0714 Caster worships and entire body is branded with the symbol of Vulcanus
0715 Caster worships and entire body is branded with the symbol of Wyrd
0716 Caster worships and entire body is branded with the symbol of Xaphan
0717 Caster worships and entire body is branded with the symbol of Yekum
0718 Caster worships and entire body is branded with the symbol of Yomael
0719 Caster worships and entire body is branded with the symbol of Zavebe
0720 Reroll for d4 random magical effects to occur at the same time.
0721 Reroll for d6 random magical effects to occur at the same time.
0722 Reroll for d8 random magical effects to occur at the same time.
0723 Reroll for d10 random magical effects to occur at the same time.
0724 Reroll for d12 random magical effects to occur at the same time.
0725 Reroll for d20 random magical effects to occur at the same time.
0726 Caster is able to perfectly recite any message up to 200 words only by reading or hearing once.
0727 Caster gains ability to dance with the dead in their dreams at will.
0728 Caster gains ability to read minds once per day.
0729 Caster gains ability to speak 1,000 words per minute.
0730 Caster gains ability to write 3 times normal rate.
0731 Caster gains ability to play a random instrument.
0732 Caster gains ability to scream once per day, others nearby must pass Health TH 60 or go deaf.
0733 Caster gains ability to appear as though dead at will.
0734 Caster loses ability to speak softly.
0735 Caster loses ability to tell the truth.

758
0736 Caster loses ability to lie.
0737 Caster loses ability to go to the bathroom on their own.
0738 Caster loses ability to cast spells.
0739 Caster loses ability to reason.
0740 Caster loses ability to control their temper.
0741 Caster loses ability to regain Magic Points.
0742 Caster loses ability to remember faces more than a day.
0743 Caster loses ability to use proper etiquette.
0744 Caster loses ability to hold a conversation more than 100 words.
0745 Caster loses ability to dress themselves.
0746 Caster loses the emotion of guilt.
0747 Caster loses the emotion of mercy.
0748 Caster loses the emotion of fear.
0749 Caster loses the emotion of hate.
0750 Caster loses the emotion of anger.
0751 Caster loses the emotion of happiness.
0752 Caster loses the emotion of praise.
0753 Caster loses the emotion of sadness.
0754 Caster loses all emotions. They only do things on command -- no facial expression ever again.
0755 Target becomes insanely jealous of the caster and attempts to kill them for 2 rounds.
0756 Target’s skin turns black. MM may decide to levy appropriate penalties.
0757 Target’s skin turns brown.
0758 Target’s skin turns gray.
0759 Target’s skin turns green.
0760 Target’s skin turns red.
0761 Target’s skin turns yellow.
0762 Target’s skin turns blue.
0763 Target’s skin turns orange.
0764 Target’s skin turns purple.
0765 Target’s skin turns pink.
0766 Target’s skin turns peach.
0767 Target’s skin turns white (REAL white).
0768 Target’s skin turns salmon.
0769 Target’s skin turns magenta.
0770 Target’s skin turns topaz.
0771 Target’s skin turns black with yellow polk-a-dots.
0772 Target’s skin turns blue and pink plaid.
0773 Target’s skin turns red with black lightning bolts going down their arms.
0774 Target’s skin turns into bile, along with the same skin texture.
0775 Target’s skin turns into the color of zebra stripes.
0776 Target’s skin turns into the color of tiger stripes.
0777 Target’s skin turns into the color of leopard skin.
0778 Target’s skin turns into the color brown with the stench of defecation.
0779 Target’s skin turns gray with a green pentagram on their forehead.
0780 Target’s skin turns orange with the magical inscription of “777” in pink on their cheek.
0781 Target’s skin turns into the color of gold.
0782 Target’s skin turns into the color of silver.
0783 Target’s skin turns into the color of copper.
0784 Target’s skin turns into the color of hazel.
0785 Target’s skin turns into the color gray with red polk-a-dots.
0786 Target’s skin turns into the color pink with yellow trapezoids on their body.

759
0787 Target’s skin turns into the color of bronze.
0788 Caster’s body emits an odor that smells like burning flesh.
0789 Caster’s body emits an odor that smells like rotting flesh.
0790 Caster’s body emits an odor that smells like diarrhea.
0791 Caster’s body emits an odor, forcing all hostile enemies to suffer –5 to attack rolls.
0792 Caster’s body emits an odor that charms the opposite sex for 1 day (Drive check TH 60).
0793 Caster’s body emits an odor that makes invisible creatures visible within 20 feet.
0794 Caster’s body emits an odor that makes the caster hungry forever.
0795 Caster’s body emits an odor that makes hostile enemies within 30 feet burn for 1 LP per round.
0796 Caster’s body emits an odor that makes all hostile creatures vomit uncontrollably for 2 rounds.
0797 Caster’s body emits an odor that smells like fish.
0798 Caster’s body emits an odor that smells like sweaty nuts.
0799 Caster’s body emits an odor that makes all enemies in a 20’ radius freeze in fear for 1 round.
0800 Caster’s body emits an odor that attracts unethical beings, with +20 to reactions.
0801 Caster’s body emits an odor that attracts ethical beings, with +20 to reactions.
0802 Caster’s body emits an odor that attracts moral beings, with +20 to reactions.
0803 Caster’s body emits an odor that attracts immoral beings, with +20 to reactions.
0804 Caster’s body emits an odor that kills all plant life within a 20’ radius instantly.
0805 Caster begins to hallucinate that they are falling off a cliff. Health TH 70 or die.
0806 Caster begins to hallucinate that 1,000 incubi are chasing them. Flee from battle for 3 rounds.
0807 Caster hallucinates that an old Fire Drake is making love to a succubus. Stare for 2 rounds.
0808 Caster hallucinates that a Pterodactyl’s flying over the party, its name is Jobe. It is the caster’s friend.
0809 Caster hallucinates that they are an orange and everyone is trying to peel them.
0810 Caster hallucinates that their flesh is melting away. Wisdom TH 80 or suffer d6 damage.
0811 Caster hallucinates that everyone’s skin is turning inside out. Freeze in fear for 2 rounds.
0812 Caster begins to hallucinate that they are an immoral priest for 1 day.
0813 Caster hallucinates that the entire party is dead and that they have necrophilia for 3 rounds.
0814 Caster hallucinates that they know the meaning of the universe. Wisdom TH 70 or gain a random insanity.
0815 Caster begins to hallucinate that they are growing an extra limb from their forehead for 4 rounds.
0816 Caster hallucinates that a giant, UI, rabid wallaby named Joe Son, is attempting to rape them.
0817 Caster begins to hallucinate that they have leprosy and their cock n’ balls/breasts are gonna fall off.
0818 Caster hallucinates their cock has turned to steel and will wield it in battle for 1d6 LP damage.
0819 Caster begins to hallucinate that their urine is liquid gold and they can sell it.
0820 Caster hallucinates that every shit they’ve taken will ultimately gain revenge one day by killing them.
0821 Caster hallucinates that they has giant strength, attempts to lift something very heavy to prove it.
0822 Caster hallucinates that everyone looked at instantly dies. If immoral, enjoys it; moral, hates it.
0823 Caster begins to hallucinate that they are blind. Wisdom TH 50 or be blind forever.
0824 Caster begins to hallucinate that the target of the spell is attempting to rape an ox.
0825 Caster begins to hallucinate that they see a succubus sucking on a bear’s nipple.
0826 Caster hallucinates that he sees a moral and immoral god fighting each other. Attempts to join in.
0827 Caster hallucinates that it is the opposite season. Will attempt to wear appropriate clothing.
0828 Caster hallucinates that they have transmogrified into a rock, attempts to roll over enemies next battle.
0829 Caster hallucinates that their god has died before their own eyes. Wallow in sorrow for 1 week.
0830 Caster hallucinates that their head has exploded. Wisdom TH 60 or die, otherwise collect pieces.
0831 Caster hallucinates they’ve been impaled through the ass and out the mouth. Wisdom TH50 or die.
0832 Caster and target forever believe that they are brothers.
0833 Caster and target forever believe that they are sisters.
0834 Caster and target forever believe that they are lovers.
0835 Caster and target forever believe that they are homosexual lovers.
0836 Caster and target forever believe that they are both homosexual.
0837 Caster and target forever believe that they are homosexual and must “get it on” NOW!

760
0838 Caster and target forever believe that devils and demons are Ethical Moral.
0839 Caster and target forever believe that the earth is a rhombus.
0840 Caster and target forever believe that they are bounty hunters.
0841 Caster and target forever believe that they must run off together and make babies.
0842 Caster and target forever believe that they are undead.
0843 Caster and target forever believe that they are undead whores.
0844 Caster and target forever believe that they are UI.
0845 Caster and target forever believe that they are EM.
0846 Caster and target forever believe that they are EN.
0847 Caster and target forever believe that they are NN.
0849 Caster and target forever believe that they are NI.
0850 Caster and target forever believe that they are UM.
0851 Caster and target forever believe that they are UN.
0852 Caster and target forever believe that they are EI.
0853 Caster and target forever believe that they are NI.
0854 Caster and target forever vow to kill ANYthing that looks at them the wrong way.
0855 Caster and target forever believe that they will marry each other next week.
0856 Caster and target forever believe that they will secretly attempt to kill the rest of the party.
0857 Caster and target believe they’re being pursued by a giant rabid chipmunk with huge nipples.
0858 Caster and target forever believe that life sucks and must save will power or kill themselves.
0859 Caster and target forever believe dogs are the top of the food chain, superior in every way.
0860 Caster and target forever believe that rape is wrong.
0861 Caster and target forever believe that rape is fun and should be exercised daily.
0862 Caster and target forever believe that violence with weapons is wrong.
0863 Caster and target forever believe that the stork brings babies to married couples.
0864 Caster and target forever believe that bathing in their own urine is good for the complexion.
0865 Caster and target forever believe that turds are an excellent source of nutrition.
0866 Caster and target forever believe that farting in public is what the ladies love.
0867 Caster and target forever believe that the taste of the “brown-eye” (the ass) is like ale.
0868 Caster and target forever believe that sex with living beings is gross—with dead ones is OK.
0869 Caster and target forever believe that talking things out is overrated. Attack first!
0870 Caster and target believe that dissonance and randomness are the only way of life. Become Unethical.
0871 Caster and target forever believe that order and necessity are the only way of life. Become Ethical.
0872 Caster and target forever believe that helping all is the only way of life. Become Moral.
0873 Caster and target forever believe that doing harm to all is the only way of life. Become Immoral.
0874 Caster and target forever believe that there is no such thing as bias. Become ethically neutral.
0875 Caster and target forever believe that there is no such thing as bias. Become morally neutral.
0876 Caster and target forever believe that their purpose in life is to reign in blood.
0877 Every time a spell is cast, the caster twitches violently.
0878 Every time a spell is cast, the caster screams rape.
0879 Every time a spell is cast, the caster screams bloody murder.
0880 Every time a spell is cast, the caster does a back flip (with a Dexterity check at TH60).
0881 Every time a spell is cast, the caster falls down.
0882 Every time a spell is cast, the caster farts at 125 decibels.
0883 Every time a spell is cast, the caster burps at 125 decibels.
0884 Every time a spell is cast, the caster bleeds from their ass.
0885 Every time a spell is cast, the caster punches themselves in the cock n’ balls/gash for 2 LP of damage.
0886 Every time a spell is cast, the caster’s eyes bug-out as if in severe constipation.
0887 Every time a spell is cast, the caster holds their right hand to their chest, attempts to bite their ear.
0888 Every time a spell is cast, the caster jumps for joy.
0889 Every time a spell is cast, the caster flips off the target.

761
0890 Every time a spell is cast, the caster flicks their nutsack/labia 3 times.
0891 Every time a spell is cast, the caster pukes bile.
0892 Every time a spell is cast, the caster vomits all over themselves.
0893 Every time a spell is cast, the caster says “fuck me in the goat-ass!”
0894 Every time a spell is cast, the caster says “I like it in the butt!”
0895 Every time a spell is cast, the caster says “I like to masturbate in front of gramma!”
0896 Every time a spell is cast, the caster says “Me balls are feeling mighty heavy today!”
0897 Every time a spell is cast, the caster says “Selohssans are ok – everyone should own one.”
0898 Every time a spell is cast, the caster says “My cock is very small and limp!”
0899 Every time a spell is cast, the caster says “Incest is best!”
0900 Every time a spell is cast, the caster says “I don’ want to hurt you…I just want to kill you!”
0901 Every time a spell is cast, the caster says “Chop the bodies!”
0902 Every time a spell is cast, the caster says “Decapitation!”
0903 Every time a spell is cast, the caster says “Oh grandma…my what a pretty pussy you have.”
0904 Every time a spell is cast, the caster says “I got two words for ya…SUCK IT!”
0905 Every time a spell is cast, the caster says “Yeah, that’s a good little cunt!”
0906 Every time a spell is cast, the caster says “…Stupid piece o’ trash!”
0907 Every time a spell is cast, the caster says “Me balls are bleeding!”
0908 Every time a spell is cast, the caster says “I’ll trade ya 2 gold pieces…for your fucking heart!”
0909 Every time a spell is cast, the caster says “You look like 50 lbs. of donkey crap in a 10 lb. bag!”
0910 Every time a spell is cast, the caster says “With your spells I die again!”
0911 Every time a spell is cast, the caster says “I spill blood!”
0912 Every time a spell is cast, the caster says “In rapture I’m reborn!”
0913 Every time a spell is cast, the caster says “Pain is a godly reward!”
0914 Every time a spell is cast, the caster says “Bleed for ecstasy!”
0915 Every time a spell is cast, the caster says “My disgust—a fever to kill a thousand more!”
0916 Every time a spell is cast, the caster says “Beast of earth devour!”
0917 Every time a spell is cast, the caster says “I am god’s holy fuck!”
0918 Every time a spell is cast, the caster says “To fucked human shit—I shout blasphemy!”
0919 Every time a spell is cast, the caster says “My hunger spawns the bloody frenzy!”
0920 Every time a spell is cast, the caster says “Kill them all for slander!”
0921 Every time a spell is cast, the caster says “Stain the world with the blood of man!”
0922 Every time a spell is cast, the caster says “Burn in me—I suffer your will!”
0923 Every time a spell is cast, the caster says “Praise the beast!”
0924 Every time a spell is cast, the caster says “Come and taste the fleshy pleasures!”
0925 Every time a spell is cast, the caster says “My heart pumps ice for all who oppose!”
0926 Every time a spell is cast, the caster says “Bow to me faithfully!”
0927 Every time a spell is cast, the caster says “Zi-Zi Badur-Ku-Ku, Kannpa!”
0928 Every time a spell is cast, the caster says “You worship that which means your end!”
0929 Every time a spell is cast, the caster says “Truth is a Weapon no pity it holds!”
0930 Every time a spell is cast, the caster says “Come with storm and blow the flesh from the earth!”
0931 Every time a spell is cast, the caster says “My dream—the continuum that devours all things!”
0932 Every time a spell is cast, the caster says “I am the being that erodes all things!”
0933 Every time a spell is cast, the caster says “Za-A-kam Me-Lam-Ma-Bi-Du, Ki-Bal-A Su-Sa!”
0934 Every time a spell is cast, “How can you defeat that which finds nourishment in your attack?!”
0935 Every time a spell is cast, the caster says “I’m the collector of souls!”
0936 Every time a spell is cast, the caster says “You give offering to metal and stone!”
0937 Every time a spell is cast, the caster says “Leeches!—You steal of our lives!”
0938 Every time a spell is cast, “We rise within the strength – the one who lays them to waste.”
0939 Every time a spell is cast, the caster says “You’ll perish within my hands!”
0940 Every time a spell is cast, the caster says “Now YOU live the torment!”

762
0941 Every time a spell is cast, the caster says “Now you’ll reap the suffering!”
0942 Every time a spell is cast, the caster says “I am the Hellspawn!”
0943 Every time a spell is cast, the caster says “Eternal dis and torment!”
0944 Every time a spell is cast, the caster says “Heretics!—Taste the hunger of fire!”
0945 Every time a spell is cast, the caster says “Join us!” (backwards)
0946 Every time a spell is cast, “We speak the broken lines of the Great Abyssal Planes!”
0947 Every time a spell is cast, the caster says “May you decay upon your mothers’ feces!”
0948 Every time a spell is cast, the caster says “No mercy! Kill them! Kill them!”
0949 Every time a spell is cast, the caster says “I must die while suffering!”
0950 Every time a spell is cast, the caster says “I want to be one with the dead!”
0951 Every time a spell is cast, the caster says “Blood shall flow because killing is all we know!”
0952 Every time a spell is cast, the caster says “The cruelty has just begun!”
0953 Every time a spell is cast, the caster says “Pull their flesh from bone!”
0954 Every time a spell is cast, the caster says “Split their spines!”
0955 Every time a spell is cast, the caster says “May all rejoice in grisly disgust!”
0956 Every time a spell is cast, the caster says “I seek pervasion of viscera!”
0957 Every time a spell is cast, the caster says “Now you’re standing in my killing field!”
0958 Every time a spell is cast, the caster says “By the power of debauchery!”
0959 Every time a spell is cast, the caster says “Beheading sustains my desire!”
0960 Every time a spell is cast, the caster says “I feel no remorse!”
0961 Every time a spell is cast, the caster says “Conflagration through my veins!”
0962 Every time a spell is cast, the caster says “Butcher the helpless!”
0963 Every time a spell is cast, the caster says “In pain I revel!”
0964 Every time a spell is cast, the caster says “Slicing the flesh, sculptured wounds my catharsis!”
0965 Every time a spell is cast, the caster says “Feel the fucking pain!”
0966 Every time a spell is cast, the caster says “The executioner I was meant to be!”
0967 Every time a spell is cast, the caster says “Darkness is the only light!”
0968 Every time a spell is cast, the caster says “Unite the dead, revel in death!”
0969 Every time a spell is cast, the caster says “Kill to create whores of our own!”
0970 Every time a spell is cast, the caster says “You must die for me to survive!”
0971 Every time a spell is cast, the caster says “I believe in sacrifice!”
0972 Every time a spell is cast, the caster says “Odium—embedded in my skull!”
0973 Every time a spell is cast, the caster says “You will plead for your scourge!”
0974 Every time a spell is cast, the caster says “Enter the chambers of blood!”
0975 Every time a spell is cast, the caster says “Die, shattered you’ll die!”
0976 Every time a spell is cast, the caster says “Every bone broken is my only goal!”
0977 Every time a spell is cast, the caster says “The stench of decay overwhelms my brain!”
0978 Every time a spell is cast, the caster says “Whores long for my flesh and my desire!”
0979 Every time a spell is cast, the caster says “Civilized I shall not be, by this holy strain of laws!”
0980 Every time a spell is cast, the caster says “And again you must die!”
0981 Every time a spell is cast, the caster says “Rejoice as the blood flows!”
0982 Every time a spell is cast, the caster says “Breathe in the pain, blackened souls remain!”
0983 Every time a spell is cast, the caster says “I am insAAAAAAAAAAAAAAAAAne!”
0984 Every time a spell is cast, the caster says “Ea!”
0985 Every time a spell is cast, the caster says “Pain I crave is pain I save!”
0986 Every time a spell is cast, the caster says “I despise what I see in the mirror!”
0987 Every time a spell is cast, the caster says “I am lost and sickened!”
0988 Every time a spell is cast, the caster says “I shall hear rushing liquid!”
0989 Every time a spell is cast, the caster says “Stab, hack, slash, kill!”
0990 Every time a spell is cast, the caster says “I see only red!”
0991 Every time a spell is cast, the caster says “I must achieve my revenge through hatred!”

763
0992 Every time a spell is cast, the caster says “Suffer to survive, instinct I despise!”
0993 Every time a spell is cast, must chant “You’re as ugly as the poo I left in your mama’s mouth!”
0994 Every time a spell is cast, the caster says “My balls are tastier than all of yours combined!”
0995 Caster grows a piece of fruit from their dickhole/cuntpipe that ripens every 10 days. If eaten, +1 to Drive.
0996 Caster grows a piece of fruit from their dickhole/cuntpipe that ripens every 10 days. If eaten, -1 to Drive.
0997 Caster grows a piece of fruit from their dickhole/cuntpipe that ripens every 10 days. If eaten, +1 CA.
0998 Caster grows a piece of fruit from their dickhole/cuntpipe that ripens every 10 days. If eaten, -1 CA.
0999 Caster and target begin copulating instantly for 2 rounds. Target enjoys it thoroughly.
1000 Caster and target begin copulating instantly for 2 rds. Target becomes a loyal henchman.
1001 Caster and target begin copulating instantly for 2 rds. Target bites caster’s cock, 2d4 dmg.
1002 Caster and target begin copulating instantly for 2 rds. Target laughs like madman and runs off.
1003 Caster now requires an additional ingredient for this spell just cast: apple skin.
1004 Caster now requires an additional ingredient for this spell just cast: fire ant.
1005 Caster now requires an additional ingredient for this spell just cast: slain cat.
1006 Caster now requires an additional ingredient for this spell just cast: pig nut hair.
1007 Caster now requires an additional ingredient for this spell just cast: severed horse cock.
1008 Caster now requires an additional ingredient for this spell just cast: severed cow tongue.
1009 Caster now requires an additional ingredient for this spell just cast: blade of grass.
1010 Caster now requires an additional ingredient for this spell just cast: goat milk.
1011 Caster now requires an additional ingredient for this spell just cast: 3 drops fresh blood.
1012 Caster now requires an additional ingredient for this spell just cast: metal spike.
1013 Caster now requires an additional ingredient for this spell just cast: piece of thread.
1014 Caster now requires an additional ingredient for this spell just cast: squirrel’s eye.
1015 Caster now requires an additional ingredient for this spell just cast: 3 seedless grapes.
1016 Caster now requires an additional ingredient for this spell just cast: a dart.
1017 Caster now requires an additional ingredient for this spell just cast: fresh, smelly turd.
1018 Caster now requires an additional ingredient for this spell just cast: mold.
1019 Caster now requires an additional ingredient for this spell just cast: brown rock.
1020 Caster now requires an additional ingredient for this spell just cast: piece of their own skin.
1021 Caster now requires an additional ingredient for this spell just cast: dab of ink.
1022 Caster now requires an additional ingredient for this spell just cast: poison ivy leaf.
1023 Caster now requires an additional ingredient for this spell just cast: silver spoon.
1024 Caster now requires an additional ingredient for this spell just cast: 1 gram of cane sugar.
1025 Caster now requires an additional ingredient for this spell just cast: tail of any animal.
1026 Caster now requires an additional ingredient for this spell just cast: wing of any animal.
1027 Caster now requires an additional ingredient for this spell just cast: rotten flesh.
1028 Caster now requires an additional ingredient for this spell just cast: burnt flesh.
1029 Caster requires an additional ingredient for spell just cast: fly larvae (maggots)—teaspoonful.
1030 Caster requires an additional ingredient for spell just cast: 1 ounce of human fecal matter.
1031 Caster now requires an additional ingredient for this spell just cast: 1 ounce of a female’s urine.
1032 Caster now requires an additional ingredient for this spell just cast: snake’s fang.
1033 Caster now requires an additional ingredient for this spell just cast: 1 strand of theit pubic hair.
1034 Caster now requires an additional ingredient for this spell just cast: wombat fur.
1035 Caster now requires an additional ingredient for this spell just cast: gum.
1036 Caster now requires an additional ingredient for this spell just cast: earthworm.
1037 Caster now requires an additional ingredient for this spell just cast: dried-up toad.
1038 Caster now requires an additional ingredient for this spell just cast: a tadpole.
1039 Caster now requires an additional ingredient for spell just cast: a dude (elephant’s ass hair).
1040 Caster now requires an additional ingredient for this spell just cast: a shaving of ivory.
1041 Caster now requires an additional ingredient for this spell just cast: fish gills.
1042 Caster now requires an additional ingredient for this spell just cast: spider legs.

764
1043 Caster now requires an additional ingredient for this spell just cast: snakeskin.
1044 Caster requires an additional ingredient for spell cast: handful of sweat from any cock n’ balls.
1045 Caster’s and Target’s CA gain +35 for the next battle
1046 Caster’s and Target’s CA gain +30 for the next battle
1047 Caster’s and Target’s CA gain +25 for the next battle
1048 Caster’s and Target’s CA gain +20 for the next battle
1049 Caster’s and Target’s CA gain +15 for the next battle
1050 Caster’s and Target’s CA gain +10 for the next battle
1051 Caster’s and Target’s CA gain +5 for the next battle
1052 Caster’s and Target’s CA suffer –5 for the next battle
1053 Caster’s and Target’s CA suffer –10 for the next battle
1054 Caster’s and Target’s CA suffer –15 for the next battle
1055 Caster’s and Target’s CA suffer –20 for the next battle
1056 Caster’s and Target’s CA suffer –25 for the next battle
1057 Caster’s and Target’s CA suffer –30 for the next battle
1058 Caster’s and Target’s CA suffer –35 for the next battle
1059 Random nearby enemy or party member gains +35 to hit in this battle
1060 Random nearby enemy or party member gains +30 to hit in this battle
1061 Random nearby enemy or party member gains +25 to hit in this battle
1062 Random nearby enemy or party member gains +20 to hit in this battle
1063 Random nearby enemy or party member gains +15 to hit in this battle
1064 Random nearby enemy or party member gains +10 to hit in this battle
1065 Random nearby enemy or party member gains +5 to hit in this battle
1066 Random nearby enemy or party member suffers –5 to hit in this battle
1067 Random nearby enemy or party member suffers –10 to hit in this battle
1068 Random nearby enemy or party member suffers –15 to hit in this battle
1069 Random nearby enemy or party member suffers –20 to hit in this battle
1070 Random nearby enemy or party member suffers –25 to hit in this battle
1071 Random nearby enemy or party member suffers –30 to hit in this battle
1072 Random nearby enemy or party member suffers –35 to hit in this battle
1073 Caster shits a random gem once per day if meat is consumed.
1074 Caster has 50% chance 2 random gems are shit per day if meat is consumed.
1075 Caster has 25% chance 4 random gems are shit per day if meat is consumed. Lose 1 LP
1076 Caster has 12% chance 8 random gems are shit per day if meat is consumed. Lose 2 LP
1077 Caster has 6% chance 16 random gems are shit per day if meat is consumed. Lose 4 LP
1078 Caster has 3% chance 32 random gems are shit per day if meat is consumed. Lose 8 LP
1079 Caster has 1% chance 5000 gp gem is shit per day if meat is consumed. Lose 16 LP
1080 Same as #1079, but a jewel.
1081 Same as #1079, but a jewel and lose twice the LP.
1082 Cumulative 1% chance per spell level of 10 copper appearing.
1083 Cumulative 1% chance per spell level of 100 copper appearing.
1084 Cumulative 1% chance per spell level of 1000 copper appearing.
1085 Cumulative 1% chance per spell level of 10 silver appearing.
1086 Cumulative 1% chance per spell level of 100 silver appearing.
1087 Cumulative 1% chance per spell level of 1000 silver appearing.
1088 Cumulative 1% chance per spell level of 10 gold appearing.
1089 Cumulative 1% chance per spell level of 100 gold appearing.
1090 Cumulative 1% chance per spell level of 1000 gold appearing.
1091 Cumulative 1% chance per spell level of 10 bronze appearing.
1092 Cumulative 1% chance per spell level of 100 bronze appearing.
1093 Cumulative 1% chance per spell level of 1000 bronze appearing.

765
1094 5% chance the caster’s urine hardens into liquid gold pieces after 1 hour.
1095 5% chance/week to puke-up a random gem; pass Health check TH 80 or die.
1096 3% chance/week to puke-up a random jewel; pass Health check TH 80 or die.
1097 1% chance/day of blowing a wad of liquid pearl.
1098 A suit of armor appears on a random party member: +5 platemail.
1099 A suit of armor appears on a random party member: +10 leather.
1100 A suit of armor appears on a random party member: +5 platemail.
1101 A suit of armor appears on a random party member: +10 4-in-1 chainmaille.
1102 A suit of armor appears on a random party member: +5 6-in-1 chainmaille.
1103 A suit of armor appears on a random party member: +10 scalemail.
1104 A suit of armor appears on a random party member: +5 brigandine.
1105 A suit of armor appears on a random party member: +10 ceremonial platemail.
1106 A suit of armor appears on a random party member: +5 studded leather.
1107 A suit of armor appears on a random party member: platemail.
1108 A suit of armor appears on a random party member: leather.
1109 A suit of armor appears on a random party member: platemail.
1110 A suit of armor appears on a random party member: 4-in-1 chainmaille.
1111 A suit of armor appears on a random party member: 6-in-1 chainmaille.
1112 A suit of armor appears on a random party member: scale mail.
1113 A suit of armor appears on a random party member: brigandine.
1114 A suit of armor appears on a random party member: ceremonial platemail.
1115 A suit of armor appears on a random party member: studded leather.
1116 A random weapon appears in the hands of a random enemy: +5 long spear.
1117 A random weapon appears in the hands of a random enemy: +5 long bow.
1118 A random weapon appears in the hands of a random enemy: +5 short sword.
1119 A random weapon appears in the hands of a random enemy: +5 long sword.
1120 A random weapon appears in the hands of a random enemy: +5 footman’s flail.
1121 A random weapon appears in the hands of a random enemy: +10 ranseur.
1122 A random weapon appears in the hands of a random enemy: +5 halberd.
1123 A random weapon appears in the hands of a random enemy: +10 scourge.
1124 A random weapon appears in the hands of a random enemy: +5 voulge.
1125 A random weapon appears in the hands of a random enemy: +5 glaive.
1126 A random weapon appears in the hands of a random enemy: +10 footman’s war hammer.
1127 A random weapon appears in the hands of a random enemy: +5 falchion.
1128 A random weapon appears in the hands of a random enemy: +15 awl pike.
1129 A random weapon appears in the hands of a random enemy: +10 zwei-hander.
1130 A random weapon appears in the hands of a random enemy: +15 maul.
1131 A random weapon appears in the hands of a random enemy: +5 trident.
1132 A random weapon appears in the hands of a random enemy: +10 whip.
1133 A random weapon appears in the hands of a random enemy: +5 hand crossbow.
1134 A random weapon appears in the hands of a random enemy: +10 dagger.
1135 A random weapon appears in the hands of a random enemy: +5 bipennis.
1136 A random weapon appears in the hands of a random enemy: +15 footman’s military pick.
1137 A random weapon appears in the hands of a random enemy: +5 sling.
1138 A random weapon appears in the hands of a random enemy: +10 horseman’s military pick.
1139 All coins vanish from the possession of a random party member.
1140 This trained animal becomes henchman for random party member: Boar.
1141 This trained animal becomes henchman for random party member: Bull.
1142 This trained animal becomes henchman for random party member: Camel.
1143 This trained animal becomes henchman for random party member: Guard dog.
1144 This trained animal becomes henchman for random party member: Hunting dog.

766
1145 This trained animal becomes henchman for random party member: War dog.
1146 This trained animal becomes henchman for random party member: Ass.
1147 This trained animal becomes henchman for random party member: Falcon.
1148 This trained animal becomes henchman for random party member: Draft horse.
1149 This trained animal becomes henchman for random party member: Homing pigeon.
1150 This trained animal becomes henchman for random party member: Bear.
1151 This trained animal becomes henchman for random party member: Ox.
1152 Caster attempts to sniff the target’s asshole.
1153 Target gets a 6’ erection for the battle and Sprint speed is halved while CA drops by 20.
1154 Caster’s entire face shrivels like a prune for 2 rounds.
1155 Caster and target’s legs are twisted until broken. MM decides penalties and damage.
1156 Whenever the caster opens their mouth, everyone can see eternity.
1157 Caster gains the tongue of a snake.
1158 Caster runs in a triangular pattern of 10 yards each side for 3 rounds.
1159 Target does somersaults in a 20’ radius for 2 rounds.
1160 Caster and target play paper rock scissors (2 out of 3). Winner climbs up a tree and jumps.
1161 Caster runs to the nearest enemy and screams to its face “I fucked your mama last night!”
1162 Target is afflicted with suicidal mania for 2 hours.
1163 Caster is stricken with homicidal mania for 2 hours.
1164 Caster attempts to flick the genitalia of every party member.
1165 Target pleads to the nearest enemy: “It’s all the caster’s fault!—He did it! He did it!”
1166 Caster writes 100x on the next tree they see: “My name is George…I eat shit for breakfast!”
1167 Caster picks up a strange habit: fondling their balls/breasts in public, deliberately in front of bar-maids.
1168 Caster picks up a strange habit: slapping themselves in the head whenever they say the word ‘the.’
1169 Caster picks up a strange habit: picking their ass in their spare time in the evening.
1170 Caster picks up a strange habit: speaking to walls in public places as if their lover.
1171 Caster picks up a strange habit: mooning everyone that has a Charisma of 120 or better.
1172 Caster picks up a strange habit: violent eye-twitching all day, everyday.
1173 Caster picks up a strange habit: eating a mouthful of dirt immediately after hearing the word ‘hello.’
1174 Caster picks up a strange habit: humping inanimate objects in public places after in the afternoon.
1175 Caster picks up a strange habit: exposing themselves to people who mention money at all.
1176 Caster picks up a strange habit: self-induced vomiting in times of financial crises.
1177 Caster picks up a strange habit: yelling at their left hand in any tavern.
1178 Caster picks up a strange habit: slapping their own ass constantly as if swatting a fly.
1179 Caster picks up a strange habit: “Riding the Bull” during battle.
1180 Caster picks up a strange habit: screaming at their weapon if they miss.
1181 Caster picks up a strange habit: purposely twitching their entire head and arms while in town.
1182 Caster picks up a strange habit: tripping themselves constantly in residential areas for attention.
1183 Caster picks up a strange habit: speak backwards in an attempt to impress women with Charisma 120+.
1184 Caster picks up a strange habit: screaming at random males “I can smell your balls!”
1185 Caster picks up a strange habit: screaming at random females “I can smell your cunt!”
1186 Caster picks up a strange habit: Humping church stairs whenever encountered.
1187 Caster picks up a strange habit: Masturbating in the faces of sleeping street bums.
1188 Caster picks up a strange habit: Defecate as normal, but waits to wipe their ass until in public.
1189 Caster picks up a strange habit: Using their fingers to “quote” everything said.
1190 Caster picks up a strange habit: playing catch by themselves with a rock and screaming “foul!”
1191 Caster picks up a strange habit: making loud orgasmic sounds while in a tavern.
1192 Target’s body part falls off: genitalia.
1193 Target’s body part falls off: left ear.
1194 Target’s body part falls off: 1d6 front teeth.
1195 Target’s body part falls off: tongue (no more chanting spells if a spellcaster).

767
1196 Target’s body part falls off: head (dead).
1197 Target’s body part falls off: right hand (“no more palming it”).
1198 Target’s body part falls off: nose.
1199 Target’s body part falls off: lips.
1200 Target’s body part falls off: buttocks.
1201 Target’s body part falls off: left eye (-20 to hit, -50 Vision).
1202 Accidentally casts Ablation.
1203 Accidentally casts Acclimation.
1204 Accidentally casts Acidic Touch.
1205 Accidentally casts Aching Feet.
1206 Accidentally casts Against every Wild Animal, Aquatic Creature, and Robbers.
1207 Accidentally casts Against Evil Sleep.
1208 Accidentally casts Against Menstruation.
1209 Accidentally casts Agelast.
1210 Accidentally casts Akeldama.
1211 Accidentally casts Alchemy.
1212 Accidentally casts Alter Temperature.
1213 Accidentally casts An Excellent Spell for Silencing, for Subjecting, and for Restraining.
1214 Accidentally casts Anti-venom.
1215 Accidentally casts Arachnid Feet.
1216 Accidentally casts Ascertain Properties.
1217 Accidentally casts Audio Range.
1218 Accidentally casts Augment Charisma.
1219 Accidentally casts Augment Dexterity.
1220 Accidentally casts Augment Intelligence.
1221 Accidentally casts Augment Physique.
1222 Accidentally casts Augment Wisdom.
1223 Accidentally casts Banish Allergy.
1224 Accidentally casts Banish Disease.
1225 Accidentally casts Banish Intoxication.
1226 Accidentally casts Banish Paralysis.
1227 Accidentally casts Banish Poison.
1228 Accidentally casts Beguile Enemy.
1229 Accidentally casts Bestow Aching Back.
1230 Accidentally casts Bestow Aeon.
1231 Accidentally casts Bestow Allergy.
1232 Accidentally casts Bestow Asphyxiation.
1233 Accidentally casts Bestow Aura.
1234 Accidentally casts Bestow Blindness.
1235 Accidentally casts Bestow Blistering Boils.
1236 Accidentally casts Bestow Century.
1237 Accidentally casts Bestow Contortion.
1238 Accidentally casts Bestow Convulsion.
1239 Accidentally casts Bestow Deafness.
1240 Accidentally casts Bestow Decade.
1241 Accidentally casts Bestow Disease.
1242 Accidentally casts Bestow Fatigue.
1243 Accidentally casts Bestow Greater Harm.
1244 Accidentally casts Bestow Harm.
1245 Accidentally casts Bestow Intoxication.
1246 Accidentally casts Bestow Leprosy.

768
1247 Accidentally casts Bestow Lesser Harm.
1248 Accidentally casts Bestow Loss of Appetite.
1249 Accidentally casts Bestow Millennium.
1250 Accidentally casts Bestow Muteness.
1251 Accidentally casts Bestow Numbness.
1252 Accidentally casts Bestow Paralysis.
1253 Accidentally casts Bestow Virus.
1254 Accidentally casts Brittlebone.
1255 Accidentally casts Burning Bush.
1256 Accidentally casts Business Spell.
1257 Accidentally casts Call Acid Rain.
1258 Accidentally casts Call Animals.
1259 Accidentally casts Call Avalanche.
1260 Accidentally casts Call Ball Lightning.
1261 Accidentally casts Call Blizzard.
1262 Accidentally casts Call Chilly Gust.
1263 Accidentally casts Call Familiar.
1264 Accidentally casts Call Flood.
1265 Accidentally casts Call Fog.
1266 Accidentally casts Call Gale Wind.
1267 Accidentally casts Call Greater Item.
1268 Accidentally casts Call Guard Dog.
1269 Accidentally casts Call Lesser Being.
1270 Accidentally casts Call Light.
1271 Accidentally casts Call Lightning.
1272 Accidentally casts Call Maggots.
1273 Accidentally casts Call Magic Mail.
1274 Accidentally casts Call Object.
1275 Accidentally casts Call Quake.
1276 Accidentally casts Call Tidal Wave.
1277 Accidentally casts Call Vermin.
1278 Accidentally casts Charm for Causing Separation.
1279 Accidentally casts Charm for Direct Vision.
1280 Accidentally casts Charm Small Mammal.
1281 Accidentally casts Charm to Break Enchantment.
1282 Accidentally casts Charm to Break Spells.
1283 Accidentally casts Charm to Induce Insomnia I.
1284 Accidentally casts Charm to Induce Insomnia II.
1285 Accidentally casts Charm to Inflict Harm I.
1286 Accidentally casts Charm to Inflict Harm II.
1287 Accidentally casts Charm to Inflict Harm III.
1288 Accidentally casts Charm to Open a Door.
1289 Accidentally casts Charm to Subject.
1290 Accidentally casts Coal Foot.
1291 Accidentally casts Coccoon.
1292 Accidentally casts Coercive Spell for Restraining.
1293 Accidentally casts Complete Healing.
1294 Accidentally casts Conflagration.
1295 Accidentally casts Contraceptive Spell.
1296 Accidentally casts Convert to Cannibal.
1297 Accidentally casts Cover Tracks.

769
1299 Accidentally casts Create Species.
1300 Accidentally casts Cryogenics.
1301 Accidentally casts Cryoprobe.
1302 Accidentally casts Cryotherapy.
1303 Accidentally casts Cup Spell.
1304 Accidentally casts De Medicamentis.
1305 Accidentally casts Decortication.
1306 Accidentally casts Demokritos’ Sphere.
1307 Accidentally casts Demokritos’ Table Gimmicks.
1308 Accidentally casts Detect Air.
1309 Accidentally casts Detect Choleric Temperament.
1310 Accidentally casts Detect Earth.
1311 Accidentally casts Detect Emotion.
1312 Accidentally casts Detect Ether.
1313 Accidentally casts Detect Ethicality.
1314 Accidentally casts Detect Evanescence.
1315 Accidentally casts Detect Fire.
1316 Accidentally casts Detect Immorality.
1317 Accidentally casts Detect Lie.
1318 Accidentally casts Detect Magic.
1319 Accidentally casts Detect Melancholic Temperament.
1320 Accidentally casts Detect Morality.
1321 Accidentally casts Detect Object.
1322 Accidentally casts Detect Phlegmatic Temperament.
1323 Accidentally casts Detect Sanguine Temperament.
1324 Accidentally casts Detect Surface Thoughts.
1325 Accidentally casts Detect Thoughts.
1326 Accidentally casts Detect Unethicality.
1327 Accidentally casts Detect Water.
1328 Accidentally casts Determine Magic.
1329 Accidentally casts Detonation.
1330 Accidentally casts Develop Breasts.
1331 Accidentally casts Diminish Charisma.
1332 Accidentally casts Diminish Dexterity.
1333 Accidentally casts Diminish Intelligence.
1334 Accidentally casts Diminish Physique.
1335 Accidentally casts Diminish Wisdom.
1336 Accidentally casts Discursivity.
1337 Accidentally casts Divination by Means of a Boy.
1338 Accidentally casts Divine Maul.
1339 Accidentally casts Drawn and Quartered.
1340 Accidentally casts Dream Spell.
1341 Accidentally casts Ejaculate Acid.
1342 Accidentally casts Ejaculate Blood.
1343 Accidentally casts Ejaculate Poison.
1344 Accidentally casts Electrical Field.
1345 Accidentally casts Eternal Spell for Binding a Lover.
1346 Accidentally casts Evanescence.
1347 Accidentally casts Evil Sleep I.
1348 Accidentally casts Evil Sleep II.
1349 Accidentally casts Evil Sleep III.

770
1350 Accidentally casts False Alchemy.
1351 Accidentally casts Fatal.
1352 Accidentally casts Fatal Fable.
1353 Accidentally casts Favor and Victory Charm.
1354 Accidentally casts Fetching Charm.
1355 Accidentally casts Fetching Charm for an Unmanageable Woman.
1356 Accidentally casts Fierce Fire.
1357 Accidentally casts Flight.
1358 Accidentally casts Flyweight.
1359 Accidentally casts For a Sleeping Woman to Confess the Name of the Man she Loves.
1360 Accidentally casts For an Erection.
1361 Accidentally casts For Ascent of the Uterus.
1362 Accidentally casts For Coughs.
1363 Accidentally casts For Discharge of the Eyes.
1364 Accidentally casts For Fever with Shivering Fits.
1365 Accidentally casts For Swollen Testicles.
1366 Accidentally casts Force Ballista.
1367 Accidentally casts Force Falsity.
1368 Accidentally casts Force Fart.
1369 Accidentally casts Force Favor.
1370 Accidentally casts Force Fear.
1371 Accidentally casts Force Fearlessness.
1372 Accidentally casts Force Mass Fear.
1373 Accidentally casts Force Missile.
1374 Accidentally casts Force Rancor.
1375 Accidentally casts Force Scream.
1376 Accidentally casts Force Slumber.
1377 Accidentally casts Foreknowledge Charm I.
1378 Accidentally casts Foreknowledge Charm II.
1379 Accidentally casts Frosty Touch.
1380 Accidentally casts Greater Bidding.
1381 Accidentally casts Greater Electrical Discharge.
1382 Accidentally casts Greater Healing.
1383 Accidentally casts Greater Holocaust.
1384 Accidentally casts Greater Hologram.
1385 Accidentally casts Greater Mass Bidding.
1386 Accidentally casts Greater Mending.
1387 Accidentally casts Greater Perpetual Hologram.
1388 Accidentally casts Greater Vulnerability to Acid.
1389 Accidentally casts Greater Vulnerability to Air.
1390 Accidentally casts Greater Vulnerability to Armor.
1391 Accidentally casts Greater Vulnerability to Bases.
1392 Accidentally casts Greater Vulnerability to Cold.
1393 Accidentally casts Greater Vulnerability to Discipline.
1394 Accidentally casts Greater Vulnerability to Earth.
1395 Accidentally casts Greater Vulnerability to Electricity.
1396 Accidentally casts Greater Vulnerability to Ethicality.
1397 Accidentally casts Greater Vulnerability to Fire.
1398 Accidentally casts Greater Vulnerability to Immorality.
1399 Accidentally casts Greater Vulnerability to Morality.
1400 Accidentally casts Greater Vulnerability to Poison.

771
1401 Accidentally casts Greater Vulnerability to Skill.
1402 Accidentally casts Greater Vulnerability to Sonics.
1403 Accidentally casts Greater Vulnerability to Unethicality.
1404 Accidentally casts Greater Vulnerability to Weapon.
1405 Accidentally casts Happy Cleaver.
1406 Accidentally casts Heal Dislocation or Fracture.
1407 Accidentally casts Healing.
1408 Accidentally casts Hearing Voices.
1409 Accidentally casts Heating.
1410 Accidentally casts Hover.
1411 Accidentally casts Hurl Voice.
1412 Accidentally casts Imbue Item.
1413 Accidentally casts Immutability.
1414 Accidentally casts Immutable Wound.
1415 Accidentally casts Indispensable Invisibility.
1416 Accidentally casts Inferno.
1417 Accidentally casts Internal Explosion.
1418 Accidentally casts Intestinal Wreathe.
1419 Accidentally casts Invincibility.
1420 Accidentally casts Invincibility to Acid.
1421 Accidentally casts Invincibility to Air.
1422 Accidentally casts Invincibility to Bases.
1423 Accidentally casts Invincibility to Cold.
1424 Accidentally casts Invincibility to Earth.
1425 Accidentally casts Invincibility to Electricity.
1426 Accidentally casts Invincibility to Fire.
1427 Accidentally casts Invincibility to Gaze.
1428 Accidentally casts Invincibility to Poison.
1429 Accidentally casts Invincibility to Water.
1430 Accidentally casts Invisibility.
1431 Accidentally casts Ionic Attack.
1432 Accidentally casts Lesser Bidding.
1433 Accidentally casts Lesser Electrical Discharge.
1434 Accidentally casts Lesser Healing.
1435 Accidentally casts Lesser Holocaust.
1436 Accidentally casts Lesser Hologram.
1437 Accidentally casts Lesser Mending.
1438 Accidentally casts Lesser Vulnerability to Acid.
1439 Accidentally casts Lesser Vulnerability to Air.
1440 Accidentally casts Lesser Vulnerability to Armor.
1441 Accidentally casts Lesser Vulnerability to Bases.
1442 Accidentally casts Lesser Vulnerability to Cholerics.
1443 Accidentally casts Lesser Vulnerability to Cold.
1444 Accidentally casts Lesser Vulnerability to Discipline.
1445 Accidentally casts Lesser Vulnerability to Earth.
1446 Accidentally casts Lesser Vulnerability to Electricity.
1447 Accidentally casts Lesser Vulnerability to Ethicality.
1448 Accidentally casts Lesser Vulnerability to Fire.
1449 Accidentally casts Lesser Vulnerability to Immorality.
1450 Accidentally casts Lesser Vulnerability to Melancholics.
1451 Accidentally casts Lesser Vulnerability to Morality.

772
1452 Accidentally casts Lesser Vulnerability to Phlegmatics.
1453 Accidentally casts Lesser Vulnerability to Poison.
1454 Accidentally casts Lesser Vulnerability to Sanguines.
1455 Accidentally casts Lesser Vulnerability to Skill.
1456 Accidentally casts Lesser Vulnerability to Unethicality.
1457 Accidentally casts Lesser Vulnerability to Weapon.
1458 Accidentally casts Living Monstrosity.
1459 Accidentally casts Love Spell I.
1460 Accidentally casts Love Spell II.
1461 Accidentally casts Love Spell III.
1462 Accidentally casts Love Spell IV.
1463 Accidentally casts Love Spell V.
1464 Accidentally casts Love Spell of Attraction I.
1465 Accidentally casts Love Spell of Attraction II.
1466 Accidentally casts Love Spell of Attraction III.
1467 Accidentally casts Love Spell of Attraction IV.
1468 Accidentally casts Love Spell of Attraction through Touch.
1469 Accidentally casts Madness.
1470 Accidentally casts Magical Warning.
1471 Accidentally casts Martyrization.
1472 Accidentally casts Mass Bidding.
1473 Accidentally casts Mass Complete Healing.
1474 Accidentally casts Mass Evanescence.
1475 Accidentally casts Mass Greater Healing.
1476 Accidentally casts Mass Lesser Healing.
1477 Accidentally casts Mass Healing.
1478 Accidentally casts Mass Protection from Acid.
1479 Accidentally casts Mass Protection from Air.
1480 Accidentally casts Mass Protection from Bases.
1481 Accidentally casts Mass Protection from Cholerics.
1482 Accidentally casts Mass Protection from Cold.
1483 Accidentally casts Mass Protection from Discipline.
1484 Accidentally casts Mass Protection from Earth.
1485 Accidentally casts Mass Protection from Electricity.
1486 Accidentally casts Mass Protection from Ethicality.
1487 Accidentally casts Mass Protection from Fire.
1488 Accidentally casts Mass Protection from Gaze.
1489 Accidentally casts Mass Protection from Immorality.
1490 Accidentally casts Mass Protection from Melancholics.
1491 Accidentally casts Mass Protection from Morality.
1492 Accidentally casts Mass Protection from Phlegmatics.
1493 Accidentally casts Mass Protection from Physical Harm.
1494 Accidentally casts Mass Protection from Poison.
1495 Accidentally casts Mass Protection from Sanguines.
1496 Accidentally casts Mass Protection from Sonics.
1497 Accidentally casts Mass Protection from Unethicality.
1498 Accidentally casts Mass Protection from Water.
1499 Accidentally casts Mass Teleportation.
1500 Accidentally casts Mass Vulnerability to Acid.
1501 Accidentally casts Mass Vulnerability to Air.
1502 Accidentally casts Mass Vulnerability to Armor.

773
1503 Accidentally casts Mass Vulnerability to Bases.
1504 Accidentally casts Mass Vulnerability to Cholerics.
1505 Accidentally casts Mass Vulnerability to Cold.
1506 Accidentally casts Mass Vulnerability to Discipline.
1507 Accidentally casts Mass Vulnerability to Earth.
1508 Accidentally casts Mass Vulnerability to Electricity.
1509 Accidentally casts Mass Vulnerability to Ethicality.
1510 Accidentally casts Mass Vulnerability to Fire.
1511 Accidentally casts Mass Vulnerability to Immorality.
1512 Accidentally casts Mass Vulnerability to Melancholics.
1513 Accidentally casts Mass Vulnerability to Morality.
1514 Accidentally casts Mass Vulnerability to Phlegmatics.
1515 Accidentally casts Mass Vulnerability to Poison.
1516 Accidentally casts Mass Vulnerability to Sanguines.
1517 Accidentally casts Mass Vulnerability to Skill.
1518 Accidentally casts Mass Vulnerability to Sonics.
1519 Accidentally casts Mass Vulnerability to Unethicality.
1520 Accidentally casts Mass Vulnerability to Weapon.
1521 Accidentally casts Meltdown.
1522 Accidentally casts Miasma.
1523 Accidentally casts Modify Molecules.
1524 Accidentally casts Multiplication of Loaves and Fish.
1525 Accidentally casts Oracle.
1526 Accidentally casts Pain Berry.
1527 Accidentally casts Palfrey.
1528 Accidentally casts Perpetual Bleeding.
1529 Accidentally casts Perpetual Burn.
1530 Accidentally casts Perpetual Healing.
1531 Accidentally casts Perpetual Hologram.
1532 Accidentally casts Perpetual Orgasm.
1533 Accidentally casts Perpetual Slumber.
1534 Accidentally casts Pestilential Host.
1535 Accidentally casts Pestilential Penis.
1536 Accidentally casts Pestilential Pudenda.
1537 Accidentally casts Phlogistic Augmentation.
1538 Accidentally casts Pillar of Smoke.
1539 Accidentally casts Pillars of Lightning.
1540 Accidentally casts Pillars of Salt.
1541 Accidentally casts Pleasure Berry.
1542 Accidentally casts Possession.
1543 Accidentally casts Prayer of Deliverance.
1544 Accidentally casts Predilection.
1545 Accidentally casts Preservation.
1546 Accidentally casts Protection from Acid.
1547 Accidentally casts Protection from Air.
1548 Accidentally casts Protection from Bases.
1549 Accidentally casts Protection from Cholerics.
1550 Accidentally casts Protection from Cold.
1551 Accidentally casts Protection from Discipline.
1552 Accidentally casts Protection from Earth.
1553 Accidentally casts Protection from Electricity.

774
1554 Accidentally casts Protection from Ethicality
1555 Accidentally casts Protection from Fire.
1556 Accidentally casts Protection from Gaze.
1557 Accidentally casts Protection from Immorality.
1558 Accidentally casts Protection from Melancholics.
1559 Accidentally casts Protection from Morality.
1560 Accidentally casts Protection from Phlegmatics.
1561 Accidentally casts Protection from Physical Harm.
1562 Accidentally casts Protection from Poison.
1563 Accidentally casts Protection from Sanguines.
1564 Accidentally casts Protection from Sonics.
1565 Accidentally casts Protection from Unethicality.
1566 Accidentally casts Protection from Water.
1567 Accidentally casts Puddle of Crud.
1568 Accidentally casts Pudenda Key Spell.
1569 Accidentally casts Putrid Portrait.
1570 Accidentally casts Raise Prowess.
1571 Accidentally casts Random Dismemberment.
1572 Accidentally casts Random Impaling.
1573 Accidentally casts Random Mangling.
1574 Accidentally casts Re-animation.
1575 Accidentally casts Recipe for Blindness.
1576 Accidentally casts Recipe for Blistering Death.
1577 Accidentally casts Recipe for Death.
1578 Accidentally casts Recipe for Making a Woman Mad After a Man.
1579 Accidentally casts Recipe for Skin Disease.
1580 Accidentally casts Regeneration.
1581 Accidentally casts Rend Asunder.
1582 Accidentally casts Request for a Dream Oracle.
1583 Accidentally casts Restraining Rite for Anything.
1584 Accidentally casts Restraining Spell.
1585 Accidentally casts Resurrection of a Dead Body.
1586 Accidentally casts Revivification.
1587 Accidentally casts Rite for Acquiring an Assistant Demon.
1588 Accidentally casts Rite for Driving out Demons.
1589 Accidentally casts Rite to Produce an Epiphany of Kore.
1590 Accidentally casts Rot.
1591 Accidentally casts Sanitize Food/Beverage.
1592 Accidentally casts Seal Item.
1593 Accidentally casts Seal Orifice.
1594 Accidentally casts Soulstealer’s Black Bolt.
1595 Accidentally casts Spell for Causing Talk while Asleep.
1596 Accidentally casts Spell for Questioning Corpses.
1597 Accidentally casts Spell for Removal of Poison.
1598 Accidentally casts Spell for Restraining Anger.
1599 Accidentally casts Spell to Catch a Thief.
1600 Accidentally casts Spell to Subject and Silence.
1601 Accidentally casts Spell to Cause a Woman to Hate a Man.
1602 Accidentally casts Spermatozoa Rejuvenation.
1603 Accidentally casts Spermicidal Sphere.
1604 Accidentally casts Strength.

775
1605 Accidentally casts Symbol of Ethicality.
1606 Accidentally casts Symbol of Immorality.
1607 Accidentally casts Symbol of Morality.
1608 Accidentally casts Symbol of Unethicality.
1609 Accidentally casts Teleportation.
1610 Accidentally casts Tenesmus.
1611 Accidentally casts Test of Pregnancy.
1612 Accidentally casts To Keep Bugs Out of the House.
1613 Accidentally casts To Win at Dice.
1614 Accidentally casts Trance.
1615 Accidentally casts Transmogrification.
1616 Accidentally casts Transmogrify Dirt and Mud.
1617 Accidentally casts Transmogrify Flesh to Stone.
1618 Accidentally casts Transmogrify Life.
1619 Accidentally casts Transmogrify Metal and Wood.
1620 Accidentally casts Transmogrify Object.
1621 Accidentally casts True Name.
1622 Accidentally casts Truncheon.
1623 Accidentally casts Unattractive.
1624 Accidentally casts Vanish.
1625 Accidentally casts Walk on Water.
1626 Accidentally casts Waves Be Still.
1627 Accidentally casts Wish.
1628 Accidentally casts Wishbone.
1629 Accidentally casts Wooden Carapace.
1630 Accidentally casts Worst Nightmare.
1631 Caster is forever able to speak only while having sex.
1632 Target creature is forever able to speak only while having sex.
1633 Caster is forever able to feel sexual excitement only while speaking.
1634 Target creature is forever able to feel sexual excitement only while speaking.
1635 Caster is forever able to urinate only while doing a hand-stand.
1636 Target creature is forever able to urinate only while doing a hand-stand.
1637 Caster is forever able to defecate only while sprinting.
1638 Target creature is forever able to defecate only while sprinting.
1639 Caster becomes permanently hunchbacked, effectively losing (1d10)% of their height.
1640 Target creatire becomes permanently hunchbacked, effectively losing (1d10)% of their height.
1641 Caster forever urinates and defecates during each orgasm.
1642 Target creature forever urinates and defecates during each orgasm.
1643 Caster forever farts during each orgasm.
1644 Target creatire forever farts during each orgasm.
1645 Caster forever belches during each orgasm.
1646 Target creature forever belches during each orgasm.
1647 Caster forever experiences an orgasm during each fart.
1648 Target creature forever experiences an orgasm during each fart.
1649 Caster forever experiences an orgasm during each belch.
1650 Target creature forever experiences an orgasm during each belch.
1651 Caster’s genital hair falls out and never grows again.
1652 Target creature’s genital hair falls out and never grows again.
1653 Caster forever snores during entire sleep. The snoring is as loud as possible.
1654 Target creature forever snores during entire sleep. The snoring is as loud as possible.
1655 Caster forever and coherently speaks the truth while asleep to those who ask questions.

776
1656 Target creature forever and coherently speaks the truth while asleep to those who as questions.
1657 Caster forever urinates once during each deep sleep.
1658 Target creature forever urinates once during each deep sleep.
1659 Caster forever calls out the name of the previous lover during intercourse with the current lover.
1660 Target creature forever calls out the name of the previous lover during intercourse with the current lover.
1661 Caster forever becomes sexually excited for only 3d20 seconds before losing all interest.
1662 Target creature forever becomes sexually excited for only 3d20 seconds before losing all interest.
1663 Caster forever hiccups during sexually excitement.
1664 Target creature forever hiccups during sexual excitement.
1665 Caster forever experiences the orgasm of their sexual partner; the partner does not feel it.
1666 Target creature forever experiences the orgasm of their sexual partner; the partner does not feel it.
1667 Caster forever reverses the order of words in spoken sentences. The words are unaffected.
1668 Target creature forever reverses the order of words in spoken sentences. The words are unaffected.
1669 Caster forever reverse-farts, sucking air in instead of pushing it out.
1670 Target creature forever reverse-farts, sucking air in instead of pushing it out.
1671 Caster’s nipples are rearranged randomly on each breast.
1672 Target creature’s nipples are rearranged randomly on each breast.
1673 Caster forever produces a small, squealing fart every time they swallow food.
1674 Target creature forever produces a small, squealing fart every time they swallow food.
1675 Caster forever hiccups while telling a lie.
1676 Target creature forever hiccups while telling a lie.
1677 Caster forever hiccups while telling the truth.
1678 Target creature forever hiccups while telling the truth.
1679 Caster acquires abasiophilia.
1680 Target creature acquires abasiophilia.
1681 Caster acquires acrotomophilia.
1682 Target creature acquires acrotomophilia.
1683 Caster acquires anorexia nervosa.
1684 Target creature acquires anorexia nervosa.
1685 Caster acquires antisocial personality disorder.
1686 Target creature acquires antisocial personality disorder.
1687 Caster acquires autoabasiophilia.
1688 Target creature acquires autoabasiophilia.
1689 Caster acquires avoidant personality disorder.
1690 Target creature acquires avoidant personality disorder.
1691 Caster acquires bipolar disorder.
1692 Target creature acquires bipolar disorder.
1693 Caster acquires borderline personality disorder.
1694 Target creature acquires borderline personality disorder.
1695 Caster acquires coprophilia.
1696 Target creature acquires coprophilia.
1697 Caster acquires dementia.
1698 Target creature acquires dementia.
1699 Caster acquires dependent personality disorder.
1700 Target creature acquires dependent personality disorder.
1701 Caster acquires depersonalization disorder.
1702 Target creature acquires depersonalization disorder.
1703 Caster acquires depression.
1704 Target creature acquires depression.
1705 Caster acquires dissociative fugue.
1706 Target creature acquires dissociative fugue.

777
1707 Caster acquires dissociative identity disorder.
1708 Target creature acquires dissociative identity disorder.
1709 Caster acquires erotophonophilia.
1710 Target creature acquires erotophonophilia.
1711 Caster acquires exhibitionism.
1712 Target creature acquires exhibitionism.
1713 Caster acquires formicophilia.
1714 Target creature acquires formicophilia.
1715 Caster acquires frotteurism.
1716 Target creature acquires frotteurism.
1717 Caster acquires generalized anxiety disorder.
1718 Target creature acquires generalized anxiety disorder.
1719 Caster acquires histrionic personality disorder.
1720 Target creature acquires histrionic personality disorder.
1721 Caster acquires hypersomnia.
1722 Target creature acquires hypersomnia.
1723 Caster acquires hypoxyphilia.
1724 Target creature acquires hypoxyphilia.
1725 Caster acquires intermittent explosive disorder.
1726 Target creature acquires intermittent explosive disorder.
1727 Caster acquires kleptomania.
1728 Target creature acquires kleptomania.
1729 Caster acquires mania.
1730 Target creature acquires mania.
1731 Caster acquires narcissistic personality disorder.
1732 Target creature acquires narcissistic personality disorder.
1733 Caster acquires narratophilia.
1734 Target creature acquires narratophilia.
1735 Caster acquires necrophilia.
1736 Target creature acquires necrophilia.
1737 Caster acquires nymphomania.
1738 Target creature acquires nymphomania.
1739 Caster acquires obsessive-compulsive disorder.
1740 Target creature acquires obsessive-compulsive disorder.
1741 Caster acquires obsessive-compulsive personality disorder.
1742 Target creature acquires obsessive-compulsive personality disorder.
1743 Caster acquires panic disorder.
1744 Target creature acquires panic disorder.
1745 Caster acquires paranoia.
1746 Target creature acquires paranoia.
1747 Caster acquires paranoid personality disorder.
1748 Target creature acquires paranoid personality disorder.
1749 Caster acquires pathological gambling.
1750 Target creature acquires pathological gambling.
1751 Caster acquires pedophilia.
1752 Target creature acquires pedophilia.
1753 Caster acquires a phobia. (Consult both Chapter 5: Mind and Appendix 4: Phobias.)
1754 Target creature acquires a phobia. (Consult both Chapter 5: Mind and Appendix 4: Phobias.)
1755 Caster acquires post-traumatic stress disorder.
1756 Target creature acquires post-traumatic stress disorder.
1757 Caster acquires psychosis.

778
1758 Target creature acquires psychosis.
1759 Caster acquires pyromania.
1760 Target creature acquires pyromania.
1761 Caster acquires raptophilia.
1762 Target creature acquires raptophilia.
1763 Caster acquires schizoid personality disorder.
1764 Target creature acquires schizoid personality disorder.
1765 Caster acquires schizophrenia.
1766 Target creature acquires schizophrenia.
1767 Caster acquires scoptophilia.
1768 Target creature acquires scoptophilia.
1769 Caster acquires sexual masochism.
1770 Target acquires sexual masochism.
1771 Caster acquires sexual sadism.
1772 Target creature acquires sexual sadism.
1773 Caster acquires sleepwalking disorder.
1774 Target creature acquires sleepwalking disorder.
1775 Caster acquires somnophilia.
1776 Target creature acquires somnophilia.
1777 Caster acquires trichotillomania.
1778 Target creature acquires trichotillomania.
1779 Caster acquires urophilia.
1780 Target creature acquires urophilia.
1781 Caster acquires vaginismus.
1782 Target creature acquires vaginismus.
1783 Caster acquires vomerophilia.
1784 Target creature acquires vomerophilia.
1785 Caster acquires voyeurism.
1786 Target creature acquires voyeurism.
1787 Caster acquires zoophilia.
1788 Target creature acquires zoophilia.
1789 Caster immediately desires to change their occupation.
1790 Target creature immediately desires to change their occupation.
1791 Caster permanently renounces their god.
1792 Target creature permanently renounces their god.
1793 Caster becomes determined to count how many people are willing to have sex, but refuses each of them.
1794 Target creature begins counting how many people are willing to have sex, but refuses each of them.
1795 Caster becomes permanently unable to orgasm, though they may still enjoy sex.
1796 Target creature becomes permanently unable to orgasm, though they may still enjoy sex.
1797 Caster is forever unable to urinate unless birds can be heard chirping.
1798 Target creature is forever unable to urinate unless birds can be heard chirping.
1799 Caster is forever unable to breathe unless their thumb is plugging up their butt.
1800 Target creature is forever unable to breathe unless their thumb is plugging up their butt.
1801 If there is grass underneath the caster’s feet, it will never cease to grow.
1802 Caster is far beyond driven to steal undergarments, and must do so once per day or lose 1 LP.
1803 Target creature is far beyond driven to steal undergarments, and must do so once per day or lose 1 LP.
1804 Caster gives a vulgar display of power with their mouth for war by yelling, “I’m fucking hostile!”
1805 Target creature gives a vulgar display of power with their mouth for war by yelling “I’m fucking hostile!”
1806 Caster must end every sentence with the word ‘fatal.’
1807 Target creature must end every sentence with the word ‘fatal.’
1808 Caster is compelled to go to the nearest mountaintop and build a cottage.

779
1809 Target creature is compelled to go to the nearest mountaintop and build a cottage.
1810 Caster permanently has a memory of no longer than two minutes.
1811 Target creature permanently has a memory of no longer than two minutes.
1812 Caster believes that everyone met who is twenty years younger than them is their child.
1813 Target creature believes that everyone met who is twenty years younger than them is their child.
1814 Caster believes that those closest to them are full of lies.
1815 Target creature believes that those closest to them are full of lies.
1816 Caster forgets what they are doing here right now.
1817 Target creature forgets what they are doing here right now.
1818 Caster squints, remains quiet and motionless, and urinates on themselves.
1819 Target creature squints, remains quiet and motionless, and urinates on themselves.
1820 Caster vows to avenge the next thing done to anybody.
1821 Target creature vows to avenge the next thing done to anybody.
1822 Caster attempts to disembowel the next creature who annoys the caster.
1823 Target creature attempts to disembowel the next creature who annoys the caster.
1824 Caster desires to begin a collection of body parts.
1825 Target creature desires to begin a collection of body parts.
1826 Caster begins a dead anakim collection.
1827 Target creature begins a dead anakim collection.
1828 Caster begins a dead dwarf collection.
1829 Target creature begins a dead dwarf collection.
1830 Caster begins a dead elf collection.
1831 Target creature begins a dead elf collection.
1832 Caster begins a dead halfling collection.
1833 Target creature begins a dead halfling collection.
1834 Caster begins a dead half-orc collection.
1835 Target creature begins a dead half-orc collection.
1836 Caster begins a dead human collection.
1837 Target creature begins a dead human collection.
1838 Caster begins a dead goblin collection.
1839 Target creature begins a dead goblin collection.
1840 Caster begins a dead orc collection.
1841 Target creature begins a dead orc collection.
1842 Caster begins a dead troll collection.
1843 Target creature begins a dead troll collection.
1844 Caster is compelled to enter the nearest forest and cut down the largest tree found.
1845 Target creature is compelled to enter the nearest forest and cut down the largest tree found.
1846 Caster tries to huff, puff, and blow down a house.
1847 Target creature tries to huff, puff, and blow down a house.
1848 Caster loses all interest in spellcasting.
1849 Caster becomes obsessed with cleaning their belly button.
1850 Target creature becomes obsessed with cleaning their belly button.
1851 Caster loses all interest to bathe for 2d20 days.
1852 Target creature loses all interest to bathe for 2d20 days.
1853 Caster loses all interest to wipe after defecation for 2d20 days.
1854 Target creature loses all interest to wipe after defecation for 2d20 days.
1855 Caster loses all interest in conversation for 2d20 days.
1856 Target creature loses all interest in converstaion for 2d20 days.
1857 Caster loses all interest in sex for 2d20 days.
1858 Target creature loses all interest in sex for 2d20 days.
1859 Caster loses all interest in alcohol for 2d20 days.

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1860 Target creature loses all interest in alcohol for 2d20 days.
1861 Caster is compelled to look up into the sky at least once every (1d20) minutes.
1862 Target creature is compelled to look up into the sky at least once every (1d20) minutes.
1863 Caster mumbles “I’m on a secret mission” once every (1d20) minutes.
1864 Caster and target creature swap Physique & Dexterity ability scores permanently.
1865 Caster immediately defends the target creature with their life for 1d3 rounds.
1866 Target creature immediately defends the caster with their life for 1d3 rounds.
1867 Caster must swap Sanguine and Melancholy Temperament scores.
1868 Caster must swap Choleric and Phlegmatic Temperament scores.
1869 Target creature must swap Sanguine and Melancholy Temperament scores.
1870 Target creature must swap Choleric and Phlegmatic Temperament scores.
1871 Caster recieves a permanent bonus of 1d100 with the Aim skill.
1872 Caster recieves a permanent bonus of 1d100 with the Animal Handling skill.
1873 Caster recieves a permanent bonus of 1d100 with the Appraise skill.
1874 Caster recieves a permanent bonus of 1d100 with the Balance skill.
1875 Caster recieves a permanent bonus of 1d100 with the Blindfighting skill.
1876 Caster recieves a permanent bonus of 1d100 with the Brawling skill.
1877 Caster recieves a permanent bonus of 1d100 with the Cartography skill.
1878 Caster recieves a permanent bonus of 1d100 with the Catching skill.
1879 Caster recieves a permanent bonus of 1d100 with the Climb skill.
1880 Caster recieves a permanent bonus of 1d100 with the Dance skill.
1881 Caster recieves a permanent bonus of 1d100 with the Direction Sense skill.
1882 Caster recieves a permanent bonus of 1d100 with the Disarm skill.
1883 Caster recieves a permanent bonus of 1d100 with the Disguise skill.
1884 Caster recieves a permanent bonus of 1d100 with the Fishing skill.
1885 Caster recieves a permanent bonus of 1d100 with the Forgery skill.
1886 Caster recieves a permanent bonus of 1d100 with the Gambling skill.
1887 Caster recieves a permanent bonus of 1d100 with the Haggling skill.
1888 Caster recieves a permanent bonus of 1d100 with the Heraldry skill.
1889 Caster recieves a permanent bonus of 1d100 with the Herbalism skill.
1890 Caster recieves a permanent bonus of 1d100 with the Hide skill.
1891 Caster recieves a permanent bonus of 1d100 with the Hunting skill.
1892 Caster recieves a permanent bonus of 1d100 with the Hurl skill.
1893 Caster recieves a permanent bonus of 1d100 with the Intimidation skill.
1894 Caster recieves a permanent bonus of 1d100 with the Jump skill.
1895 Caster recieves a permanent bonus of 1d100 with the Lock-picking skill.
1896 Caster recieves a permanent bonus of 1d100 with the Persuasion skill.
1897 Caster recieves a permanent bonus of 1d100 with the Philosophy skill.
1898 Caster recieves a permanent bonus of 1d100 with the Pick Pocket skill.
1899 Caster recieves a permanent bonus of 1d100 with the Read Lips skill.
1900 Caster recieves a permanent bonus of 1d100 with the Search skill.
1901 Caster recieves a permanent bonus of 1d100 with the Seduction skill.
1902 Caster recieves a permanent bonus of 1d100 with the Sexual Adeptness skill.
1903 Caster recieves a permanent bonus of 1d100 with the Sight skill.
1904 Caster recieves a permanent bonus of 1d100 with the Silence skill.
1905 Caster recieves a permanent bonus of 1d100 with the Sound skill.
1906 Caster recieves a permanent bonus of 1d100 with the Spitting skill.
1907 Caster recieves a permanent bonus of 1d100 with the Sprint skill.
1908 Caster recieves a permanent bonus of 1d100 with the Swim skill.
1909 Caster recieves a permanent bonus of 1d100 with the Taste skill.
1910 Caster recieves a permanent bonus of 1d100 with the Touch skill.

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1911 Caster recieves a permanent bonus of 1d100 with the Toxicology skill.
1912 Caster recieves a permanent bonus of 1d100 with the Tracking skill.
1913 Caster recieves a permanent bonus of 1d100 with the Trapping skill.
1914 Caster recieves a permanent bonus of 1d100 with the Trickery skill.
1915 Caster recieves a permanent bonus of 1d100 with the Tumble skill.
1916 Caster recieves a permanent bonus of 1d100 with the Urinating skill.
1917 Caster recieves a permanent bonus of 1d100 with a random Specific Weapon skill.
1918 Caster recieves a permanent bonus of 1d100 with the Wrestling skill.
1919 Caster recieves a permanent penalty of 1d100 with the Aim skill.
1920 Caster recieves a permanent penalty of 1d100 with the Animal Handling skill.
1921 Caster recieves a permanent penalty of 1d100 with the Appraise skill.
1922 Caster recieves a permanent penalty of 1d100 with the Balance skill.
1923 Caster recieves a permanent penalty of 1d100 with the Blindfighting skill.
1924 Caster recieves a permanent penalty of 1d100 with the Brawling skill.
1925 Caster recieves a permanent penalty of 1d100 with the Cartography skill.
1926 Caster recieves a permanent penalty of 1d100 with the Catching skill.
1927 Caster recieves a permanent penalty of 1d100 with the Climb skill.
1928 Caster recieves a permanent penalty of 1d100 with the Dance skill.
1929 Caster recieves a permanent penalty of 1d100 with the Direction Sense skill.
1930 Caster recieves a permanent penalty of 1d100 with the Disarm skill.
1931 Caster recieves a permanent penalty of 1d100 with the Disguise skill.
1932 Caster recieves a permanent penalty of 1d100 with the Fishing skill.
1933 Caster recieves a permanent penalty of 1d100 with the Forgery skill.
1934 Caster recieves a permanent penalty of 1d100 with the Gambling skill.
1935 Caster recieves a permanent penalty of 1d100 with the Haggling skill.
1936 Caster recieves a permanent penalty of 1d100 with the Heraldry skill.
1937 Caster recieves a permanent penalty of 1d100 with the Herbalism skill.
1938 Caster recieves a permanent penalty of 1d100 with the Hide skill.
1939 Caster recieves a permanent penalty of 1d100 with the Hunting skill.
1940 Caster recieves a permanent penalty of 1d100 with the Hurl skill.
1941 Caster recieves a permanent penalty of 1d100 with the Intimidation skill.
1942 Caster recieves a permanent penalty of 1d100 with the Jump skill.
1943 Caster recieves a permanent penalty of 1d100 with the Lock-picking skill.
1944 Caster recieves a permanent penalty of 1d100 with the Persuasion skill.
1945 Caster recieves a permanent penalty of 1d100 with the Philosophy skill.
1946 Caster recieves a permanent penalty of 1d100 with the Pick Pocket skill.
1947 Caster recieves a permanent penalty of 1d100 with the Read Lips skill.
1948 Caster recieves a permanent penalty of 1d100 with the Search skill.
1949 Caster recieves a permanent penalty of 1d100 with the Seduction skill.
1950 Caster recieves a permanent penalty of 1d100 with the Sexual Adeptness skill.
1951 Caster recieves a permanent penalty of 1d100 with the Sight skill.
1952 Caster recieves a permanent penalty of 1d100 with the Silence skill.
1953 Caster recieves a permanent penalty of 1d100 with the Sound skill.
1954 Caster recieves a permanent penalty of 1d100 with the Spitting skill.
1955 Caster recieves a permanent penalty of 1d100 with the Sprint skill.
1956 Caster recieves a permanent penalty of 1d100 with the Swim skill.
1957 Caster recieves a permanent penalty of 1d100 with the Taste skill.
1958 Caster recieves a permanent penalty of 1d100 with the Touch skill.
1959 Caster recieves a permanent penalty of 1d100 with the Toxicology skill.
1960 Caster recieves a permanent penalty of 1d100 with the Tracking skill.
1961 Caster recieves a permanent penalty of 1d100 with the Trapping skill.

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1962 Caster recieves a permanent penalty of 1d100 with the Trickery skill.
1963 Caster recieves a permanent penalty of 1d100 with the Tumble skill.
1964 Caster recieves a permanent penalty of 1d100 with the Urinating skill.
1965 Caster recieves a permanent penalty of 1d100 with a random Specific Weapon skill.
1966 Caster recieves a permanent penalty of 1d100 with the Wrestling skill.
1967 Caster permanently reverses handedness.
1968 Target creature permanently reverses handedness.
1969 Caster is teleported into the middle of the nearest frontline of war.
1970 Target creature is teleported into the middle of the nearest frontline of war.
1971 Target creature feels refreshed as though born again (wounds are healed, diseases cured, etc.).
1972 Caster believes feels refreshed as though born again (wounds are healed, diseases cured, etc.).
1973 Target creature’s Life Points permanently increase by (1d100)%.
1974 Target creature’s Life Points permanently decrease by (1d100)%.
1975 Caster’s Life Points permanently increase by (1d100)%.
1976 Caster’s Life Points permanently decrease by (1d100)%.
1977 Caster believes that evil has been born all around.
1978 Caster’s Language increases by 1d20 sub-ability points.
1979 Caster’s Intuition increases by 1d20 sub-ability points.
1980 Caster’s Physical Fitness increases by 1d20 sub-ability points.
1981 Caster’s Strength increases by 1d20 sub-ability points.
1982 Caster’s Drive increases by 1d20 sub-ability points.
1983 Caster returns to home to find it gone.
1984 Caster permanently feels as though every move they make is being watched.
1985 Target creature permanently feels as though every move they make is being watched.
1986 Caster’s Agility increases by 1d20 sub-ability points.
1987 Caster’s Hand-Eye Coordination increases by 1d20 sub-ability points.
1988 Caster is carefree and without stress. Health increases by 1d20 sub-ability points.
1989 Caster’s Bodily Attractiveness increases by 1d20 sub-ability points.
1990 Caster graduates to the next highest occupational level of their current occupation.
1991 Nearest two nations declare war on each other.
1992 Most distant two nations declare war on each other.
1993 Nearest nation declares war on the most distant nation.
1994 Most distant nation declares war on the nearest nation.
1995 Caster suffers confusion for 5 years.
1996 Caster is happier than they should be. Sanguine Temperament increases by 1d20 points.
1997 Caster cares deeply for the wrong person. Roll to determine who in the vicinity.
1998 Cat appears before the caster and they adore each other. The name of the male cat is Hades.
1999 Caster is depressed. Melancholic Temperament decreases by 1d20 points.
2000 Caster is ostracized by those they care about.

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Appendix 4: Phobias
The list of phobias presented in thies appendix is for use with phobia as a mental illness from
Chapter 5: Mind. To randomly determine a phobia, roll (d6-1) and treat the result as the hundreds position,
and then roll percentile dice; this yields a range from 001 to 600. Consult the listing below:

001. Ablutophobia- Fear of washing or bathing.


002. Acarophobia- Fear of itching or of the insects that cause itching.
003. Acerophobia- Fear of sourness.
004. Achluophobia- Fear of darkness.
005. Acousticophobia- Fear of noise.
006. Acrophobia- Fear of heights.
007. Aerophobia- Fear of drafts, air swallowing, or airbourne noxious substances.
008. Aeroacrophobia- Fear of open high places.
009. Aeronausiphobia- Fear of vomiting secondary to airsickness.
010. Agateophobia- Fear of insanity.
011. Agliophobia- Fear of pain.
012. Agoraphobia- Fear of open spaces or of being in crowded, public places like markets. Fear of leaving
a safe place.
013. Agraphobia- Fear of sexual abuse.
014. Agrizoophobia- Fear of wild animals.
015. Agyrophobia- Fear of streets or crossing the street.
016. Aichmophobia- Fear of needles or pointed objects.
017. Ailurophobia- Fear of cats.
018. Albuminurophobia- Fear of kidney disease.
019. Alektorophobia- Fear of chickens.
020. Algophobia- Fear of pain.
021. Alliumphobia- Fear of garlic.
022. Allodoxaphobia- Fear of opinions.
023. Altophobia- Fear of heights.
024. Amathophobia- Fear of dust.
025. Ambulophobia- Fear of walking.
026. Amnesiphobia- Fear of amnesia.
027. Amychophobia- Fear of scratches or being scratched.
028. Anablephobia- Fear of looking up.
029. Ancraophobia or Anemophobia- Fear of wind.

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030. Androphobia- Fear of men.
031. Anemophobia- Fear of air drafts or wind.
032. Anginophobia- Fear of angina, choking or narrowness.
033. Angrophobia - Fear of anger or of becoming angry.
034. Ankylophobia- Fear of immobility of a joint.
035. Anthrophobia or Anthophobia- Fear of flowers.
036. Anthropophobia- Fear of people or society.
037. Antlophobia- Fear of floods.
038. Anuptaphobia- Fear of staying single.
039. Apeirophobia- Fear of infinity.
040. Aphenphosmphobia- Fear of being touched. (Haphephobia)
041. Apiphobia- Fear of bees.
042. Apotemnophobia- Fear of persons with amputations.
043. Arachibutyrophobia- Fear of peanut butter sticking to the roof of the mouth.
044. Arachnephobia or Arachnophobia- Fear of spiders.
045. Arithmophobia- Fear of numbers.
046. Arrhenphobia- Fear of men.
047. Arsonphobia- Fear of fire.
048. Asthenophobia- Fear of fainting or weakness.
049. Astraphobia or Astrapophobia- Fear of thunder and lightning.
050. Astrophobia- Fear of stars and celestial space.
051. Asymmetriphobia- Fear of asymmetrical things.
052. Ataxiophobia- Fear of ataxia (muscular incoordination)
053. Ataxophobia- Fear of disorder or untidiness.
054. Atelophobia- Fear of imperfection.
055. Atephobia- Fear of ruin or ruins.
056. Athazagoraphobia- Fear of being forgotton or ignored or forgetting.
057. Atomosophobia - Fear of atomic explosions.
058. Atychiphobia- Fear of failure.
059. Aulophobia- Fear of flutes.
060. Aurophobia- Fear of gold.
061. Auroraphobia- Fear of Northern lights.
062. Autodysomophobia- Fear of one that has a vile odor.
063. Automatonophobia- Fear of ventriloquist’s dummies, animatronic creatures, wax statues - anything
that falsly represents a sentient being.
064. Automysophobia- Fear of being dirty.
065. Autophobia- Fear of being alone or of oneself.
066. Aviophobia or Aviatophobia- Fear of flying.
067. Ballistophobia- Fear of missiles or projectiles.
068. Basophobia or Basiphobia- Inability to stand. Fear of walking or falling.
069. Bathmophobia- Fear of stairs or steep slopes.
070. Bathophobia- Fear of depth.
071. Batophobia- Fear of heights or being close to high buildings.
072. Batrachophobia- Fear of amphibians, such as frogs, newts, salamanders, etc.
073. Belonephobia- Fear of pins and needles. (Aichmophobia)
074. Bibliophobia- Fear of books.
075. Blennophobia- Fear of slime.
076. Botanophobia- Fear of plants.
077. Bromidrosiphobia or Bromidrophobia- Fear of body smells.
078. Brontophobia- Fear of thunder and lightning.
079. Bufonophobia- Fear of toads.

785
080. Cacophobia- Fear of ugliness.
081. Cainophobia or Cainotophobia- Fear of newness, novelty.
082. Caligynephobia- Fear of beautiful women.
083. Cancerophobia- Fear of cancer.
084. Carcinophobia- Fear of cancer.
085. Cardiophobia- Fear of the heart.
086. Carnophobia- Fear of meat.
087. Catagelophobia- Fear of being ridiculed.
088. Catapedaphobia- Fear of jumping from high and low places.
089. Cathisophobia- Fear of sitting.
090. Catoptrophobia- Fear of mirrors.
091. Cenophobia or Centophobia- Fear of new things or ideas.
092. Ceraunophobia- Fear of thunder.
093. Chaetophobia- Fear of hair.
094. Cheimaphobia or Cheimatophobia- Fear of cold.
095. Chemophobia- Fear of chemicals or working with chemicals.
096. Cherophobia- Fear of gaiety.
097. Chionophobia- Fear of snow.
098. Chiraptophobia- Fear of being touched.
099. Chirophobia- Fear of hands.
100. Cholerophobia- Fear of anger.
101. Chorophobia- Fear of dancing.
102. Chrometophobia or Chrematophobia- Fear of money.
103. Chromophobia or Chromatophobia- Fear of colors.
104. Chronophobia- Fear of time.
105. Chronomentrophobia- Fear of clocks.
106. Cibophobia or Sitophobia or Sitiophobia- Fear of food.
107. Claustrophobia- Fear of confined spaces.
108. Cleithrophobia or Cleisiophobia- Fear of being locked in an enclosed place.
109. Cleptophobia- Fear of stealing.
110. Climacophobia- Fear of stairs, climbing or of falling downstairs.
111. Clinophobia- Fear of going to bed.
112. Clithrophobia or Cleithrophobia- Fear of being enclosed.
113. Cnidophobia- Fear of stings.
114. Cometophobia- Fear of comets.
115. Coimetrophobia- Fear of cemeteries.
116. Coitophobia- Fear of coitus.
117. Contreltophobia- Fear of sexual abuse.
118. Coprastasophobia- Fear of constipation.
119. Coprophobia- Fear of feces.
120. Coulrophobia- Fear of clowns.
121. Counterphobia- The preference by a phobic for fearful situations.
122. Cremnophobia- Fear of precipices.
123. Cryophobia- Fear of extreme cold, ice or frost.
124. Crystallophobia- Fear of crystals or glass.
125. Cymophobia- Fear of waves or wave like motions.
126. Cynophobia- Fear of dogs or rabies.
127. Cypridophobia, Cypriphobia, Cyprianophobia, or Cyprinophobia - Fear of prostitutes or venereal
disease.
128. Decidophobia- Fear of making decisions.
129. Defecaloesiophobia- Fear of painful bowels movements.

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130. Deipnophobia- Fear of dining or dinner conversations.
131. Dementophobia- Fear of insanity.
132. Demonophobia or Daemonophobia- Fear of demons.
133. Demophobia- Fear of crowds. (Agoraphobia)
134. Dendrophobia- Fear of trees.
135. Dermatophobia- Fear of skin lesions.
136. Dermatosiophobia or Dermatophobia or Dermatopathophobia- Fear of skin disease.
137. Dextrophobia- Fear of objects at the right side of the body.
138. Diabetophobia- Fear of diabetes.
139. Didaskaleinophobia- Fear of going to school.
140. Dikephobia- Fear of justice.
141. Dinophobia- Fear of dizziness or whirlpools.
142. Diplophobia- Fear of double vision.
143. Dipsophobia- Fear of drinking.
144. Dishabiliophobia- Fear of undressing in front of someone.
145. Domatophobia or Oikophobia- Fear of houses or being in a house.
146. Doraphobia- Fear of fur or skins of animals.
147. Doxophobia- Fear of expressing opinions or of receiving praise.
148. Dromophobia- Fear of crossing streets.
149. Dysmorphophobia- Fear of deformity.
150. Dystychiphobia- Fear of accidents.
151. Ecclesiophobia- Fear of church.
152. Ecophobia- Fear of home.
153. Eicophobia or Oikophobia- Fear of home surroundings.
154. Eisoptrophobia- Fear of mirrors or of seeing oneself in a mirror.
155. Eleutherophobia- Fear of freedom.
156. Elurophobia- Fear of cats. (Ailurophobia)
157. Emetophobia- Fear of vomiting.
158. Enochlophobia- Fear of crowds.
159. Enosiophobia or Enissophobia- Fear of having committed an unpardonable sin or of criticism.
160. Entomophobia- Fear of insects.
161. Eosophobia- Fear of dawn or daylight.
162. Ephebiphobia- Fear of teenagers.
163. Epistaxiophobia- Fear of nosebleeds.
164. Epistemophobia- Fear of knowledge.
165. Equinophobia- Fear of horses.
166. Eremophobia- Fear of being oneself or of loneliness.
167. Ereuthrophobia- Fear of blushing.
168. Ergophobia- Fear of work.
169. Erotophobia- Fear of sexual love or sexual questions.
170. Euphobia- Fear of hearing good news.
171. Eurotophobia- Fear of female genitalia.
172. Erythrophobia, Erytophobia or Ereuthophobia- 1) Fear of redlights. 2) Blushing. 3) Red.
173. Febriphobia, Fibriphobia or Fibriophobia- Fear of fever.
174. Felinophobia- Fear of cats. (Ailurophobia, Elurophobia, Galeophobia, Gatophobia)
175. Frigophobia- Fear of cold, cold things.
176. Galeophobia or Gatophobia- Fear of cats.
177. Gamophobia- Fear of marriage.
178. Geliophobia- Fear of laughter.
179. Geniophobia- Fear of chins.
180. Genophobia- Fear of sex.

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181. Genuphobia- Fear of knees.
182. Gephyrophobia, Gephydrophobia, or Gephysrophobia- Fear of crossing bridges.
183. Gerascophobia- Fear of growing old.
184. Gerontophobia- Fear of old people or of growing old.
185. Geumaphobia or Geumophobia- Fear of taste.
186. Glossophobia- Fear of speaking in public or of trying to speak.
187. Gnosiophobia- Fear of knowledge.
188. Graphophobia- Fear of writing or handwriting.
189. Gymnophobia- Fear of nudity.
190. Gynephobia or Gynophobia- Fear of women.
191. Hadephobia- Fear of hell.
192. Hagiophobia- Fear of saints or holy things.
193. Hamartophobia- Fear of sinning.
194. Haphephobia or Haptephobia- Fear of being touched.
195. Harpaxophobia- Fear of being robbed.
196. Hedonophobia- Fear of feeling pleasure.
197. Heliophobia- Fear of the sun.
198. Helminthophobia- Fear of being infested with worms.
199. Hemophobia or Hemaphobia or Hematophobia- Fear of blood.
200. Heresyphobia or Hereiophobia- Fear of challenges to official doctrine or of radical deviation.
201. Herpetophobia- Fear of reptiles or creepy, crawly things.
202. Heterophobia- Fear of the opposite sex. (Sexophobia)
203. Hierophobia- Fear of priests or sacred things.
204. Hippophobia- Fear of horses.
205. Hippopotomonstrosesquippedaliophobia- Fear of long words.
206. Hobophobia- Fear of bums or beggars.
207. Hodophobia- Fear of road travel.
208. Hormephobia- Fear of shock.
209. Homichlophobia- Fear of fog.
210. Homilophobia- Fear of sermons.
211. Hominophobia- Fear of men.
212. Hydrargyophobia- Fear of mercurial medicines.
213. Hydrophobia- Fear of water or of rabies.
214. Hydrophobophobia- Fear of rabies.
215. Hyelophobia or Hyalophobia- Fear of glass.
216. Hygrophobia- Fear of liquids, dampness, or moisture.
217. Hylephobia- Fear of materialism or the fear of epilepsy.
218. Hylophobia- Fear of forests.
219. Hypengyophobia or Hypegiaphobia- Fear of responsibility.
220. Hypnophobia- Fear of sleep.
221. Hypsiphobia- Fear of height.
222. Ichthyophobia- Fear of fish.
223. Ideophobia- Fear of ideas.
224. Illyngophobia- Fear of vertigo or feeling dizzy when looking down.
225. Iophobia- Fear of poison.
226. Insectophobia - Fear of insects.
227. Isolophobia- Fear of solitude, being alone.
228. Isopterophobia- Fear of termites, wood-eating insects.
229. Ithyphallophobia- Fear of seeing, thinking about, or having an erect penis.
230. Kainolophobia- Fear of novelty.
231. Kainophobia- Fear of anything new, novelty.

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232. Kakorrhaphiophobia- Fear of failure or defeat.
233. Katagelophobia- Fear of ridicule.
234. Kathisophobia- Fear of sitting down.
235. Kenophobia- Fear of voids or empty spaces.
236. Keraunophobia- Fear of thunder and lightning.
237. Kinetophobia or Kinesophobia- Fear of movement or motion.
238. Kleptophobia- Fear of stealing.
239. Koinoniphobia- Fear of rooms.
240. Kolpophobia- Fear of genitals, particularly female.
241. Kopophobia- Fear of fatigue.
242. Koniophobia- Fear of dust. (Amathophobia)
243. Kosmikophobia- Fear of cosmic phenomenon.
244. Kymophobia- Fear of waves.
245. Kynophobia- Fear of rabies.
246. Kyphophobia- Fear of stooping.
247. Lachanophobia- Fear of vegetables.
248. Laliophobia or Lalophobia- Fear of speaking.
249. Leprophobia or Lepraphobia- Fear of leprosy.
250. Leukophobia- Fear of the color white.
251. Levophobia- Fear of things to the left side of the body.
252. Ligyrophobia- Fear of loud noises.
253. Lilapsophobia- Fear of tornadoes and hurricanes.
254. Limnophobia- Fear of lakes.
255. Linonophobia- Fear of string.
256. Liticaphobia- Fear of lawsuits.
257. Lockiophobia- Fear of childbirth.
258. Logophobia- Fear of words.
259. Lygophobia- Fear of darkness.
260. Lyssophobia- Fear of rabies or of becoming mad.
261. Macrophobia- Fear of long waits.
262. Mageirocophobia- Fear of cooking.
263. Maieusiophobia- Fear of childbirth.
264. Malaxophobia- Fear of love play. (Sarmassophobia)
265. Maniaphobia- Fear of insanity.
266. Mastigophobia- Fear of punishment.
267. Mechanophobia- Fear of machines.
268. Medomalacuphobia- Fear of losing an erection.
269. Medorthophobia- Fear of an erect penis.
270. Megalophobia- Fear of large things.
271. Melissophobia- Fear of bees.
272. Melanophobia- Fear of the color black.
273. Melophobia- Fear or hatred of music.
274. Meningitophobia- Fear of brain disease.
275. Menophobia- Fear of menstruation.
276. Merinthophobia- Fear of being bound or tied up.
277. Metallophobia- Fear of metal.
278. Metathesiophobia- Fear of changes.
279. Meteorophobia- Fear of meteors.
280. Methyphobia- Fear of alcohol.
281. Metrophobia- Fear or hatred of poetry.
282. Microphobia- Fear of small things.

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283. Mnemophobia- Fear of memories.
284. Molysmophobia or Molysomophobia- Fear of dirt or contamination.
285. Monophobia- Fear of solitude or being alone.
286. Monopathophobia- Fear of definite disease.
287. Mottephobia- Fear of moths.
288. Musophobia or Murophobia- Fear of mice.
289. Mycophobia- Fear or aversion to mushrooms.
290. Mycrophobia- Fear of small things.
291. Myctophobia- Fear of darkness.
292. Myrmecophobia- Fear of ants.
293. Mysophobia- Fear of germs or contamination or dirt.
294. Mythophobia- Fear of myths or stories or false statements.
295. Myxophobia- Fear of slime. (Blennophobia)
296. Nebulaphobia- Fear of fog. (Homichlophobia)
297. Necrophobia- Fear of death or dead things.
298. Nelophobia- Fear of glass.
299. Neophobia- Fear of anything new.
300. Nephophobia- Fear of clouds.
301. Noctiphobia- Fear of the night.
302. Nomatophobia- Fear of names.
303. Nosophobia or Nosemaphobia- Fear of becoming ill.
304. Nostophobia- Fear of returning home.
305. Novercaphobia- Fear of your step-mother.
306. Nudophobia- Fear of nudity.
307. Numerophobia- Fear of numbers.
308. Nyctohylophobia- Fear of dark wooded areas, of forests at night
309. Nyctophobia- Fear of the dark or of night.
310. Obesophobia- Fear of gaining weight.(Pocrescophobia)
311. Ochlophobia- Fear of crowds or mobs.
312. Ochophobia- Fear of vehicles.
313. Octophobia - Fear of the figure 8.
314. Odontophobia- Fear of teeth.
315. Odynophobia or Odynephobia- Fear of pain. (Algophobia)
316. Oenophobia- Fear of wines.
317. Oikophobia- Fear of home surroundings, house.
318. Olfactophobia- Fear of smells.
319. Ombrophobia- Fear of rain or of being rained on.
320. Ommetaphobia or Ommatophobia- Fear of eyes.
321. Oneirophobia- Fear of dreams.
322. Oneirogmophobia- Fear of wet dreams.
323. Onomatophobia- Fear of hearing a certain word or of names.
324. Ophidiophobia- Fear of snakes. (Snakephobia)
325. Ophthalmophobia- Fear of being stared at.
326. Optophobia- Fear of opening one’s eyes.
327. Ornithophobia- Fear of birds.
328. Orthophobia- Fear of property.
329. Osmophobia or Osphresiophobia- Fear of smells or odors.
330. Ostraconophobia- Fear of shellfish.
331. Ouranophobia- Fear of heaven.
332. Pagophobia- Fear of ice or frost.
333. Panthophobia- Fear of suffering and disease.

790
334. Panophobia or Pantophobia- Fear of everything.
335. Papyrophobia- Fear of paper.
336. Paralipophobia- Fear of neglecting duty or responsibility.
337. Paraphobia- Fear of sexual perversion.
338. Parasitophobia- Fear of parasites.
339. Paraskavedekatriaphobia- Fear of Friday the 13th.
340. Parthenophobia- Fear of virgins or young girls.
341. Pathophobia- Fear of disease.
342. Patroiophobia- Fear of heredity.
343. Parturiphobia- Fear of childbirth.
344. Peccatophobia- Fear of sinning. (imaginary crime)
345. Pediculophobia- Fear of lice.
346. Pediophobia- Fear of dolls.
347. Pedophobia- Fear of children.
348. Peladophobia- Fear of bald people.
349. Peniaphobia- Fear of poverty.
350. Pentheraphobia- Fear of mother-in-law. (Novercaphobia)
351. Phagophobia- Fear of swallowing, or of eating, or of being eaten.
352. Phalacrophobia- Fear of becoming bald.
353. Phallophobia- Fear of a penis, especially erect.
354. Phasmophobia- Fear of ghosts.
355. Phengophobia- Fear of daylight or sunshine.
356. Philemaphobia or Philematophobia- Fear of kissing.
357. Philophobia- Fear of falling in love or being in love.
358. Philosophobia- Fear of philosophy.
359. Phobophobia- Fear of phobias.
360. Photoaugliaphobia- Fear of glaring lights.
361. Photophobia- Fear of light.
362. Phonophobia- Fear of noises or voices or one’s own voice.
363. Phronemophobia- Fear of thinking.
364. Phthiriophobia- Fear of lice. (Pediculophobia)
365. Phthisiophobia- Fear of tuberculosis.
366. Plutophobia- Fear of wealth.
367. Pluviophobia- Fear of rain or of being rained on.
368. Pneumatiphobia- Fear of spirits.
369. Pnigophobia or Pnigerophobia- Fear of choking of being smothered.
370. Pocrescophobia- Fear of gaining weight. (Obesophobia)
371. Pogonophobia- Fear of beards.
372. Politicophobia- Fear or abnormal dislike of politicians.
373. Polyphobia- Fear of many things. Person has 2d20 random phobias.
374. Poinephobia- Fear of punishment.
375. Ponophobia- Fear of overworking or of pain.
376. Porphyrophobia- Fear of the color purple.
377. Potamophobia- Fear of rivers or running water.
378. Potophobia- Fear of alcohol.
379. Proctophobia- Fear of rectum.
380. Prosophobia- Fear of progress.
381. Psellismophobia- Fear of stuttering.
382. Psychophobia- Fear of mind.
383. Psychrophobia- Fear of cold.
384. Pteromerhanophobia- Fear of flying.

791
385. Pteronophobia- Fear of being tickled by feathers.
386. Pupaphobia - fear of puppets
387. Pyrexiophobia- Fear of Fever.
388. Pyrophobia- Fear of fire.
389. Ranidaphobia- Fear of frogs.
390. Rectophobia- Fear of rectum or rectal diseases.
391. Rhabdophobia- Fear of being severely punished or beaten by a rod, or of being severely criticized.
Also fear of magic.(wand)
392. Rhypophobia- Fear of defecation.
393. Rhytiphobia- Fear of getting wrinkles.
394. Rupophobia- Fear of dirt.
395. Sarmassophobia- Fear of love play. (Malaxophobia)
396. Satanophobia- Fear of Satan.
397. Scabiophobia- Fear of scabies.
398. Scatophobia- Fear of fecal matter.
399. Scelerophibia- Fear of bad men, burglars.
400. Sciophobia Sciaphobia- Fear of shadows.
401. Scoleciphobia- Fear of worms.
402. Scolionophobia- Fear of school.
403. Scopophobia or Scoptophobia- Fear of being seen or stared at.
404. Scotomaphobia- Fear of blindness in visual field.
405. Scotophobia- Fear of darkness. (Achluophobia)
406. Scriptophobia- Fear of writing in public.
407. Selachophobia- Fear of sharks.
408. Selaphobia- Fear of light flashes.
409. Selenophobia- Fear of the moon.
410. Seplophobia- Fear of decaying matter.
411. Sesquipedalophobia- Fear of long words.
412. Sexophobia- Fear of the opposite sex.
413. Siderophobia- Fear of stars.
414. Sinistrophobia- Fear of things to the left, left-handed.
415. Sitophobia or Sitiophobia- Fear of food or eating. (Cibophobia)
416. Snakephobia- Fear of snakes. (Ophidiophobia)
417. Soceraphobia- Fear of parents-in-law.
418. Social Phobia- Fear of being evaluated negatively in social situations.
419. Sociophobia- Fear of society or people in general.
420. Somniphobia- Fear of sleep.
421. Sophophobia- Fear of learning.
422. Soteriophobia - Fear of dependence on others.
423. Spectrophobia- Fear of specters or ghosts.
424. Spermatophobia or Spermophobia- Fear of loads of splooge, commonly called cum.
425. Spheksophobia- Fear of wasps.
426. Stasibasiphobia or Stasiphobia- Fear of standing or walking. (Ambulophobia)
427. Staurophobia- Fear of crosses or the crucifix.
428. Stenophobia- Fear of narrow things or places.
429. Stygiophobia or Stigiophobia- Fear of hell.
430. Suriphobia- Fear of mice.
431. Symbolophobia- Fear of symbolism.
432. Symmetrophobia- Fear of symmetry.
433. Syngenesophobia- Fear of relatives.
434. Tachophobia- Fear of speed.

792
435. Taeniophobia or Teniophobia- Fear of tapeworms.
436. Taphephobia Taphophobia- Fear of being buried alive.
437. Tapinophobia- Fear of being contagious.
438. Taurophobia- Fear of bulls.
439. Teleophobia- 1) Fear of definite plans. 2) Religious ceremony.
440. Teratophobia- Fear of bearing a deformed child, or fear of monsters, or deformed people.
441. Testophobia- Fear of taking tests.
442. Tetanophobia- Fear of lockjaw, tetanus.
443. Textophobia- Fear of certain fabrics.
444. Thaasophobia- Fear of sitting.
445. Thalassophobia- Fear of the sea.
446. Thanatophobia or Thantophobia- Fear of death or dying.
447. Theatrophobia- Fear of theatres.
448. Theologicophobia- Fear of theology.
449. Theophobia- Fear of gods or religion.
450. Thermophobia- Fear of heat.
451. Tocophobia- Fear of pregnancy or childbirth.
452. Tonitrophobia- Fear of thunder.
453. Topophobia- Fear of certain places or situations, such as stage fright.
454. Toxiphobia or Toxophobia or Toxicophobia- Fear of poison or of being accidently poisoned.
455. Traumatophobia- Fear of injury.
456. Tremophobia- Fear of trembling.
457. Trichopathophobia or Trichophobia or Hypertrichophobia- Fear of hair. (Chaetophobia)
458. Triskaidekaphobia- Fear of the number 13.
459. Tropophobia- Fear of moving or making changes.
460. Tuberculophobia- Fear of tuberculosis.
461. Tyrannophobia- Fear of tyrants.
462. Uranophobia- Fear of heaven.
463. Urophobia- Fear of urine or urinating.
464. Venustraphobia- Fear of beautiful women.
465. Verbophobia- Fear of words.
466. Vestiphobia- Fear of clothing.
467. Virginitiphobia- Fear of rape.
468. Vitricophobia- Fear of step-father.
469. Wiccaphobia: Fear of witches and witchcraft.
470. Xanthophobia- Fear of the color yellow or the word yellow.
471. Xenoglossophobia- Fear of foreign languages.
472. Xenophobia- Fear of strangers or foreigners.
473. Xerophobia- Fear of dryness.
474. Xylophobia- 1) Fear of wooden objects. 2) Forests.
475. Zelophobia- Fear of jealousy.
476. Zeusophobia- Fear of a god or gods.
477. Zoophobia- Fear of animals.
478-600 Reroll

793
Appendix 5: Ingredients

This appendix is a compilation of ingredients which may be selected randomly. The description
will indicate whether the ingredient is expended upon casting or reusable. To randomly select an ingredi-
ent, roll d1000 and consult the following list.
Note that some of these ingredients are vague. For instance, ingredient #251 is the sweat of the
palms of a prosperous business owner. It is the MM’s discretion exactly what ‘prosperous’ means. In this
way, spellcasters that seek ingredients should be careful to fulfill the requirements. Upon casting the spell
in question, the MM may declare that the spell fails and no effect occurs. The spellcaster is then left to
wonder which ingredient failed to meet the necessary criteria. Another example is that #239 is a posses-
sion from an honest man. Exactly how honest is honest? This is the MM’s discretion.
Although many ingredients are common and easy for spellcasters to obtain, a large number of
ingredients will pose difficulties, usually requiring the spellcaster to quest for them. MM’s should not
overlook the usefulness of the need for ingredients regarding plots.
Above all, it is suggested that MM’s use discretion and do what is appropriate or best for their
game. If a random ingredient is rolled which, within context, makes no sense, the MM may decide to have
the player reroll. Players may have concerns about the valdity of many ingredients such as body parts.
Vast numbers of magical texts have been burned, and so modern knowledge of ancient and medieval
magic is rather limited. Apparaently, collections of body parts were popular ingredients for sorcerers. For
example, a tale (Fitcher’s Bird in The Complete Fairy Tales of the Brothers Grimm) is told of a sorcerer
who knocks on random homes, charms maidens, brings them home, tricks them, kills them, dismembers
their bodies, and stores the body parts in a cauldron (p. 167-170). Similarly, an advanced sorcererss named
Pamphila maintains her magical workshop atop her roof, where among ointments and other magical
ingredients, she stores a collection of stolen body parts (Metamorphoses by Apuleius of Madaura, Book
2, p. 20-21).

794
0001 A sacrificial female victim that is nude and must be tied or chained to a stone altar, and who will die
upon casting the spell.
0002 A sacroficial girl victim that is nude and must be tied or chained to a stone altar, and who will die
upon casting the spell.
0003 A sacrificial baby girl that is placed on a stone altar. She will die upon casting the spell.
0004 A sacrificial elderly victim that must be tied or chained to a stone altar, and who will die upon
casting the spell.
0005 A sacrificial baby boy that is placed on a stone altar. He will die upon casting the spell.
0006 A sacrificial boy victim that is nude and must be tied or chained to a stone altar, and who will die
upon casting the spell.
0007 A sacrificial male victim that is nude and must be tied or chained to a stone altar, and who will die
upon casting the spell.
0008 A sacrificial retarded victim that must be tied or chained to a stone altar, and who will die upon
casting the spell.
0009 A sacrificial lamb must be tied or chained to a stone altar. The lamb will die upon casting.
0010 A sacrificial anakim must be tied or chained to a stone altar. They will die upon casting.
0011 A sacrificial dwarf must be tied or chained to a stone altar. They will die upon casting.
0012 A sacrificial elf must be tied or chained to a stone altar. They will die upon casting.
0013 A sacrificial half-orc must be tied or chained to a stone altar. They will die upon casting.
0014 A sacrificial halfling must be tied or chained to a stone altar. They will die upon casting.
0015 A sacrificial human must be tied or chained to a stone altar. They will die upon casting.
0016 A sacrificial orc must be tied or chained to a stone altar. They will die upon casting.
0017 A sacrificial troll must be tied or chained to a stone altar. They will die upon casting.
0018 A sacrificial goblin must be tied or chained to a stone altar. They will die upon casting.
0019 A sacrificial dragon will, as a bound victim, die upon casting.
0020 A sacrificial human or elven maiden with large breasts, long hair, and a thin waist, and with fresh
semen implanted and seeping from three of her orifices must be tied or chained to a stone altar.
She will die upon casting the spell.
0021 A sacrificial bird must be tied or chained to a stone altar. It will die upon casting.
0022 A sacrificial cat must be tied or chained to a stone altar. It will die upon casting.
0023 A sacrificial dog must be tied or chained to a stone altar. It will die upon casting.
0024 A sacrificial unicorn must be tied or chained to a stone altar. It will die upon casting.
0025 A sacrificial horse must be tied or chained to a stone altar. It will die upon casting.
0026 A sacrificial victim from the upper class must be tied or chained to a stone altar. They will die
upon casting the spell.
0027 A sacrificial victim from the lower class must be tied or chained to a stone altar. They will die
upon casting the spell.
0028 A sacrificial victim with an ethical disposition must be tied or chained to a stone altar. They will
die upon casting the spell.
0029 A sacrificial victim with an unethical disposition must be tied or chained to a stone altar. They
will die upon casting the spell.
0030 A sacrificial victim with a moral disposition must be tied or chained to a stone altar. They will die
upon casting the spell.
0031 A sacrificial victim with an immoral disposition must be tied or chained to a stone altar. They will
die upon casting the spell.
0032 A sacrificial victim with a predominantly sanguine temperament must be tied or chained to a stone
altar. They will die upon casting the spell.

795
0033 A sacrificial victim with a predominantly melancholic temperament must be tied or chained to an
altar. They will die upon casting the spell.
0034 A sacrificial victim with a predominantly choleric temperament must be tied or chained to an altar.
They will die upon casting the spell.
0035 A sacrificial victim with a predominantly phlegmatic temperament must be tied or chained to an
altar. They will die upon casting the spell.
0036 A sacrificial female victim that is an adult and a virgin must be tied or chained to a stone altar. She
will die upon casting the spell.
0037 A family member must become a sacrificial victim and tied or chained to a stone altar. They will
die upon casting the spell.
0038 An authority figure must become a sacrificial victim and tied or chained to a stone altar. They will
die upon casting the spell.
0039 An adulterer or adultress (caster’s preference) must become a sacrificial victim and tied or chained
to a stone altar. They will die upon casting the spell.
0040 Altar made of earth - reusable
0041 Ten sacrificial victims must be bound to ten altars. They will die upon casting the spell.
0042 Fresh brain - expended
0043 Fresh brain - reusable for 1 week
0044 Severed limb - expended
0045 Severed limb - reusable for 1 week
0046 Decapitated head - expended
0047 Decapitated head - reusable for 1 week
0048 Severed tongue of a mouthy woman - expended
0049 Severed tongue of a mouthy woman - reusable for 1 week
0050 Severed penis - expended
0051 Severed penis - reusable for 1 week
0052 Severed penis of an adulterer - expended
0053 Severed penis of an adulterer - reusable for 1 week
0054 A lock of hair - reusable
0055 A lock of hair - expended
0056 A testicle - expended
0057 A testicle - reusable for 1 week
0058 Two testicles - expended
0059 Two testicles - reusable for 1 week
0060 Fresh breast milk - expended
0061 Fresh sperm - expended
0062 Fresh blood - expended
0063 Fresh urine - expended
0064 Fresh menstrual blood - expended
0065 Fresh brain juice - expended
0066 Fresh, wet, slimy excrement - expended
0067 Old, dried excrement - expended
0068 Fresh phlegm - expended
0069 Fresh stomach acid - expended
0070 Bone marrow - expended
0071 Bone marrow - reusable for 1 year
0072 Any bone - expended

796
0073 Any bone - reusable for 1 year
0074 A piece of wood - expended
0075 A piece of wood - reusable for 1 year
0076 A wooden staff - reusable
0077 Feather - expended
0078 Feather - reusable
0079 Stone - expended
0080 Stone - reusable
0081 Living plant - expended
0082 Gemstone worth at least 5 sp - expended
0083 Gemstone worth at least 5 sp - reusable
0084 Gemstone worth at least 1 gp - expended
0085 Gemstone worth at least 1 gp - reusable
0086 Gemstone worth at least 50 gp - expended
0087 Gemstone worth at least 50 gp - reusable
0088 Gemstone worth at least 100 gp - expended
0089 Gemstone worth at least 100 gp - reusable
0090 Gold - expended
0091 Gold - reusable
0092 Silver - expended
0093 Silver - reusable
0094 Copper - expended
0095 Copper - reusable
0096 Bronze - expended
0097 Bronze - reusable
0098 Carbon steel - expended
0099 Carbon steel - reusable
0100 Brass - expended
0101 Brass - reusable
0102 Pewter - expended
0103 Pewter - reusable
0104 Iron - expended
0105 Iron - reusable
0106 Mandrake root - expended
0107 Mandrake root - reusable
0108 Nightshade - expended
0109 Nightshade - reusable
0110 Cloth - expended
0111 Cloth - reusable
0112 Ice - expended
0113 Fire - expended
0114 Lump of coal - expended
0115 Lump of coal - reusable
0116 Fingernail - expended
0117 Fingernail - reusable for 6 months
0118 Severed foot
0119 A freshly severed clitoris - expended

797
0120 Live fetus - expended
0121 Dead fetus - reusable for 1 week
0122 Rag from a menstruating woman - reusable
0123 Thyroid from an ogre - expended
0124 Rope from a hanged man, it must be taken from the body - reusable for 1 week
0125 Urine sample from someone who partakes of marijuana - expended
0126 Trapped fart gas - expended
0127 Trapped belch - expended
0128 Freshly picked booger, green ones are best - expended
0129 Urine sample from a pregnant woman - expended
0130 Eggs of a lesbian - expended
0131 A lock of pubic hair from an 11 year-old, and the hair must be 3 inches in length - expended
0132 A freshly regurgitated horse turd
0133 An unbroken hymen - expended
0134 Ordinary mushroom - expended
0135 Magic mushroom - expended
0136 One ounce of marijuana; must be smoked while casting - expended
0137 One tankard of mead - reusable
0138 One tankard of ale - reusable
0139 One tankard of beer - reusable
0134 One tankard of wine - reusable
0135 Fresh urine from a drunk, which must be drank by the caster - expended
0136 An eyeball - reusable for 1 day
0137 An eyeball of a blind person - expended
0138 The ear of a deaf person - expended
0139 Fingers of a blind person - expended
0140 Vomit - expended
0141 Beeswax - reusable
0142 Heart of a murderer - expended
0143 Heart of an innocent child - expended
0144 Eyelashes of a maiden - expended
0145 The scream of a wealthy person - reusable
0146 The blanket from a whore’s bed - reusable, as often as she is
0147 Leather - reusable for 6 months
0148 Any holy symbol - expended
0149 Any holy symbol - reusable
0150 Any unholy symbol - expended
0151 Any unholy symbol - reusable
0152 Anal hair - expended
0153 Ear hair - expended
0154 Armpit hair - expended
0155 Gushing tears of sadness - expended
0156 Any meat - expended
0157 Cheese - expended
0158 Spittle from a baby - expended
0159 Nasal hair - expended
0160 Water - expended

798
0161 Milk - expended
0162 Marble - reusable
0163 String from a lute - reusable for 1 week
0164 Boiling water - expended
0165 Frozen urine - expended
0166 A couple in courtly love - reusable
0167 Large intestine - reusable for 1 week
0168 Small intestine - reusable for 1 week
0169 Stomach acid from an eagle - expended
0170 Static electricity - expended
0171 Any corpse - reusable as long as it is not fully decomposed
0172 Parchment - expended
0173 Ink - expended
0174 Glass - reusable
0175 A figurine - expended
0176 A figurine - reusable
0177 Spider web - expended
0178 Cricket - expended
0179 White teeth - reusable
0180 Yellow teeth - reusable
0181 Black teeth - expended
0182 Fang - reusable
0183 Molar tooth - reusable
0184 Thumb from a thief - reusable for 1 week
0185 Grain - expended
0186 Sand - expended
0187 Dirt - expended
0188 A river fish - expended
0189 A sea fish - expended
0190 Blood from the wrist of someone committing suicide - reusable
0191 Blood from a jugular vein - reusable
0192 A dozen severed nipples in a jar - reusable for 1 year if stored in wine and sealed properly
0193 Armpit hair of an athletic child abuser - reusable for 1 week
0194 Pentagram - reusable
0195 Inverted pentagram - reusable
0196 A feather dipped in fresh vaginal blood - expended
0197 Maggots - expended
0198 Veins from a fat person’s leg - reusable for 1 week
0199 Monolithic stone - reusable
0200 Hairball coughed up from a cat - expended
0201 Eyeball of an eagle - reusable for 1 week
0202 Rat corpse - reusable for 6 months
0203 Squirrel corpse - reusable for 6 months
0204 Pair of dice - reusable
0205 Frog legs - expended
0206 Broom stick - reusable
0207 Griffon hair - expended

799
0208 Centipede - expended
0209 Brain of a philosopher - reusable for 1 year
0210 Bicep of a warrior - expended
0211 Spellbook of a mage - expended
0212 Coat of arms of a knight - reusable
0213 Blood from a bruise - reusable
0214 Pen of a sage - reusable
0215 Ink of an octopus - expended
0216 Fifty lit candles - reusable
0217 Scab from a wound - expended
0218 Bloody brown mouse - reusable for 1 month
0219 Severed wrinkle from a grandmother - expended
0220 Wings of a bat - expended
0221 Wings of any bird - expended
0222 Wings of a succubus - reusable
0223 Wings of an incubus - reusable
0224 Honey
0225 Part of a wing of a dragon - reusable
0226 Claw of a dragon - reusable
0227 Fang of a serpent - reusable
0228 Scale from a dragon’s hide - reusable
0229 Tadpole - expended
0230 Woman willing to do anything for the caster, and licking the caster’s foot at the moment - reusable
0231 Exact intended spell effect must be written on parchment - reusable
0232 Flax - expended
0233 Belt - reusable
0234 Caster’s hair - expended
0235 Any possession from the home of a king - reusable
0236 Any possession from the home of a queen - reusable
0237 Any possession from the home of a prince - reusable
0238 Any possession from the home of a princess - reusable
0239 Any possession from an honest man - reusable
0240 Any possession from an honest woman - reusable
0241 Any possession of a woman - expended
0242 Any possession of a man - expended
0243 Bloodclot - expended
0244 Songbird - reusable
0245 Lizard - reusable
0246 Lizard - expended
0247 Snake - expended
0248 Snake - reusable
0249 Book - expended
0250 Book - reusable
0251 Sweat from the palms of a prosperous business owner - expended
0252 Ivory pawn of a chess set - reusable
0253 Vocal chords of a wolf - reusable for 3 months
0254 Orc testicles - reusable for 1 week

800
0255 Goblin testicles - reusable for 1 week
0256 Hobgoblin testicles - reusable for 1 week
0257 Grass - expended
0258 Arrow - reusable
0259 Lava - reusable
0260 Diamond - reusable
0261 Emerald - reusable
0262 Ruby - reusable
0263 Sapphire - reusable
0264 Agate - reusable
0265 A living ant - expended
0266 Green defecation from a baby - expended
0267 Plucked eyeball from a woman in heat - reusable
0268 Plucked eyebrow hair from someone who seems to have one large eyebrow instead of two - reusable
0269 Chastity belt once worn by a virgin - reusable
0270 Loaf of bread - reusable
0271 Armpit sweat from a bully - expended
0272 Severed big toe from an adult male with abnormally small feet - reusable for 6 months
0273 Sweat off of the testicles of a crucified slave - expended
0274 Oil - expended
0275 Crown of a king - reusable
0276 Elaborate wooden carving - reusable
0277 Unhatched chicken egg - expended
0278 Poisonous plant - expended
0279 Arsenic - expended
0280 Daphne berries - expended
0281 Helm - reusable
0282 Chalice - reusable
0283 Skull - reusable
0284 Jawbone - reusable
0285 Ignited lantern - reusable
0286 Ignited torch - reusable
0287 Brooch - expended
0288 Brooch - reusable
0289 Page ripped out of a book - expended
0290 Weed - expended
0291 Moss - expended
0292 Fungi - expended
0293 Vaginal yeast - expended
0294 Dye - expended
0295 Flute -reusable
0296 Troll blood - expended
0297 Pubic hair from a giant - expended
0298 Sperm from a bull - expended
0299 Wool - expended
0300 Tears of a dragon - expended
0301 Sandals of a messenger - reusable

801
0302 Mirror - reusable
0303 Buckle - reusable
0304 Rope - expended
0305 Lard - expended
0306 Water from a brook - expended
0307 Water from a well - expended
0308 Mud - expended
0309 Unopened wine at least 50 years old - expended
0310 Unopened wine at least 100 years old - expended
0311 Unopened wine at least 200 years old - expended
0312 Gemstone from the purse of a thief - reusable
0313 The removed heart of a crusader - reusable for 1 week
0314 Fingernail of a bard - reusable for 6 months
0315 Dandruff of an anakim - expended
0316 Popped acne pus - expended
0317 Dead skin mask - reusable
0318 Callous forged from the heat of furious masturbation - expended
0319 One ounce concoction of one part cheese, one part butt-sweat - reusable
0320 Lute string of someone who can pluck faster than 300 b.p.m.in 4/4 time signature - reusable
0321 A maiden’s well-used love toy - reusable
0322 A swallowed daphne berry - expended
0323 Hot wax dripped onto your own buttocks - expended
0324 A musical instrument of a virtuosic player - reusable
0325 Crushed spider - expended
0326 Hooked fish - expended
0327 Two ounces of bear saliva - reusable for 1 day
0328 The caster’s last lover’s ear - reusable for 1 month
0329 The bloody stump of a hermaphrodite - reusable for 3 months
0330 The third stomach of a cow - expended
0331 The cud of a cow - expended
0332 Some smeary remains from the caster’s last sodomy victim - reusable for 3 weeks
0333 Ear wax from a drunk bear that currently has diarrhea - expended
0334 A bloody hammer that smashed someone’s face - reusable for 1 year
0335 Tears from a maiden getting stovepiped (see Racial Hatred in Chap. 2: Gender and Race) - reusable
0336 An apple with a bee inside it - expended
0337 An intestinal worm - expended
0338 Fetal pig’s jaw - reusable for 6 months
0339 Yeast from a smelly slut’s slophole - expended
0340 Shackled princess - reusable
0341 Slave whipped with a scourge until their body is a roadmap of pain - reusable until dead
0342 Decapitated head whose mouth is recently filled with caster’s defecation - reusable for 1 week
0343 Decapitated head of a moral person - reusable for 1 year
0344 Gooey snot from a woman battered while doing her laundry - expended
0345 The fingernail ripped from the left hand of a virginal maiden - reusable for 6 months
0346 Fractured femur bone of an anakim - reusable for 2 years
0347 Bloodclot from a menstruating troll - expended
0348 A blood splatter that brightens a room - reusable for 1 year if not cleaned

802
0349 Shoveled earth - expended
0350 Small intestine of a ranger tied into the shape of a dog - reusable for 1 month
0351 Tongue of a braggart - reusable for 1 week
0352 Lock of hair from a bitch (any kind works) poisoned by yew (possibly by you) - expended
0353 Belly button grime from guard in platemail - expended
0354 Mirror from a rich, fat person - reusable
0355 The feather of a bird that was chopped in half - expended
0356 The torso of a criminal that’s been drawn and quartered - reusable for 6 months
0357 The seventh vertebrae of a seventh son - reusable
0358 The labia of a lovesick and lusty laundress - reusable
0359 The tickled twat of a trollop - reusable
0360 The anally-inserted mast of a ship - reusable
0361 An eel with rigor mortis - reusable for 1 week
0362 The cranium of someone who is criminally insane, locked away, and kept restrained - reusable
0363 A tightened tourniquet around your neck - reusable
0364 The taste of blood trickling through the air - expended
0365 The decapitated head of an executioner, who was decapitated with his own axe - reusable for 1 year
0366 A tooth kicked out from the last bitch that refused to fuck you - reusable until the next time
0367 A sliced piece of skin from a slovenly slut that was suplexed onto a stone - expended
0368 A gemstone that has been worn in the concave chest of a loser for one month - reusable
0369 The defecation remaining on an arm after full insertion into the ass of an ass - reusable for 1 day
0370 Slime on the caster’s lips from a dragon’s kiss - expended
0371 Ashen remains of a wicker man - reusable
0372 Any stick (called an ugly stick) that has lashed a trollop’s face ten times -reusable
0373 Papyrus leaf coated with a heavy semenal load that is still very white - expended
0374 Corpse that has literally been pounded into dust - reusable
0375 Corpse of a criminal placed in a barrel with nails and rolled down a hill and into a river - reusable
0376 Stomach of a floating corpse - reusable for 1 month
0377 Any body dismembered into 69 pieces - expended
0378 Dismembered penis that has been drained of blood by a leech - expended
0379 Two abacinated (burned with a heated poker) eyeballs from the same victim - expended
0380 Dismembered hand of a brat that refuses to eat their porridge - reusable for 1 month
0381 Hand that has been flattened with a loving hammer of justice - reusable for 1 month
0382 A full set of teeth removed with metal pinchers - reusable
0383 The mouth of a whore with a pear (see Torture Devices in Chap. 9: Equipment) in it - reusable
0384 Severed arm with a compound fracture - reusable for 3 months
0385 Woman currently experiencing a genuine orgasm - reusable
0386 Dead human collection of at least 7 corpses - reusable
0387 Thunder heard in the sky above - reusable
0388 Black cat - reusable
0389 Possession from a woman with a nasty reputation - reusable
0390 Gold coin stolen or taken by force from a professional pick pocket - reusable
0391 Handwriting of a moral person who is a total stranger - reusable
0392 Handwriting of an immoral person who is a total stranger - reusable
0393 Handwriting of an ethical person who is a total stranger - reusable
0394 Handwriting of an unethical person who is a total stranger - reusable
0395 Severed hamstring of a bounty hunter - reusable for 2 months

803
0396 Chalice filled with blood - blood is expended
0397 A captured queef (vaginal belch) - expended
0398 Severed triceps of a barbarian - reusable for 2 months
0399 Severed breast of a seductress - expended
0400 Lucky rabbit’s foot from an unlucky corpse - reusable
0401 Salt - expended
0402 Semen from seamen - expended
0403 A bowl that is full and overflowing of jism - expended
0404 Dried defecation from the bottom of a sandle, shoe, or boot - expended
0405 Human stew - expended
0406 A cannibalized corpse - reusable while there is still meat on the bones
0407 Any piece of jewelry - reusable
0408 Caster’s wildest sexual fantasy written in detail on parchment - reusable
0409 Decapitated head that is ugly enough to make 9 out of 10 little children cry - reusable
0410 Oil that must cover the caster’s body from head to toe - expended
0411 Beanstalk seeds - expended
0412 Beanstalk seeds that must be planted in fertile soil - reusable
0413 A fly - expended
0414 Wasp - expended
0415 Bumblebee - expended
0416 Firefly - expended
0417 Lamella (thin metal plate) - reusable
0418 Honey that must be smeared on the caster’s genitals - expended
0419 A removed wart - expended
0420 Lard from an epileptic orc - expended
0421 A coin from a dragon’s hoard - reusable
0422 Horn of a unicorn - reusable
0423 Scale from a mermaid - reusable
0424 Scale from a merman - reusable
0425 Lock of hair from a werewolf - expended
0426 Lock of hair from a wereboar - expended
0427 Lock of hair from a werebear - expended
0428 Smoking pipe - reusable
0429 Hat of a gnome - reusable
0430 Venom from a giant spider - expended
0431 Eye of a cyclops - reusable for 1 week
0432 Pointy ear of an elf - reusable for 1 month
0433 Beard of a dwarf - expended
0434 Beaver - reusable while still alive
0435 Fur from a brown bear - reusable
0436 Fur from a polar bear - reusable
0437 Badger -reusable while still alive
0438 Severed hoof of a centaur - reusable
0439 Severed hoof of a horse - reusable
0440 Ashen remains of a burnt sea-elf - reusable
0441 Corpse of a fair-elf who was unfair - reusable until fully decomposed
0442 Sulfur - expended

804
0443 Magical words written in the caster’s blood - expended
0444 Cauldron - reusable
0445 Cauldron filled with broth of humanoids - expended
0446 Cauldron filled with blood of enemies - expended
0447 Cauldron filled with porridge - expended
0448 Cauldron filled with living victims - expended
0449 Cauldron filled with dried body parts - expended
0450 Cauldron filled with body parts from places of execution - expended
0451 Cauldron filled with boiling water - expended
0452 12 Monolithic stones in a grove arranged as a calendar - reusable
0453 28 Monolithic stones in a grove arranged as a lunar calendar - reusable
0454 A possessed person - reusable while possessed
0455 Decapitated chicken - reusable for 1 month
0456 Amulet - reusable
0457 Talisman - reusable
0458 Gold ring - reusable
0459 Silver ring - reusable
0460 Bronze ring - reusable
0461 Brass ring - reusable
0462 Iron ring - reusable
0463 Wooden ring - reusable
0464 Stone ring - reusable
0465 Leaf from a conifer - expended
0466 Leaf from a deciduous tree - expended
0467 Branch from a conifer - reusable for 1 year
0468 Branch from a deciduous tree - reusable for 1 year
0469 Twig from a conifer - reusable for 1 year
0470 Twig from a deciduous tree - reusable for 1 year
0471 Sap from a tree - expended
0472 Bird’s nest - expended
0473 Knot from a tree - reusable
0474 Wood from a tree aged over 100 years - reusable
0475 Bark from a tree - reusable
0476 A berry from a bush - expended
0477 Bark from a willow tree - reusable
0478 Bark from a yew tree - reusable
0479 Bark from an oak tree - reusable
0480 Dark and moist earth - expended
0481 Dry and brown earth - expended
0482 Dry and reddish earth - expended
0483 Witch’s familiar - reusable
0484 Warlock’s familiar - reusable
0485 Forearm of a farmer - expended
0486 Finger of a fletcher - expended
0487 Knuckle of a knacker (harness maker) - expended
0488 Wrist bones of an elderly weaver - expended
0489 Shoulder socket of a shepherd - expended

805
0490 Collarbone of a chandler - expended
0491 Scapula of a shipwright - expended
0492 Neck vertebrae of a navigator - expended
0493 Vertebrae of a vintner - expended
0494 Spine of a sheather - expended
0495 Jawbone of a juggler - expended
0496 Cranium of a cabinetmaker - expended
0497 Teeth of a thatcher - expended
0498 Tongue of a tanner - expended
0499 Cheek of a carpenter - expended
0500 Eyeball of an enameler - expended
0501 Large nose of a rich business owner - expended
0502 Ear of a weaponsmith - expended
0503 Heart of an herbalist - expended
0504 Lung of a laborer - expended
0505 Stomach of a sailmaker - expended
0506 Intestine of an interpreter - expended
0507 Navel hair of a nameless person - expended
0508 Birth mark that has been scraped from a bashful beggar - expended
0509 Freckles that have been scraped from a fisherman - expended
0510 Blood from the broken nose of a bully - expended
0511 Blood from a victim of a fever or life-threatening disease - expended
0512 Marrow from a mermaid - expended
0513 Femur from a forester - expended
0514 Kneebone from a prostitute - expended
0516 Shin of a stonemason - expended
0517 Calf of a charlatan - expended
0518 Foot of a fuller - expended
0519 Toe of a troll - expended
0520 The black and tanned hide of an orc - reusable for 1 year
0521 Cock of a clockmaker - expended
0522 Balls of a barber - expended
0523 Puss of a perfumer - expended
0524 The unborn baby of a barbarian queen - expended
0525 Red dog with rabies - expended
0526 Testicles of a tailor - expended
0527 Nipples of a good-for-nothing person - expended
0528 Hip of a hosier - expended
0529 Thigh of a tinker - expended
0530 Leg of a locksmith - expended
0531 Arm of an appraiser - expended
0532 Torso of a tilemaker - expended
0533 Hamstring of a half-orc hewer - expended
0534 Urine of an undertaker - expended
0535 Semen of a scribe - expended
0536 Fibula from a flirtatious woman who is fat but also flat-chested - expended
0537 Skin of a person with scabies (one square inch) - expended

806
0538 Thoroughly sealed cunt-pipe of an elderly virgin - reusable until opened
0539 The loose chin-skin of an elderly bastard - reusable for 3 days
0540 A fingernail torn from the middle finger of a woman who fingers herself - reusable for 1 month
0541 The tongue of a woman who fantasizes about small cocks - reusable for 1 week
0542 The shaved pussy-hair of a smelly little trollop that has an unkempt pussy - expended
0543 A ring that has been lost in a fuck-hole for 3 months or more - reusable (although it reeks)
0544 Parchment that has been lifted so gracefully by the suction of a schoolgirl’s twat - reusable
0545 A marble shot from the vaginal depths of a pregnant prostitute - reusable
0546 The juice on someone’s face who has just eaten a hairy snatch - expended
0547 The grimoire of a mage who has raptophilia - reusable
0548 Gargling with cum for the duration of the spell - expended
0549 Fecal remains of an ogre - expended
0550 The “love-child” of a peasant and an aristocrat - reusable until dead
0551 A woman’s name written on parchment by squatting over it with a feather in her puss - reusable
0552 A correctly proportioned map drawn by a blind person - reusable
0553 Blacksmith’s anvil, desecrated in blood - reusable
0554 Religious bread made from flour and the blood of infants - expended
0555 Defecation from a bat - expended
0556 White bird shit taken from someone’s shoulder - expended
0557 Most appropriate religious symbol smeared with dung - reusable
0558 A disembodied soul - reusable
0559 A disembodied soul - expended
0560 Fire from hell - reusable until extinguished
0561 Dirt from the underworld - reusable
0562 Dirt from a subterranean cavern - expended
0563 Anything stolen from a temple - expended
0564 Anything stolen from a virgin maiden - expended
0565 Anything stolen from the local government - expended
0566 Anything stolen from a prosperous local merchant - expended
0567 Anything stolen from a moral humanoid - expended
0568 Anything stolen from an immoral humanoid - expended
0569 Anything stolen from an ethical humanoid - expended
0570 Anything stolen from an unethical humanoid - expended
0571 Anything stolen from a neighboring community - expended
0572 Anything stolen from a randomly determined home - expended
0573 Anything stolen - expended
0574 Anything stolen from someone that talks too much - expended
0575 Anything stolen from someone that hardly ever talks - expended
0576 Anything stolen from a happily married couple - expended
0577 Anything stolen from an unhappily married couple - expended
0578 Anything stolen from an orc - expended
0579 Anything stolen from a hobgoblin - expended
0580 Anything stolen from a goblin - expended
0581 Anything stolen from a troll - expended
0582 Anything stolen from an ogre - expended
0583 Anything stolen which is valued at over 100 gold pieces - expended
0584 One year of continual devotion to one’s publicly proclaimed god - reusable while devotion lasts

807
0585 One year of continual devotion to one’s god - reusable while devotion lasts
0586 One month of continual devotion to one’s god - reusable while devotion lasts
0587 One week of continual devotion to one’s god - reusable while devotion lasts
0588 One day of continual devotion to one’s god - reusable while devotion lasts
0589 One decade of continual devotion to one’s god - reusable while devotion lasts
0590 Caster’s body must be free of injuries for at least 1 day - reusable
0591 Caster’s body must be free of injuries for at least 1 week - reusable
0592 Caster’s body must be free of injuries for at least 1 month - reusable
0593 Caster’s body must be free of injuries for at least 1 year - reusable
0594 Caster must be a virgin, or if male, may never have experienced vaginal, oral, or anal penetration
0595 Caster must have abstained from all sexual relations for 1 day - reusable
0596 Caster must have abstained from all sexual relations for 1 week reusable
0597 Caster must have abstained from all sexual relations for 1 month - reusable
0598 Caster must have abstained from all sexual relations for 1 year - reusable
0599 Caster must masturbate to completion in front of a crowd and enjoy it - expended
0600 Caster must masturbate someone else to completion - expended
0601 Bile from a goat - expended
0602 Blood of a black sheep - expended
0603 Breast-milk from a soothsayer - expended
0604 Crystal ball - reusable
0605 Garment from a corpse - reusable
0606 Crop stolen from a farmer that couldn’t care less about it - expended
0607 Bucket of water from a horse’s trough - expended
0608 Saddle from a fast horse - reusable
0609 Whisker from a cat - expended
0610 Beer from the belly of a belching blonde bimbo - expended
0611 Wicker - expended
0612 Wishbone - reusable for 1 year unless broken
0613 Bell - reusable
0614 Hide from a wild animal - reusable for 6 months
0615 Queen bee - expended
0616 Olive branch from a grove - reusable for 6 months
0617 Ten logical reasons to cast this spell this time, written on parchment - expended
0618 Child who resulted from an orgy - reusable, just like the mother
0619 Necklace with a moonstone worn only under the moon’s light - reusable
0620 Slobber from a sleeping soldier - expended
0621 Snot from a snoring sorcerer - expended
0622 Sapphire stolen from a snoozing slut - reusable
0623 Diamond drop-kicked by a dangerous derelict down in a ditch - reusable
0624 Book stolen from a sage - reusable
0625 Walking stick of a wimp - reusable
0626 Iron from an idiot - reusable
0627 Mead from a mischievous moron - expended
0628 Ale from an annoying anakim - expended
0629 Meat from a mild-mannered man - expended
0630 The word of a woman - expended
0631 Bathing in blood - expended

808
0632 Parched liver of a boy - expended
0633 Robes - reusable
0634 Full moon must be visible overhead - reusable
0635 New moon must be overhead - reusable
0636 Sun must be visible - reusable
0637 Sunset must be visible - reusable
0638 Sunrise must be visible - reusable
0639 Altar - reusable
0640 A pentagram or inverted pentagram, whichever is more appropriate - reusable
0641 Incense - expended
0642 Dagger - reusable
0643 Parched liver of a girl - expended
0644 Dead grass - expended
0645 An excuse verbalized under duress - expended
0647 Chastity belt of a woman who mysteriously became pregnant anyway - reusable
0648 Voice box of a habitual strangler - reusable for 1 week
0649 Milk that has passed through the nose of a laughing person - expended
0650 Shoes of a sucker - reusable for 1 year
0651 Wet shirt of a shivering person - reusable until dry
0652 Dress from a dumb damsel - reusable
0653 Walking stick from a wise witch - reusable
0654 Altar made of beeswax - resuable
0655 Altar made of wood - reusable
0656 Altar made of soap - reusable
0657 Altar made of wicker - reusable
0658 Altar made of granite - reusable
0659 Altar made of black stone - reusable
0660 Altar made of white stone - reusable
0661 Altar made of marble - reusable
0662 Altar made of compressed corpses - reusable
0663 Altar made of carefully-fitted teeth - reusable
0664 Altar made of inter-connecting bones - reusable
0665 Altar made of chalk - reusable
0666 The caster must knowingly sacrifice their life to cast the spell; the caster will die upon casting it.
0667 Altar made of magnetic rock - reusable
0668 Altar made of decapitated heads - reusable
0669 Altar made of gold - reusable
0670 Altar made of silver - reusable
0671 Altar made of pewter - reusable
0672 Altar made of brass - reusable
0673 Altar made of bronze - reusable
0674 Altar made of copper - reusable
0675 Altar made of petrified wood - reusable
0676 Altar made of at least ten different kinds of wood - reusable
0677 Altar made of ice - reusable
0678 Altar made of cooled lava - reusable
0679 Caster must yell “Memento Mori” (remember that you die) at the top of their lungs - expended

809
0680 A handful of the caster’s own hair - expended
0681 One of the caster’s own digits - reusable for one month
0682 The hide of a newborn kitty-cat - reusable
0683 A bloody rock - reusable
0684 Caster must crack a sqirrel’s head like a watermelon - expended
0685 Caster must swallow the brain of a squirrel, whole - expended
0686 Caster must slit own arms and bleed for their god - reusable until bleeding stops
0687 The foot of a runaway slave - reusable for one month
0688 The cocoon of a moth - reusable
0689 The tail of a horse - reusable
0690 The corpse of the mother of the caster’s best friend - reusable
0691 The corpse of the father of the caster’s best friend - reusable
0692 Caster must be able to do fractions in Math Intelligence - reusable
0693 A smelly, dirty, nasty, and sticky booger from a horse - expended
0694 Charred remains of a victim of the spell Inferno - reusable
0695 Girdle of a “butter-faced” wench - reusable
0696 Quarterstaff made of yew wood - reusable
0697 Grasshopper cocooned in ice - reusable until ice melts
0698 Lute with a value of at least 5 gold pieces - reusable
0699 A handful of fly-infested mutton - expended
0700 Scab of a party member’s festering wound - reusable 10 times
0701 Fingernail of an ogre - reusable
0702 Orc’s head - reuseable (as long as it is preserved properly)
0703 Arm of a troll - reusable
0704 Vial of blood from a comely young (under 18) trollop - reusable
0705 Pantaloons of a bard - reusable
0706 Defecation of a decorticated creature - expended
0707 Pages of a holy scripture of an opposing religion; must be wiped on caster’s ass - reusable
0708 Caster must snort a pinch of salt - expended
0709 Scales of a bludgeoned fish - reusable
0710 Larynx of a loud-mouth - reusable for one week
0711 Paw of a frothing wolf - reusable
0712 Caster must personally hand-tie a poisonous snake in a square knot - reusable until decomposed
0713 Caster must squash a salamander in own hand - expended
0714 Vial of blood drawn from a cat brave enough to have attacked a dog - reusable
0715 Warm bowl of spider soup - reusable until cold
0716 Cow’s tongue - reusable for one month
0717 Caster must somehow dilate own ass at moment of casting - expended
0718 Homemade poople-beater - reusable
0719 Voicebox of a back-talking whore - reusable for one week
0720 Any bone of a chicken - reusable
0721 Living bird that has pooped on a person within 24 hours - reusable
0722 Slowest tadpool in its family - reusable
0723 Fastest tadpool in its family - reusable
0724 Dried poop of a priest - reusable
0725 Gonads of a goat - reusable
0726 Beaver of a beaver - expended

810
0727 Knitting needle of a caring mother - reusable
0728 Egg of an endangered bird - expended
0729 Clothing from a child - reusable
0730 Maggot from the corpse of a dead bear - expended
0731 Belt from a barbarian - reusable
0732 Backpack of a holy man - reusable
0733 Pubic hair of a virgin - expended
0734 Previously inserted sex toy of a 12th level or higher seductress - reusable
0735 Brooch of a crusader - reusable
0736 Nasal hair of a hanged man - expended
0737 Apron of an aggressive wife - reusable
0738 Book of topic boring to a boy - reusable
0739 Bowl filled with blood - bowl is reusable, blood is expended
0740 Leather bracers of a lonely barbarian - reusable
0741 Leg iron of a gladiator - reusable
0742 Candle of sorcerer - reusable
0743 Semen of a just king - reusable
0744 Walking cane of a wrinkled cobbler - reusable
0745 Red chalk - expended
0746 Green ink - expended
0747 Yellow chalk - expended
0748 Yellow ink - expended
0749 White hair from a sage - expended
0750 Hair from a goblin’s armpit - expended
0751 Nasal hair from an orc - expende
0752 Hymen of a dragon - expended
0753 Hymen of a seductress - expended
0754 Hymen of a diseased giant - expended
0755 Cloak from a ranger - reusable
0756 Coal - expended
0757 Flint from a fortune teller - reusable
0758 Wooden flute from a wrathful female bard - reusable
0759 Garter from a gluttonous goblin - expended
0760 Leather gloves made to fit a large goose - reusable
0761 Goblet from a greedy merchant - reusable
0762 Hat from a haggard husband - reusable
0763 Horn from a horny anakim - reusable
0764 Horseshoe from a huge horse - reusable
0765 Key to a lock from a loving king - reusable
0766 Lock to a prison cell - reusable
0767 Manacles of a falsely accused dwarf - reusable
0768 Mirror of an ugly maiden - reusable
0769 Sack of a bandit - expended
0770 Sandals of a sexual pervert - reusable
0771 Sundial from a mage guild - reusable
0772 Torch lit and stuck in the tundra - reusable
0773 Empty tankard from a tavern that burned down - reusable

811
0774 Signal whistle from a mute - reusable
0775 Wineskin full of urine from a ferret - reusable
0776 A tear drop from a maiden who spilled milk - expended
0777 Caviar of a diseased fish - expended
0778 Honey from a huge hive overhanging a cliff - expended
0779 Chunk of rotten meat - expended
0780 Salt from the side of a sailboat - expended
0781 Blood from an egg of a chicken - expended
0782 A chicken egg with two yolks - expended
0783 A chicken egg with three yolks - expended
0784 Horn of a bull - expended
0785 Testicle of a dog - expended
0786 Hump of a camel - expended
0787 Testicle of a diseased slaveboy - expended
0788 Diseased ovary of a slavegirl - expended
0789 Tail feather from a flying hawk - expended
0790 Talon of a falcon - expended
0791 Tongue of a dove - expended
0792 Eye of a seeing-eye dog - expended
0793 Belly hair of a wolf - expended
0794 Hymen of a hare - expended
0795 Broken wheel of a carriage - reusable
0796 Broken board from a barge - reusable
0797 Broken oar - reusable
0798 Intact oar from a trireme - reusable
0799 Rudder from a warship - reusable
0800 Splinter from a main mast of a ship - expended
0801 Splinter from the main arm of a catapult - expended
0802 Splinter from a battering ram - expended
0803 Used and intact wheel of a catapult - reusable
0804 Used spike from a chair of spikes - reusable
0805 Thumbscrews used on an innocent man - reusable
0806 Hair from a convicted and killed criminal who was later discovered to be innocent - expended
0807 A chain link from the rack that broke during interrogation - reusable
0808 Feather dipped in virginal blood - expended
0809 Feather dipped in menstrual blood - expended
0810 Feather dipped in semen from a druid - expended
0811 Feather dipped in snot from an ogre - expended
0812 Feather dipped in milk from a maddened mother - expended
0813 Sexual fluid from the spellcaster - expended
0814 Feather dipped in tar - expended
0815 Feather used by an advisor to any king in a kinky sexual act - expended
0816 Club of an ogre - reusable
0817 Dagger of a daring drunkard - reusable
0818 Morgenstern of a mangled peasant - reusable
0819 Quarterstaff of a hierophant who is quicker on their feet than the spellcaster - reusable
0820 Bar for a door to a dungeon - reusable

812
0821 Penis of an impotent man - expended
0822 Corpse of a miscarriage - expended
0823 Freshly removed foreskin of a penis - expended
0824 Tooth from a royal food taster - reusable
0825 Thumb of a serving wench - reusable for 1 week
0826 Earwax from a stray dog - expended
0827 Blood from the cheek of a victim of a kitten’s claw - expended
0828 Spear of an disabled orc - reusable
0829 Spear of a goblin suffering from amnesia - reusable
0830 Helmet of a hero who was hacked in half - reusable
0831 Metal plate removed from brigandine armor from a freshly fallen mercenary - reusable
0832 Pauldron (shoulder plate armor) from a crusader - reusable
0833 Sabaton (foot plate armor) - reusable
0834 Spike from a shield - reusable
0835 Chain link without rust from chainmaille - reusable
0836 Stud from studded leather armor - reusable
0837 Cup of water filled from a waterfall - expended
0838 Water from river rapids - expended
0839 Freshly tilled soil - expended
0840 Snow brushed off of a tree branch on which it fell naturally - expended
0841 Frost from the eyebrow of a recently killed soldier - expended
0842 Bangs of a maiden when the hair always gets in her face and irritates her - expended
0843 Comb of a carpenter - reusable
0844 Tick filled with blood from a rabid dog - expended
0845 Skin from an infant born no less than one hour ago - expended
0846 Eight broken blades of grass - expended
0847 Wart removed from a giant - expended
0848 Toenail of a depressed orc - expended
0849 Womb from a worthless woman - expended
0850 Marrow from a mindless man - expended
0851 Phlegm from a rodent with hiccups - expended
0852 Robust rib from a rancid rabbit - expended
0853 Spark resulting from two stones being rubbed together - expended
0854 Spit that has been in at least seven mouths - expended
0855 Urine that traveled at least ten feet before it hit the ground - expended
0856 Urine combined from at least eleven different creatures - expended
0857 Urine combined from at least four different species - expended
0858 Leaf blown about by wind for at least one minute without contacting a solid object - expended
0859 Bark from a tree that still stands, yet has been dead for ten years - expended
0860 Chestnuts roasted over an open fire - expended
0861 Hat of a hosier unhappy with her husband - reusable while she is unhappy with him
0862 Wineskin from a wagoneer wishing he was without his wife - expended
0863 Dandruff from a girl who has been spanked by her father thrice this week - expended
0864 Naval hair from a boy who has been spanked by his father thrice this week - expended
0865 An object frequently used to spank children - reusable
0866 An object frequently used to spank an adult - reusable
0867 Domestic dog that has run away from home six times - reusable while alive

813
0868 Rose that was given to a female by a lovesick male - expended
0869 Feather which has been dipped in ink and used to write a love poem - expended
0870 Hair from a dog sleeping by the bed of its master - expended
0871 Olives taken out of an ornate cup - expended
0872 Whisker from a weak warrior - expended
0873 Sand from an hourglass stolen from a temple - expended
0874 Open wound of the spellcaster with plenty of salt rubbed into it - reusable
0875 Self-inflicted wound on the spellcaster which bleeds enough to be life-threatening - reusable
0876 Living insect though its wings have been torn off - reusable while alive
0877 Living spider though its legs have been torn off - reusable whle alive
0878 Lint from a belly button of a boisterous boy - expended
0879 Oil that has been splashed all over the body of a virgin - expended
0880 Leaf from a tree in an elven city - expended
0881 Gem from a mine within ten miles of a dwarven city - reusable
0882 Tooth taken from a tailor with a temper - reusable
0883 Rock glowing red with heat - reusable while glowing red
0884 Grass frozen solid - expended
0885 Leaf that is perfectly symmetrical - expended
0886 Bark from a tree at least thirty feet tall - expended
0887 Bark from a tree no taller than ten feet - expended
0888 Bark from a tree with roots thicker than the spellcaster’s wrist ten feet from the tree - expended
0889 Bark from a tree that was chopped down by a human boy no older than six years old - reusable
0890 Branch of a dead tree - expended
0891 Branch of a living tree - expended
0892 Byproduct of a bimbo and a boy - expended
0893 Twig from a warm nest - expended
0894 Baby born under duress (such as during the attack of an enemy) - reusable while an infant
0895 Dirt from the ground on which a demon walked - expended
0896 Holy symbol once held by an unholy creature - reusable
0897 Unholy symbol once held by a holy creature - reusable
0898 Dirt from the ground on which an angel walked - expended
0899 An object that has been on another plane of existence - reusable at the MM’s discretion
0900 Sweat formed during a nightmare - expended
0901 Wedding ring from an unfaithful husband - reusable
0902 Wedding ring from an unfaithful wife - reusable
0903 Tablet that has been read by over one hundred sentient and literate beings - reusable
0904 Scroll that has been read by over one hundred sentient and literate beings - reusable
0905 Book that has been read by over fifty sentient and literate beings - reusable
0906 Pubic hair of a vagina that has entertained at least fifty different males - expended
0907 Pubic hair of a penis that has entertained at least fifty different females - expended
0908 Testicular hair of a male who has launched sperm over three feet horizontally today - expended
0909 Body hair plucked from an area affected by a rash - expended
0910 Hair from a woman who has caused twenty males to smile widely in the last hour - expended
0911 Hair from a woman whose crotch may be smelled five feet away - expended
0912 Hair from a man whose body odor may be smelled five feet away - expended
0913 Hair from the back of the neck of a male who stands over seven feet tall - expended
0914 Defecation from a pregnant female - expended

814
0915 Urine from a pregnant female - expended
0916 Defecation from a castrated male - expended
0917 Defecation from a humanoid vegetarian - expended
0918 Defecation from an omnivore - expended
0919 Defecation form an herbivore - expended
0920 Defecation from a carnivore - expended
0921 Defecation from a creature who has larger genitals than the spellcaster - expended
0922 Defecation from a creature who has smaller genitals than the spellcaster - expended
0923 Defecation from a slave who has pleasured their master - expended
0924 Defecation from a heterosexual - expended
0925 Defecation from a homosexual - expended
0926 Defecation from a bisexual - expended
0927 Urine from a castrated male - expended
0928 Urine from a humanoid vegetarian - expended
0929 Urine from an omnivore - expended
0930 Urine from an herbivore - expended
0931 Urine from a carnivore - expended
0932 Urine from a creature who has larger genitals than the spellcaster -expended
0933 Urine from a creature who has smaller genitals than the spellcaster - expended
0934 Urine from a slave who has pleasured their master - expended
0935 Urine from a heterosexual - expended
0936 Urine from a homosexual - expended
0937 Urine from a bisexual - expended
0938 Defecation from a mother who values the life of her child more than their own - expended
0939 Defecation from a father who values the life of his child more than their own - expended
0940 Urine from a mother who values the life of her child more than their own - expended
0941 Urine from a father who values the life of his child more than their own - expended
0942 Semen from a humanoid vegetarian - expended
0943 Semen from an omnivore - expended
0944 Semen from an herbivore - expended
0945 Semen from a carnivore - expended
0946 Semen from a heterosexual - expended
0947 Semen from a homosexual - expended
0948 Semen from a bisexual - expended
0949 Blood from a humanoid vegetarian - expended
0950 Blood from an omnivore -expended
0951 Blood from an herbivore - expended
0952 Blood from a carnivore - expended
0953 Blood from a heterosexual - expended
0954 Blood from a homosexual - expended
0955 Blood from a bisexual - expended
0956 Phlegm from a humanoid vegetarian - expended
0957 Phlegm from an omnivore - expended
0958 Phlegm from an herbivore - expended
0959 Phlegm from a carnivore - expended
0960 Phlegm from a heterosexual - expended
0961 Phlegm from a homosexual - expended

815
0962 Phlegm from a bisexual - expended
0963 Marrow from a humanoid vegetarian - expended
0964 Marrow from an omnivore - expended
0965 Marrow from an herbivore - expended
0966 Marrow from a carnivore - expended
0967 Marrow from a heterosexual - expended
0968 Marrow from a homosexual - expended
0969 Marrow from a bisexual - expended
0970 Sworn oath of obedience and allegiance signed by an infant - reusable
0971 Sworn oath of obedience and allegiance signed by a child - reusable
0972 Sworn oath of obedience and allegiance signed by a child in puberty - reusable
0973 Sworn oath of obedience and allegiance signed by a young adult - reusable
0974 Sworn oath of obedience and allegiance signed by a middle-aged adult - reusable
0975 Sworn oath of obedience and allegiance signed by an adult in old-age - reusable
0976 Sworn oath of obedience and allegiance signed by a venerable adult - reusable
0977 Sworn oath of obedience and allegiance signed by a retard - reusable
0978 Sworn oath of obedience and allegiance signed by an illiterate individual - reusable
0979 Sworn oath of obedience and allegiance signed by an ethical moral individual - reusable
0980 Sworn oath of obedience and allegiance signed by an ethical neutral individual - reusable
0981 Sworn oath of obedience and allegiance signed by an ethical immoral individual - reusable
0982 Sworn oath of obedience and allegiance signed by a neutral moral individual - reusable
0983 Sworn oath of obedience and allegiance signed by a neutral neutral individual - reusable
0984 Sworn oath of obedience and allegiance signed by a neutral immoral individual - reusable
0985 Sworn oath of obedience and allegiance signed by an unethical moral individual - reusable
0986 Sworn oath of obedience and allegiance signed by an unethical neutral individual - reusable
0987 Sworn oath of obedience and allegiance signed by an unethical immoral individual - reusable
0988 Sworn oath of obedience and allegiance signed by a sanguine individual - reusable
0989 Sworn oath of obedience and allegiance signed by a choleric individual - reusable
0990 Sworn oath of obedience and allegiance signed by a melancholic individual - reusable
0991 Sworn oath of obedience and allegiance signed by a phlegmatic individual - reusable
0992 Sworn oath of obedience and allegiance signed by an individual with mental illness - reusable
0993 A ring retrieved from the bottom of a creek - reusable
0994 A ring retrieved from the bottom of a river - reusable
0995 A ring retrieved from the bottom of a pond - reusable
0996 A ring retrieved from the bottom of a lake - reusable
0997 A ring retrieved from the bottom of an ocean - reusable
0998 A ring retrieved from the bottom of a patch of quicksand - reusable
0999 Stardust - reusable
1000 Solid rock from the center of the world - reusable

816
Appendix 6:
Maim Master Characters

Creating characters is the most time-consuming element of F.A.T.A.L. The purpose of this
appendix is to supply pre-rolled characters for the MM, not the players. MM’s already spend enough time
in game preparation. The characters provided in this appendix are arranged in columns first by race, then
occupation. In this way, should the MM need a particular MMC when they have not pre-rolled one prior
to the adventure, a MMC may be easily selected. This collection of MMC’s has been designed to offer
wide variety. For example, within each race, at least one of each disposition has been presented when
appropriate. Further, ten of the twelve temperaments have been offered when appropriate. Each variable
has been manipulated to offer balance, except for abilities and sub-abilities, which were rolled according to
the rules in Chapter 1: Abilities.
All MMC’s (Maim Master Characters) are presented as occupational level one. To increase the
level of a MMC, the MM may adjust pertinent information accordingly, such as LP, MP, Wealth, or change
their weapons and armor to magical weapons and armor. This data is presented so that it may be easily
manipulated by the MM.

817
A nak im
Char ac te r Info. 1 2 3 4 5 6 7 8 9 10
Gender M F M F M F M F M F
Disposition EM EN EI NM NN NI UM UN UI UI
Tempera ment MP PS PC PM SC SM SP CS CM CP
O ccupa tion Spy Merc. Gla dia tor Merc. Thug Sorcerer Merc. Ba rba ria n Thug Ba ndit
Physique 139 123 158 121 142 115 128 82 135 100
Physica l Fitness 103 112 128 67 144 63 162 53 132 74
Strength 207 133 260 215 232 136 217 162 211 139
Bodily Attra ct. 105 107 153 107 87 173 52 39 106 103
Hea lth 144 142 94 96 106 91 83 75 92 87
Cha risma 93 93 119 106 87 88 115 84 102 89
Fa cia l Cha risma 85 123 137 107 61 123 137 54 103 98
Voca l Cha risma 104 83 125 77 108 148 105 96 129 52
Kinetic Cha . 84 78 99 134 118 16 129 85 71 121
Rhetorica l Cha . 102 88 115 107 62 68 89 101 106 85
Dexterity 66 67 98 90 89 45 98 53 105 86
Ha nd-E ye 72 48 97 78 78 36 97 6 69 109
Agility 74 66 96 68 118 42 104 53 123 54
Rea ction Speed 65 48 76 96 90 64 109 34 94 98
E nuncia tion 54 108 124 120 70 41 84 121 136 84
Intelligence 93 100 93 75 108 82 84 97 106 103
La ngua ge 100 87 99 68 111 111 94 107 127 169
Ma th 91 138 52 76 109 74 68 96 104 52
Ana lytic 63 102 77 65 95 71 92 67 115 105
Spa tia l 120 75 144 93 119 73 83 120 78 88
Wisdom 108 88 97 89 91 146 74 98 97 105
Driv e 126 69 71 79 90 165 23 119 64 107
Intuition 131 92 100 120 87 182 70 43 109 90
Common Sense 96 115 111 95 98 114 99 101 100 103
Reflection 82 79 108 64 92 123 107 130 116 121
LP 47 21 33 27 39 32 5 25 25 25
MP - - - - - 47 - - - -
CA 1 55 14 1 21 1 11 63 27 1
Wea pon 1 ba . sword ho. fla il 2 berdeesh scythe clea v er pry ba r ma ce, h. sledge h hurlba t
Wea pon 2 da g ger ha m. w h spea r, sh. q. sta ff ha m. w h k nife hurlba t
Wea pon 3 a xe ba . h. sa p club ha tchet ha tchet
Ar mor 1 ga mbeson ga mbeson lea ther ga mbes. sca lema il lea ther
Ar mor 2 ha uberk helm, spa
Ar mor 3 bo. shield bo. shield
Wea lth 9 4 sp 2 9 sp - 2 cp - 1 cp - 1 6 sp 4 8 sp 5 sp
Miscella neous Annihil.
Deterior.
E ra dica t.
Ha llucin.
5 spells

818
D war f
Char ac te r Info. 1 2 3 4 5 6 7 8 9 10
Gender M F M F M F M F M F
Disposition EM EN EN EI NM NN NI UM UN UI
Tempera ment CM CP MS MC MP PS PC PM SC SM
O ccupa tion Mercen. Gla dia tor Sa ge Ba ndit Bounty Ba ndit Mercen. Ba ndit Bounty Ba ndit
Physique 86 82 115 74 112 117 100 83 109 75
Physica l Fitness 90 73 120 65 111 108 61 108 88 45
Strength 66 98 156 115 118 107 142 84 135 78
Bodily Attra ct. 113 42 41 35 89 85 79 71 47 65
Hea lth 77 116 145 84 130 171 119 72 169 118
Cha risma 56 101 106 105 87 116 111 77 89 101
Fa cia l Cha risma 57 155 105 82 75 137 122 78 79 134
Voca l Cha risma 77 99 91 63 115 133 107 90 78 95
Kinetic Cha . 29 41 143 148 45 97 138 81 134 82
Rhetorica l Cha . 63 109 88 128 113 99 79 62 67 95
Dexterity 79 84 102 107 110 106 60 77 94 91
Ha nd-E ye 83 89 78 139 143 104 22 43 92 114
Agility 76 89 113 86 100 112 46 67 63 52
Rea ction Speed 71 73 109 100 81 103 114 103 119 133
E nuncia tion 86 85 111 106 117 107 61 98 105 65
Intelligence 88 94 122 111 131 143 119 114 96 99
La ngua ge 99 83 67 117 116 161 130 103 87 108
Ma th 70 111 162 80 136 120 63 108 97 142
Ana lytic 94 84 155 140 158 164 155 115 107 53
Spa tia l 90 100 104 110 117 127 123 130 94 95
Wisdom 90 128 95 96 116 95 93 114 101 104
Driv e 117 130 166 94 125 109 165 152 138 166
Intuition 51 131 92 86 147 81 83 94 108 101
Common Sense 71 156 50 108 141 109 59 102 105 73
Reflection 122 98 75 96 53 81 68 111 56 77
LP 7 29 41 19 33 33 38 14 39 25
MP - - - - - - - - - -
CA 1 80 13 25 40 23 1 1 1 1
Wea pon 1 a xe, ha nd h. b. a xe da g ger sh. bow sh bow sh bow ma ul sh bow sh bow sh bow
Wea pon 2 da g ger a xe, ha nd h-w ha m h-w ha m da g ger ha nd a x da g ger
Wea pon 3 h-w ha m ha nd a x
Ar mor 1 ga mbes. 6 /1 suit briga nd. briga nd. lea ther
Ar mor 2 con helm gla . helm
Ar mor 3 h-s shield
Wea lth 1 s. p. 2 6 g. p. 2 9 g. p. - - 5 5 s. p. - 5 2 s. p. 1 1 2 s. p. 4 9 s. p.
Miscella neous

819
Elf
Char ac te r Info. 1 2 3 4 5 6 7 8 9 10
Gender M F M F M F M F M F
Disposition EM EN EI NM NN NI UM UM UN UI
Tempera ment SP CS CM CP MS MC MP PS PC PM
O ccupa tion Sa ge Ra nger Ra nger Heiro. Ma ge Sorceror Ra nger Sorceror Spy Heiro.
Physique 96 115 118 98 103 64 110 105 93 73
Physica l Fitness 97 123 122 109 104 57 125 79 136 58
Strength 124 95 81 58 120 45 104 93 62 15
Bodily Attra ct. 57 132 130 116 65 32 84 82 74 75
Hea lth 108 110 140 110 123 122 128 169 100 144
Cha risma 88 77 134 94 88 96 117 106 120 111
Fa cia l Cha risma 84 106 161 110 97 119 138 98 93 129
Voca l Cha risma 87 35 119 101 100 37 123 119 115 84
Kinetic Cha . 111 125 132 110 74 107 74 92 191 117
Rhetorica l Cha . 73 43 126 55 84 124 133 116 84 117
Dexterity 81 114 83 106 109 108 112 99 96 103
Ha nd-E ye 42 67 74 103 120 97 89 92 116 149
Agility 102 130 95 79 128 62 127 57 132 128
Rea ction Speed 88 160 72 106 117 152 139 135 68 29
E nuncia tion 95 102 91 136 73 124 93 113 68 108
Intelligence 137 82 85 99 121 93 118 108 76 94
La ngua ge 116 94 69 129 133 111 199 132 77 125
Ma th 104 74 102 78 116 38 96 128 96 48
Ana lytic 191 75 66 86 128 117 78 45 39 97
Spa tia l 140 85 103 104 109 107 101 128 92 106
Wisdom 100 118 87 123 124 114 95 120 84 112
Driv e 130 130 69 175 107 116 141 147 128 127
Intuition 82 124 76 132 108 105 122 111 76 121
Common Sense 77 141 96 77 146 119 56 108 96 107
Reflection 112 78 110 111 136 116 63 117 36 93
LP 24 20 4 13 23 2 25 27 1 1
MP - - - 37 49 43 - 40 - 30
CA 10 54 17 54 17 27 28 20 29 27
Wea pon 1 da g ger longbow longbow ma ce, h. da g ger clea v er longbow scythe longbow h1 b fla il
Wea pon 2 ba . sword lo. sword d. s t i l e t t o br. sword scimita r da g ger
Wea pon 3 fla il, f. m. da g ger, d. fa lchion
Ar mor 1 briga nd. s. lea ther sca lema il sca lema il lea ther sca lema il lea ther lea ther
Ar mor 2 l. bra cers l. bra cers r s shield r w shield l. bra cers r w shield l bra cers
Ar mor 3 w buck ler w buck ler helm, sp rib helm
Wea lth 5 7 s. p. 4 5 s. p. 3 0 5 s. p. 3 2 s. p. 1 1 s. p. 8 9 s. p. 5 7 s. p. 1 2 s. p. 4 3 s. p. -
Miscella neous de e p fa ir green grey high se a wood fa ir grey high

820
Half-Or c
Char ac te r Info. 1 2 3 4 5 6 7 8 9 10
Gender M F M F M F M F M F
Disposition EM EN EI NM NN NI UM UN UI UI
Tempera ment CP MS MC MP PS PC PM SC SM SP
O ccupa tion
Physique
Physica l Fitness
Strength
Bodily Attra ct.
Hea lth
Cha risma
Fa cia l Cha risma
Voca l Cha risma
Kinetic Cha .
Rhetorica l Cha .
Dexterity
Ha nd-E ye
Agility
Rea ction Speed
E nuncia tion
Intelligence
La ngua ge
Ma th
Ana lytic
Spa tia l
Wisdom
Driv e
Intuition
Common Sense
Reflection
LP
MP
CA
Wea pon 1
Wea pon 2
Wea pon 3
Ar mor 1
Ar mor 2
Ar mor 3
Wea lth
Miscella neous

821
Halfling
Char ac te r Info. 1 2 3 4 5 6 7 8 9 10
Gender M F M F M F M F M F
Disposition EM EN EI NM NN NI UM UN UI UI
Tempera ment PS PC PM SC SM SP CS CM CP MS
O ccupa tion
Physique
Physica l Fitness
Strength
Bodily Attra ct.
Hea lth
Cha risma
Fa cia l Cha risma
Voca l Cha risma
Kinetic Cha .
Rhetorica l Cha .
Dexterity
Ha nd-E ye
Agility
Rea ction Speed
E nuncia tion
Intelligence
La ngua ge
Ma th
Ana lytic
Spa tia l
Wisdom
Driv e
Intuition
Common Sense
Reflection
LP
MP
CA
Wea pon 1
Wea pon 2
Wea pon 3
Ar mor 1
Ar mor 2
Ar mor 3
Wea lth
Miscella neous

822
Hum a n
Char ac te r Info. 1 2 3 4 5 6 7 8 9 10
Gender M F M F M F M F M F
Disposition EM EN EI NM NN NI UM UN UI UI
Tempera ment MC MP PS PC PM SC SM SP CS CM
O ccupa tion
Physique
Physica l Fitness
Strength
Bodily Attra ct.
Hea lth
Cha risma
Fa cia l Cha risma
Voca l Cha risma
Kinetic Cha .
Rhetorica l Cha .
Dexterity
Ha nd-E ye
Agility
Rea ction Speed
E nuncia tion
Intelligence
La ngua ge
Ma th
Ana lytic
Spa tia l
Wisdom
Driv e
Intuition
Common Sense
Reflection
LP
MP
CA
Wea pon 1
Wea pon 2
Wea pon 3
Ar mor 1
Ar mor 2
Ar mor 3
Wea lth
Miscella neous

823
Inde
Indexx
The following entries may be found on the pages listed after each entry. Every page with pertinent
information is listed, though primary references are italicized.

All. (Allergy) - Chapter 3: Body, Appendix 1: Character Sheet


AP (Advancement Points)
BP (Bonus Points)
CA (Current Armor) - Chapter 10: Combat
C&J (Clean & Jerk) - Chapter 1: Abilities, Appendix 1: Character Sheet
DL (Dead Lift) - Chapter 1: Abilities, Appendix 1: Character Sheet
Dmg (Damage) - Chapter 1: Abilities, Appendix 1: Character Sheet
DP (Delivery Penalty) - Chapter 9: Equipment, Chapter 10: Combat
Ill. Im. (Illness Immunity) - Appendix 1: Character Sheet
Int/Vom (Intoxication/Vomit) - Appendix 1: Character Sheet
IP (Integrity Points) - Chapter 9: Equipment
LP (Life Points) - Chapter 3: Body, Chapter 10: Combat
MMC (Maim Master Character) - Appendix 6: Maim Master Characters
MP (Magic Points) - Chapter 11: Magic
PP (Piety Points) - Chapter 7: Occupations
TH (Threshold) - Chapter 8: Skills

824
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Falcon Publications.

825
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http://phobialist.com/
Herbs are from:
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Microsoft Encarta Encyclopedia 99: referenced for
Cocoons, Fertility, Menstruation, Sexuality.

826
About Fat
Fat al Games
atal
Fatal Games is the founding company for
F.A.T.A.L., the role-playing game. Fatal Games seeks
to distribute role-playing games that are detailed, re-
alistic, and historically/mythically accurate. Through
scholarship, Fatal Games assures the public that in-
formation provided in its games seeks historical/
mythical accuracy, and will be continually updated
in efforts to achieve this goal. If you have a sugges-
tion and can support it with scholarly sources, Fatal
Games will be happy to review and possibly include
your suggestion.
The current goal of Fatal Games is to pre-
pare for the publishing of F.A.T.A.L. Along these
lines, good things happen almost weekly.
Fatal Games may be reached by sending an
e-mail to webmaster@fatalgames.com. Due to the Byron Hall, the founder of Fatal Games and
volume of e-mail, we ask for your patience and will author of F.A.T.A.L., adores gaming and writing.
reply as soon as possible. To see the latest from He has been a role-playing gamer since 1980. When
Fatal Games, proceed to the following address on not collecting degrees in addition to his M.A., he
the Internet: enjoys dissonant shred guitar, ancient and medieval
literature and history, philosophy, research, and sta-
http://www.fatalgames.com/ tistics. This game is dedicated to Skoricka. Byron
thanks family, friends, staff, artists, contributors, sup-
Fatal Games, Where the Dice Never Lie. porters, and fans. To everyone: happy dicing and
slicing.

827

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