Rune Master: Book 2 - RollaNetmorfar/Tim/RuneMaster/RuneMaster-Book2.pdfWarrior rune master having...

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Rune Master: Book 2 Combat .........................................................5 Important Scores .......................................... 5 Strike Rank.................................................. 5 Character Status ........................................... 5 Melee Engagement ...................................... 5 Tactically Aware......................................... 5 Tactically Unaware ..................................... 5 Skill ............................................................. 5 Weapon ........................................................ 5 Rounds ......................................................... 6 Opponent’s Reach....................................... 6 Intent ............................................................ 6 SR Shift ....................................................... 6 Action.......................................................... 6 Book Keeping .............................................. 6 Movement .................................................... 7 Movement .................................................... 7 Flying .......................................................... 7 Facing.......................................................... 7 Free Fall ....................................................... 8 Combat Resolution...................................... 8 Advanced Options....................................... 9 Attack .......................................................... 9 Defense ...................................................... 11 Injury......................................................... 12 Bleeding .................................................... 14 Group Tactics............................................ 16 Healing .........................................................17 Injuries ....................................................... 17 Natural Healing ......................................... 17 Tourniquets ............................................... 17 Infection .................................................... 17 Gangrene ................................................... 17 Treatment ................................................... 17 First Aid ..................................................... 17 Medical ...................................................... 18 Death...........................................................19 Normal Condition ..................................... 19 Shock......................................................... 19 Critical Condition ...................................... 19 Mostly Dead.............................................. 19 All Dead .................................................... 19 Unarmed Combat ........................................21 Brawling.................................................... 21 Grappling ................................................... 21 Combat ...................................................... 21 Attack ........................................................ 21 Defense ...................................................... 23 Martial Arts ............................................... 23 Techniques ................................................ 23 Arrow Cutting ........................................... 23 Block ......................................................... 23 Combo....................................................... 23 Disarm....................................................... 24 Double Kick .............................................. 24 Double Punch............................................ 24 Fall ............................................................. 24 Fast Draw .................................................. 24 Greased Lightning..................................... 24 Flying ........................................................ 24 Kiai............................................................ 24 Lightning................................................... 24 Nerve Strike .............................................. 24 Parry .......................................................... 25 Redirect ..................................................... 25 Riposte ....................................................... 25 Roll............................................................ 25 Spin Kick ................................................... 25 Sweep Kick ............................................... 25 Take Weapon ............................................ 25 Triple Punch.............................................. 25 Meditation ................................................. 25 Blind Fighting ........................................... 25 High Jump ................................................. 25 Lightning Strike ........................................ 25 Nerve Touch.............................................. 26 Perfect Balance .......................................... 26 Power Fist .................................................. 26 Powerful .................................................... 26 Silent Kiai .................................................. 26 Speed......................................................... 26 Toughness ................................................. 26 Doing Stuff ................................................ 27 Lifting........................................................ 27 Throwing Things ....................................... 28 Throwing Example .................................... 29 Breaking Things ........................................ 29 Siege Engines............................................ 30 Tying Knots............................................... 30 Crafts .......................................................... 31 Crafting ...................................................... 31 Equipment ................................................. 31 Equipment ................................................. 32 Craft Skills ................................................. 32 Armorsmith (A) ......................................... 32 Baker (A) ................................................... 32 Blacksmith (A).......................................... 32 Bowyer (A) ................................................ 32 Carpenter (A) ............................................ 32 Cobbler (A) ............................................... 32 Confectioner (A) ....................................... 32 Cook (A) .................................................... 32

Transcript of Rune Master: Book 2 - RollaNetmorfar/Tim/RuneMaster/RuneMaster-Book2.pdfWarrior rune master having...

Rune Master: Book 2Combat.........................................................5

Important Scores.......................................... 5Strike Rank.................................................. 5

Character Status........................................... 5Melee Engagement...................................... 5Tactically Aware......................................... 5Tactically Unaware..................................... 5Skill ............................................................. 5Weapon........................................................ 5

Rounds......................................................... 6Opponent’s Reach....................................... 6Intent............................................................ 6SR Shift....................................................... 6Action.......................................................... 6Book Keeping.............................................. 6Movement.................................................... 7

Movement.................................................... 7Flying .......................................................... 7Facing.......................................................... 7Free Fall....................................................... 8

Combat Resolution...................................... 8Advanced Options....................................... 9Attack.......................................................... 9Defense...................................................... 11Injury......................................................... 12Bleeding.................................................... 14Group Tactics............................................ 16

Healing.........................................................17Injuries....................................................... 17Natural Healing......................................... 17

Tourniquets ............................................... 17Infection.................................................... 17Gangrene................................................... 17

Treatment................................................... 17First Aid..................................................... 17Medical...................................................... 18

Death...........................................................19Normal Condition ..................................... 19Shock......................................................... 19Critical Condition...................................... 19Mostly Dead.............................................. 19All Dead.................................................... 19

Unarmed Combat........................................21Brawling.................................................... 21Grappling................................................... 21Combat...................................................... 21

Attack........................................................ 21Defense...................................................... 23

Martial Arts ............................................... 23Techniques................................................ 23

Arrow Cutting........................................... 23Block......................................................... 23Combo....................................................... 23Disarm....................................................... 24Double Kick.............................................. 24Double Punch............................................ 24Fall............................................................. 24Fast Draw.................................................. 24Greased Lightning..................................... 24Flying ........................................................ 24Kiai............................................................ 24Lightning................................................... 24Nerve Strike .............................................. 24Parry.......................................................... 25Redirect..................................................... 25Riposte....................................................... 25Roll............................................................ 25Spin Kick................................................... 25Sweep Kick............................................... 25Take Weapon ............................................ 25Triple Punch.............................................. 25Meditation................................................. 25Blind Fighting........................................... 25High Jump................................................. 25Lightning Strike........................................ 25Nerve Touch.............................................. 26Perfect Balance.......................................... 26Power Fist.................................................. 26Powerful.................................................... 26Silent Kiai.................................................. 26Speed......................................................... 26Toughness ................................................. 26

Doing Stuff ................................................ 27Lifting........................................................ 27Throwing Things....................................... 28

Throwing Example.................................... 29Breaking Things........................................ 29

Siege Engines............................................ 30Tying Knots............................................... 30

Crafts.......................................................... 31Crafting...................................................... 31Equipment................................................. 31Equipment................................................. 32

Craft Skills................................................. 32Armorsmith (A)......................................... 32Baker (A)................................................... 32Blacksmith (A).......................................... 32Bowyer (A)................................................ 32Carpenter (A) ............................................ 32Cobbler (A)............................................... 32Confectioner (A)....................................... 32Cook (A).................................................... 32

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Embroidery (A)......................................... 32Engrave Metal (A)..................................... 32Locks......................................................... 33Fire Pottery (A) ......................................... 33Fletcher (A)............................................... 33Gem Cutter (H).......................................... 33Leather Armorer (A)................................. 33Locksmith (VH)........................................ 33Mason (H).................................................. 33Pottery - Building (A) ............................... 33Jewelry Workmanship Added Value........ 34Sample Jewelry.......................................... 34Pottery - Wheel (A)................................... 34Silversmith (H).......................................... 34Stone Cutter (A)........................................ 34Tailor (A)................................................... 34Tanner (A)................................................. 34Tatooing (A).............................................. 34Tinsmith (A).............................................. 34Tool Leather (A)........................................ 35Weaponsmith (A)...................................... 35Wood Carver (A)....................................... 35Wood Cutter (E)........................................ 35

Herbalism.................................................... 37Using Herbs............................................... 37Potency...................................................... 37Organization.............................................. 38

Storing Herbs............................................. 38Forms of Treatment................................... 38

Bath............................................................ 39Compress................................................... 39Decoction................................................... 39Infusion...................................................... 39Poultice...................................................... 39Plaster........................................................ 39Oil.............................................................. 39Ointment.................................................... 39Syrup.......................................................... 39Tea............................................................. 39Tincture ..................................................... 40

Herbal Formulae........................................ 40Abate Fever............................................... 40Abortive..................................................... 40Aphrodisiac ............................................... 40Cleanse ...................................................... 40Constipate.................................................. 40Contact Poison........................................... 41Cramping................................................... 41Curative..................................................... 41Ease Gas.................................................... 41Ease Pain ................................................... 41Hallucinogenic .......................................... 41Healing...................................................... 42Laxative..................................................... 42Potion......................................................... 42Relax Muscle............................................. 42

Stimulant ................................................... 42Systemic Poison........................................ 42Trance Inducing......................................... 43Vomiting Agent......................................... 43Warming.................................................... 43

Dyeing....................................................... 43Hypnotism................................................... 45

Entrancing ................................................. 45Questioning ............................................... 46Implanting ................................................. 46

Languages .................................................. 49Native Language ....................................... 50

Learning Languages.................................. 50Literacy...................................................... 52

Lore............................................................. 53Visual................................................ Hearing 55

Perception................................................... 55Illumination............................................... 55

General illumination.................................. 55Point illumination...................................... 56

Presence..................................................... 56Very Weak (PRE 1)................................... 58Weak (PRE 5)............................................ 58Normal (PRE 10)....................................... 58Strong (PRE 15)........................................ 58Very Strong (PRE 25)............................... 58Massive (PRE 50)...................................... 58Overwhelming (PRE 100)......................... 58God-Like (PRE 200)................................. 58Notes.......................................................... 58

Shadow...................................................... 58Presence Attack......................................... 59Effect of Presence...................................... 59Presence Attack......................................... 59Presence Attack......................................... 59Countersurveillance................................... 59Antisurveillance ........................................ 59

Psychic Discipline ....................................... 61Astral Projection........................................ 61Boost.......................................................... 62Clairaudience............................................. 62Clairvoyance.............................................. 62Damper...................................................... 62ESP............................................................ 62Heal............................................................ 63Illusion....................................................... 63Mind Blender............................................. 63Mind Control............................................. 63Mind Reading............................................ 63Psychokinesis............................................ 64Psychometry.............................................. 64Pyrokinesis................................................ 64Second Sight.............................................. 64Shapeshift [form]....................................... 64

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Shield......................................................... 64Sniffer........................................................ 64Telekinesis................................................. 65Telepathy................................................... 65Teleportation............................................. 65

Traveling......................................................67By Land..................................................... 68

By Foot...................................................... 68By Horse.................................................... 68

By Sea........................................................ 70Vessels....................................................... 70Weather..................................................... 70Locales ...................................................... 70Voyage ...................................................... 70

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CombatCombat is easily the most time consuming

part of the game. This is because it is complicated and has many rules to help

maintain consistency. The referee and all players should be familiar with this chapter and, when introducing new players to the game, it is often a good idea to have a mock combat the first session so that they can get their feet wet without risking their precious characters. This can be a good way of letting them know just how mortal their characters are while providing them with some familiarity with the rules.

Although it is not strictly required, it is helpful to use hex maps to place figures on during the combat. This makes it easier for everyone to under-stand what is going on and helps to prevent mis-takes. One hex represents five feet of distance.

Important ScoresA player should be familiar with several of his character’s scores to help smooth play. He should know the character’s skills with the weapons he will use and the damage that he does with them. Dice to keep handy are 1d100, 1d20 and damage dice for the weapons. He should know his character’s CON, HP, Serious Wound Level, Morale, Move and Strike Rank. If the referee is using the fatigue rules then he should also know his END, FP recovery and Enc.

Strike RankStrike Rank is a measure of how quickly the character can act. This is most commonly used to determine when a character’s attack occurs, but applies equally to all actions.

MoraleNormally a character’s Morale score is zero at the beginning of a fight. A positive score indicates confidence while a negative score indicates insecurity. The maximum Morale a character can have is equal to his Discipline skill level. A character’s morale affects what actions can be taken and modifies the chance of success.

There are three general categories of action with respect to morale: offensive, defensive and other. An offensive action is an attack: be it unarmed, melee, missile or magical. A defensive action is one which counters some offensive action or otherwise protects the character. All other actions fall into the “other” category.

Casting a spell which is resisted is always an offensive action. Spells which are purely protective or restorative in nature, like healing magic or spell to protect from injury, are considered to be defen-sive. Spells which have an adverse effect on the target are always offensive. Spells which aid an ally, such as increasing his combat effectiveness, are generally in the “other” category as they are neither truly defensive, nor are they directly offen-sive.

Character StatusFrom a combat perspective a character is always in one of three states: engaged in melee, tactically aware and tactically unaware. A character’s state affects what or how well a character can do something.

Morale Status

Morale Status1+ Confident: Bonus of Morale × 5% to all

related actions.0 Normal: no modifiers.-1 Disheartened: Offensive actions at half

chance after all other modifiers.-2 Demoralized: Offensive actions at half

chance after all other modifers; must retreat or make Discipline roll to avoid losing one point of Morale.

-3 Scared: No offensive actions, defensive actions at half chance; must retreat or make Discipline roll to avoid losing one point of Morale.

Cornered: Offensive actions at normal chance, no defensive actions.

-4 Terrified: Drop weapons; must surrender or make Discipline roll to avoid losing one point of Morale.

Frantic: Brawl only, but at +25%.-5 Petrified: No action possible.

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Melee EngagementA character is engaged in melee if the player so wishes and the melee opponent is visible and within the player’s reach, or the character is within the opponent’s reach. While engaged in melee the character’s movement is restricted, but he can attack and defend against the designated opponent at normal chance.

Only one opponent can be engaged at a time (unless specified otherwise by magic, such as a Warrior rune master having multiples uses of the Tactic skill) and, unless the advanced rules are being used, an opponent can only be engaged at the beginning of the round.

Tactically AwareA character is tactically aware if he is paying attention to what is going on around him. In such a case the character can track the locations and actions of a number of character’s equal to his Tactic skill level. Tracking an enemy allows the player to defend against an attack from that quarter or to make a ranged attack. Tracking an ally allows the player to notice when the ally is injured or otherwise needs assistance. This does not give a character eyes in the back of his head, although it is important to remember that a character’s head can (normally) swivel.

A character who is not participating, but rather is simply observing, can track an additional number of character’s equal to his skill level in Notice. This would be useful for a non-combatant medic, or a warrior who was standing by.

Tactically UnawareA character is tactically unaware if he is unconscious, asleep, or otherwise not paying attention to his surroundings. In such a case the character can make no attack nor take any defensive action.

RoundsTo help keep things organized time spent in combat is broken up into rounds, each of which is about six seconds in length. Though the exact duration of any given round is up to the referee these rules assume that, on average, there are ten rounds to a minute.

Morale StatusA character’s Morale Status is determined by his Morale score. Detailed descriptions of these status is as follows.

Confident (1+): All actions the character takes are at a bonus of 5% × Morale. A character’s Morale score can never exceed hisDiscipline skill level except by magic.

Normal (0): The character has self-confidence, but no especial faith. There is no bonus or penalty for being at this status.

Disheartened (-1): The character’s heart is not in the action at hand which has the effect of halving the chance of success in all offensive actions.

Demoralized (-2): The character is demoralized and will back up if possible (looking for an exit). If a retreat is not possible then a Discipline roll is required to avoid losing a point of Morale. The character will not undertake any offensive action. Defensive actions are at normal chance and all others at half chance.

Scared (-3): The character is scared and will run away if possible. If a retreat is not possible then a Discipline roll is required to avoid losing a point of Morale. The character will only undertake defensive actions, and those at half chance

Cornered (-3*): A Scared character who cannot retreat and succeeds in a Discipline roll becomes Cornered. A Cornered character will only undertake offensive actions, and those at full chance.

Terrified (-4): The character is striken with fear and will throw down weapons and surrender if possible. If surrender is not possible a Discipline roll is required to avoid losing a point of Morale. The character will take no combat action, offensive, defensive or otherwise.

Frantic (-4*): A Terrified character who cannot surrender and succeeds in a Discipline roll becomes Frantic. A Frantic character will

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Each round has three phases. The first phase is for intent, the second is for action and the fifth is for book keeping. We’ll go over each of these phases one at a time.

IntentUnless the advanced rules are being used, players separately and without consultation decide what their respective characters intend to do during the round and make this declaration in turn. The best method is for each player to have a piece of paper on which he writes his declaration. These papers are then passed to the referee who has likewise determined the intent of each non-player character. After all intents have been declared each player rolls 1d10 and applies the adjustment indicated on the SR Shift table. In addition, all melee attacks have their SR adjusted for the opponent’s reach if the opponent is engaging in melee. Note that these adjustments can reduce SR below 0.

ActionAll actions taken during a round are resolved at this time in SR order from highest to lowest. All actions resolved in a SR are assumed to be simultaneous. This means, for example, that Movement starts with SR 10 and ends with SR 1. All actions not completed by SR 0 for any reason do not occur. That is, if an action would occur with a negative SR it does not occur.

A player can alter a character’s declared intent during this phase, though not retroactively. For

example, if a player decides to shift his character’s target of melee attack during SR 9 then the charac-

attempt to engage in melee the nearest opponent and can only use Brawl, but with a bonus of 25%.

Petrified: The character is in abject fear and will gibber in terror. In other words the character is completely incapacitated in any functional sense.

SR ShiftRoll Adj

1 -22, 3 -14–7 08, 9 +110 +2

SkillSkill SR00 -2

01–25 -126–50 051–75 +1

76–100 +2101–125 +3126–150 +4151–175 +5176–200 +6ea. +25 (+1)

adjSR for WeaponReach Attacker TargetUnarmed -1 +2Close -1 +1Short 0 0Medium 0 0Long 0 0Pole +1 -1Extreme +2 -2Spell +2 +3Generic action +5 +3Ranged +10 +3

Shooting upwardsA missile can be fired at a target substantially above the character, but only out to half the weapon’s maximum range and against a target no higher than half the weapon’s maximum range. In addition the attack will do less damage if the target is more than one-eighth the weapon’s maximum range above the character. The missile may go slightly higher than half the weapon’s maximum range, but at that point it is moving too slowly to do any damage at all.

Damage HeightFull Up to 1/8 maximum rangeHalf Up to ¼ maximum rangeQuarter Up to 3/8 maximum rangeNone Up to ½ maximum range

Long Range ShotsThe more distant the target the higher arcing the missile’s trajectory must be to reach it. Past half the weapon’s maximum range the missile has slowed so much that it does half damage to the target (and if it were to strike something at the height of its arc it would do very little damage at all). Although not strictly accurate the following is good for quick and simple range rules.

Range Ceiling¼ Max 8'½ Max 14'¾ Max 1/10 maximum range90% Max 1/5 maximum rangeMax 1/3 maximum range

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ter’s SR is reduced by 3.All actions have a duration. Those which have

an action SR of 11 or higher have a duration of 1 SR, others have a duration of 12 SR less the action SR. For example, a character with a final SR of 4 has a melee action duration of 8 SR. A general action, such as drawing a sword, has a duration of five SR. To ready a strung bow already held in the bow hand for use takes two general actions (draw-ing and nocking the arrow) for a total of ten SR. An experienced archer (one whose skill exceeds 75%) can draw and nock the arrow in a single action and thus taking only 5 SR. To make a crossbow ready with a belt claw (that is, to cock and load it) takes 15 SR.

Book KeepingThis is when all end-of-the-round activities are resolved. This includes things such as bleeding, fatigue, recovery from stun and so on. In general, anything that happens in increments of one round not already covered by a different phase is resolved here. This includes all spell casting that takes more than one action to perform.

The total of a character’s bleeding points are accrued as damage. All damage due to bleeding is considered to be a single wound.

A character loses a number of FP equal to his Enc each round due to fatigue. The only way to escape this loss is to take no movement during either movement phase and to not engage in melee. If a character does this and makes no missile or

thrown weapon attacks he is con-sidered to be resting sufficiently to earn his FP recovery for the round.

Hedge wizardry and sorcery spells often take one or more rounds to cast and when they do their casting is rolled for in this phase of their last round of casting.

MovementA character who is engaged in melee or aiming for a ranged attack can only take a combat move of one hex in any direction with any final facing. This move can be taken on any SR from 10 to 1. Doing anything else interrupts the melee or aiming process and requires that it be started all over again, effectively delaying the attack.

A character can normally move a number of feet equal to Mv each SR, starting with SR 10 and concluding with SR 1 for a total of ten SRs of movement. When using a hex map this movement should be rounded down to the closest hex. This is usually 1 hex per SR; consult the Movement table for a more precise breakdown.

A character moving into one of his three for-ward hexes can choose to either maintain his facing moving into the hex or turn to face into the hex into which he is moving. After the move he can change his facing by one hex-side. A character moving into

MovementMv Distance1 1 hex per 5 SR2 1 hex per 3 SR

3, 4 1 hex per 2 SR5–9 1 hex per SR

10–14 2 hexes per SR15–19 3 hexes per SR20–24 4 hexes per SR25–29 5 hexes per SRea. +5 +1 hex per SR

Time of FlightFor those desiring some additional realism the time delay between a ranged attack and when it hits can be estimated as follows: if the target is less than 10% of the maximum range (not less than 20 feet) from the attacker then the missile strikes in the same SR as the attack is made. It travels an additional 10% of the maximum range every SR. Thus a crossbow with a maximum range of 700 feet fired at a target 200 feet distant would hit the target 2 SR after being released. If the target is aware of the attack and tracking the missile (using one of his Tactic skill levels to do so) then it will automatically miss if he takes evasive action of at least one hex.

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one of his three back hexes expends two hexes of movement doing so and can either maintain his facing or turn to face into the hex he just left. A character can change his hex-side facing to any hex-face without moving into another hex by expending one hex of movement.

FlyingA character who is flying is somewhat more restricted in how they can move. While flying, a character can only move forward, but after each hex of movement can normally change the hex-side that he is facing by one. The maximum number of hex-side facing changes that a flying character can make in a round is equal to his Fly skill.

Starting to climb or dive counts as a turn; each movement point spent on climbing raises a charac-ter’s altitude by five feet, each movement point spent on diving lowers a character’s altitude by five feet—though every ten feet of lost altitude can (at the flier’s discretion) increase the effective move-ment rate for the next round by one point. If the total increase to movement for diving exceeds the character’s Fly skill level the character will auto-matically lose control, tumbling helplessly until the end of the round. At the beginning of each succeed-ing round he can make an attempt to regain control by rolling against Fly.

A character can attempt to turn one-hex face before moving into a new hex by rolling against his Fly skill.

Success Result

Critical³ Turn up to two hex-faces as free turnsCritical² Turn one hex-faces as free turn, can turn

a second hex-faceCritical Turn one hex-face as a free turn, can turn

a second hex-face for cost of two turnsSpecial Turn one hex-face as a free turnNormal Turn one hex-faceMiss No turnFailure No turn, counts as one hex-face changeFumble No turn, counts as two hex-face changesFumble² Character tumbles out of control

(direction, etc., are at the referee’s whim), roll Fly at the end of each turn to attempt to regain control

Fumble³ Character tumbles out of control as above, all rolls to regain control are at a 25% penalty

Free FallA character, creature or object in free fall is subject only to gravity (and wind resistance) and will fall at the rate of 32 feet per second per second (well, less than that once sufficient velocity is attained—accounting for wind resistance is beyond the scope of these rules). If the character was motionless before free fall then in the first five SR he will descend 144 feet, or about 29 hexes.

Free FallSR Height Hexes Velocity Mv1 6' 1 19 fps 122 23' 5 38 fps 233 52' 10 58 fps 354 92' 18 77 fps 465 144' 29 96 fps 58

Melee Engagement

Brand is inside of Günnar’smelee distance.

Günnar is outside of Brand’smelee distance.

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6 207' 41 115 fps 697 282' 56 134 fps 818 369' 74 154 fps 929 467' 93 173 fps 104

10 576' 115 192 fps 115

Combat ResolutionAn attack is composed of two things, the attacker’s attack and the defender’s defense. When the intention of an attack is stated the target is allowed to declare a defense. This declaration is a commitment: regardless of whether or not the attack succeeds the defender must make the defense attempt. Of course, the target of an attack can only defend himself if he is aware of the attack and in a position to do something about it.

Normally a character only gets an attack with a hand weapon after spending the requisite time engaged in melee with an opponent, which engage-ment can only culminate in an attack once per round. If the melee process is interrupted for any reason it must be restarted beginning from the following SR. If the character’s SR is 11 or higher this process takes only a single SR, otherwise it takes a number of SR equal to 12 minus their SR that round. For example, if a player designates a new target for the melee attack on SR 8 his final SR is reduced by 4.

Sometimes a character is given an opportunity to attack. Taking such an opportunity interrupts any melee the character is engaged in, but the oppor-tunity attack itself occurs in the same SR as the opportunity presented itself. An example of an opportunity attack is if the defender turns to run.

A character can choose to attack in any SR starting with SR 11. Such an attack has its chance of success halved after all other modifiers have been taken into consideration and of course interrupts any melee the character was engaged in.

In any case a hand weapon can only be used to attack someone within reach as illustrated in the Melee Engagement diagram and indicated on the Weapon Reach table. In the diagram, Brand is within melee distance of Günnar, but Günnar is not within Brand’s melee distance. Although Brand can defend himself, only Günnar can attack. A lunge delays the attack one SR, causes a penalty of 10% to

hit, gives a bonus of 25% to defend against and any subsequent defenses attempted by the character in that round incur a penalty of 25%.

Ranged weapons used at a distance having an arcing trajectory which will hit a ceiling that is too low. A thrown weapon can be used on a target out to half the maximum range with an eight-foot ceiling. To hit a target at the maximum range requires at least a fourteen-foot ceiling. A missile weapon does half damage past half the maximum range. Additionally, the minimum ceiling for a given range when using a missile weapon is as follows:

Range Ceiling¼ Max 8'½ Max 14'¾ Max 1/10 maximum range90% 1/5 maximum rangeMaximum 1/3 maximum range

AttackThe character’s base chance of success with an attack is his skill. This is then modified for the circumstances of the attack. For most characters, any penalty to vision is also applied to an attack. In addition melee attacks are subject to penalties for footing: fighting on ice is tricky business. After all

FacingA character’s facing is based on the six-faces of a hex and most generally something is either in front of (Front facing) or behind (Back facing). Additionally, it is either to the left (Left facing), to the right (Right facing) or directly in front of or behind.

A character can normally see or act on things in his Front facing, but can neither act on or against things or actions originating from his Back facing unless it is an appropriate side facing. For example, a char-acter with a shield could block attacks coming from his Left Back facing or attack someone in his Right Back facing, though in both cases this action is at a penalty of 25%.

Front

LeftBack

RightBack

Back

FrontLeft

FrontRight

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situational modifiers have been applied 1d100 is rolled and the success (or failure) determined.

Modifiers for All Attacks

AwarenessAn attack against a target who is unaware of the attack (such as an attack from behind or an inanimate object) has a bonus of 25%.

MoraleAn attack is modified for the character’s Morale score (after all other modifiers) as follows:

Morale ModifierConfident (1+) +5%× MoraleNormal (0) –Disheartened (-1) ×½Demoralized (-2) ×½Scared (-3) ×0Cornered (-3*) –Terrified (-4) ×0Frantic (-4*) [brawl only] +25%Petrified (-5) ×0

Target SizeAn attack against a target of any but Medium size is modified as follows:

Size ModifierTiny -40%Very Small -25%Small -10%Medium Small -5%Medium Large +5%Large +10%Very Large +25%Huge +40%Gargantuan +60%

ShieldThe size of a shield wielded to defend against an attack penalizes any chance of getting past it. Note

Advanced OptionsNot all attacks are made in the same way: an attacker might try to force an opening or he might try to hit a particular location. Another tactic might be to quickly attack as many times as possible to overwhelm the defender.

Any of the following options can only be taken once in a round and are declared as part of a melee attack.

Called ShotThe location hit by a successful attack can be chosen by the attacker rather than being rolled for randomly, but doing so gives a penalty of 25% to hit and delays the attack 1s6 SR.

Powerful BlowA successful hit has damage rolled an extra time and added in (this extra roll is only made once, regardless of the level of success with the attack). However, the attack is delayed 1 SR and the defender has a bonus of 25% to defend against it.

Wait for OpeningIf the attacker chooses to wait for an opening the attack is delayed by 1s6 SR, but has a bonus of 25% to hit.

FeintAn attempt to feint delays the attack by 1 SR, but gives a penalty of 25% to defend against.

Second AttackBy expending 2 FP (1 FP for unarmed attacks) the character can make another attack. This attack has to be at least 1 SR after the previous attack.

Fast AttackBy expending FP equal to (Held Enc + 1) the character can increase his SR by one.

Disarm OpponentPenalty to attack is generally 40%. Weapons well-suited for this purpose receive a penalty of 25%. Weapons specifically designed for this task, such as a sai or jitte, only have a 10% penalty. Attack is resolved per the disarm rules.

Circle OpponentA one-hex shift to left or right gives a penalty of 25% to defend against the attack. However, the attack must be made within 1 SR of the move.

Weapon ReachReach 0 Hex 1 Hex 2 Hex 3 HexClose Normal Lunge — —Short Normal Normal — —Medium -25% Normal — —Long — Normal Lunge —Pole — Normal Normal —Extreme — — Normal Normal

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that if the attack is unsuccessful, but would have hit without this penalty, the blow strikes the shield. Damage is rolled and halved and applied to the shield as per the rules for this under the Defense section.

Shield Size ModifierBuckler –Large Buckler -5%Small Round -5%Round Shield -10%Large Round -15%Heater -15%Kite Shield -20%Door Shield -25%

FacingAn attack against a target in any of the front three hexes has no penalty, but one to the side of the weapon hand is made at a 25% penalty. An attack cannot be made across the body to the off-hand side, nor can it be made to the back hex. Only one-handed weapons can attack to the weapon hand side.

MovementIf the target is stationary (like a boulder) the attack is at a 10% bonus. If the target was moving in the previous SR there is a penalty equal to half the number of feet moved in that SR, not less than a 5%

penalty if the movement was at least five feet.If the target moves in the current SR there is a

penalty equal to the number of feet moved, not less than a 10% penalty if the movement was at least five feet. All penalties for target movement assume that the target is either moving crosswise to the attacker or is moving evasively. If this is not the case then halve the penalties. These modifiers are not cumulative; use the modifier least favorable to the attacker.

Modifiers for Melee Attacks

Height or PostureAn attacker with a height advantage of three feet or more (defender is kneeling, attacker is on horseback, etc.) has a bonus of 10%.

If the attacker is fighting from his knees he has a penalty of 25%. If he is fighting from the ground he has a penalty of 40%.

If the target is in the air (just hovering) there is a 15% penalty to hit.

Weapon ReachIf the weapon’s reach for the distance is a lunge there is a penalty of 10%. If the weapon has a medium reach and the opponent is in the same hex as the attacker there is a penalty of 25%

MovementIf the attacker moves moves during the attack’s SR the attack is at a 25% penalty per hex moved. If the attacker moved during the previous SR the attack is at a 10% penalty per hex moved. These modifiers are not cumulative; use the modifier least favorable to the attacker.

FootingThe quality of the footing modifies the chance to hit as follows:

Footing ModifierSmooth, flat pavement +5%Cobblestone road; open field –Badly rutted dirt road -10%Rocky ground; shifting ground -25%Muddy ground; thick leaf bed -25%Icy ground; wet cobble stones -40%

Modifiers for Ranged Attacks

Distance

Rapid FireIf a series of attacks are made with a single success roll, as with an automatic weapon, range and attack consistency, here described by a Control Rating, determine how many of the attacks hit. The Control Rating is determined by two things: the instability of the attack and the rate at which the attacks are made.

To see the maximum distance at which a given number of shots will hit consult the Rapid Fire Hits table, cross-referencing the number of shots and the Control Rating. To see the maximum number of shots which will hit at a given range use the column for the Control Rating and read down until the lowest number equal to or greater than the range is reached. Follow that line to the left to determine the maximum number of hits.

A special success with a rapid fire attack halves the effective Control Rating for that attack.

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If the target is within Short range there is a 25% bonus to hit. Past Medium range the base chance of success is reduced before making any other adjustments. Out to double Medium range the chance is halved. Out to triple Medium range the chance is one-third. Out to quadruple Medium range the chance is quartered. And so on.

HeightIf the target is in the air (hovering) there is a 15% penalty to hit.

AimA snapshot attack is made on the given SR and has a penalty of 25% to hit. A normal attack is made five SR later and has no modifier for aim. An aimed attack is made ten SR later and either has a bonus of 25% to hit or the attacker can specify the general location struck. If the target is changed after having been declared but before the attack is made all benefits of aiming are lost. The newly declared

target is attacked with a SR one less than when the target was declared. A target can only be declared if the weapon is ready to use.

If the target was declared in the previous round before SR 10 then the attack has a bonus of 25% to hit and occurs on the given SR. If the target was declared in the previous round before SR 5 then the attack has no penalty if taken on the given SR, or gains a bonus of 25% to hit if delayed at least 5 SR.

ObstructedFor each occupied hex between the attacker and the target there is a cumulative penalty to hit, the amount of which depends on the size of the obstruction. If the hex just in front of the target is occupied the penalty is 2½ times as much.

Size ModifierTiny -3%Very Small -4%Small -6%Medium Small -8%Medium -10%Medium Large -15%Large -20%Very Large -25%Huge -30%Gargantuan -40%

Results of SuccessIf the attack is made to disarm the opponent then the level of success determines what happens to the disarmed weapon using the following table.

Success Opponent’s weapon is…Critical4 thrown to a particular person or location

within four hexes of opponentCritical³ thrown to a particular person or location

within three hexes of opponentCritical² thrown to a chosen hex within three

hexes of opponentCritical thrown 1s6 hexes from opponent in a

chosen directionSpecial thrown 1s6 hexes from opponent in a

random directionNormal dropped in the opponent’s hexMiss unaffected

If the attack is made for damage (e.g., is not an attack to disarm) and is a success then damage is

Weapon BindIf a successful attack to disarm has its effective level of success reduced to a Miss due to a defense executed with the weapon targeted by the disarm the two weapons go into a bind. In such a case neither can be used until the bind is ended.

A bind can be ended automatically in a single SR if the combatants cooperate. A character trying to free their trapped weapon can do so by making a skill roll adjusted for the other’s weapon. Most weapons give a bonus of 25%, some with long quillions or otherwise well-disposed for trapping a blade give no modifier, and those which are specifically designed to trap weapons (such as a sai or jitte) give a penalty of 25%.

The final option is to try and disarm the other combatant. To do so requires a STR + DEX + [Weapon] Skill Level resistance roll. Level of success is interpreted as for a disarm attack of one less level of success. Note that if both com-batants are attempting this option then the level of success of one reduces that of the other. If the other combatant is attempting to free his weapon then his level of success likewise reduces that of the other.

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rolled. If the attack is an especial success different things can happen depending on just how successful the attack was and the type of damage done by the attack.

Special SuccessThe exact result of a special success depends on the type of damage being done.

Brawl attacks roll damage twice and add.

Chop attacks cause knockback.

Crush attacks cause knockback.

Cut attacks cause one level of bleeding.

Fire attacks roll damage twice and add.

Grapple attacks roll damage twice and add.

Impale attacks take twice the armor to stop.

Stun attacks do half their damage as Crush.

Tear attacks cause one level of bleeding and do double damage after any reductions (such as that due to armor or magic).

Critical SuccessEach level of critical success causes an additional roll of damage to be made and added to the total.

DefenseA character rolls against the skill appropriate for the chosen defense. In general there are three types of defenses: parry with a weapon, block with a shield and bodily dodging. The exact result depends on the success of the attack as well as the success and type of defense. Normally only one parry (per weapon being wielded) in a round can be attempted at full chance, any other parry has its chance of success halved after making all other adjustments.

Modifiers for Defense

MoraleA defense is modified for the character’s Morale score (after all other modifiers) as follows:

Morale ModifierConfident (1+) +5%× MoraleNormal (0) –Disheartened (-1) –Demoralized (-2) –Scared (-3) ×½Cornered (-3*) ×0

Terrified (-4) ×0Frantic (-4*) ×0Petrified (-5) ×0

PostureA defense from the knees has a 25% penalty. A defense from the ground has a 40% penalty.

FootingThe quality of the footing modifies the chance to defend as follows:

Footing ModifierSmooth, flat pavement +5%Cobblestone road; open field –Badly rutted dirt road -10%Rocky ground; shifting ground -25%Muddy ground; thick leaf bed -25%Icy ground; wet cobble stones -40%

FacingA defense against an attack from either the left or right rear hex faces has a 25% penalty. A defense against an attack from behind has a 40% penalty. Note that a defense can only be attempted if the character is aware of or assumes the attack.

From Melee AttacksA retreat of one hex away from the attack gives a bonus of 25% if done in the same SR as the attack. A retreat of one hex toward the attack gives a penalty of 25% if done in the same SR as the attack.

From Ranged AttacksA defense against a ranged attack at Medium range has a bonus of 10%. A defense against a ranged attack past Medium range has a bonus of 25%.

ParryA successful parry against an attack made for damage reduces the damage done by the Parry Value of the weapon, adjusted as for armor (that is, Parry Value is halved against Impale damage type, doubled against Cut damage type, and so on). A special success can be used one of three ways: to deflect a portion of the attack, to attempt a disarm of the attacker, or to riposte. (Note that this choice must be declared when the parry attempt is declared.) A critical success reduces the level of success of the attack, though not below a miss. For

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example, a double critical will reduce a special success attack to a miss.

If the attack was an attempt to disarm the defen-der and the parry was made with the weapon targeted by the attack and the defense was a success then the level of success of the attack is reduced by one, though not below a miss. If the defense was with a different weapon than the one targeted by the disarm attack and the defense was successful then the level of success of the attack cannot exceed a miss.

A character can attempt more than one parry in a round with a weapon, but only one will be at full chance. The others have the chance of success halved after making all other adjustments. Only one parry can be attempted in any given SR, and then only if the character is not making an attack with that weapon.

Special SuccessSpecial successes are interpreted as follows depending on the type of defense that was declared.

DeflectIf the attack was made to do damage, the attack’s damage is halved before any other consideration. For example, this reduces the potential for knockback. If the attack was an attempt to disarm the defender then the level of success of the attack is reduced by another level, though not below a miss.

DisarmThis is resolved by reducing the level of success by that of the attack (though not below a miss) and interpreting the result as for an attack to disarm. Thus if the attack was only a normal success and the defense was a special success the attacker is disarmed. This prevents the attack from hitting the defender at all.

RiposteA riposte, assuming that the parrying weapon is not locked with the attacker’s, allows the defender to make an opportunity attack in the SR following that of the attack. As this is an opportunity it cannot be delayed—if not taken the opportunity is lost.

ShieldA successful shield block interposes the shield—the attack must penetrate the

shield before it can injure the character. The most damage that can be so blocked is equal to the shield’s Block rating. There is a 2 in 6 chance that an attack which penetrates the shield will injure the shield arm, otherwise roll location normally.

A special success doubles the amount of damage which can be blocked by the shield. A critical success reduces the level of success of the attack, though not below a miss.

Damage blocked by the shield, reduced by the shield’s AP, lowers the shield’s HP.

A shield can be used to actively block more than once in a round at no penalty, though it cannot be used to actively block more than one attack in a single SR. Note, however, that any attack that would have hit except for the modifier for shield is considered to have hit the shield as for a successful block. In such a case the weapon’s damage roll is halved.

DodgeA successful dodge reduces the level of success of the attack, though not below a miss. Unless the level of success with the dodge exceeds that of the attack the character is off balance for the remainder of the round. Any action attempted by a character who is off balance is at a 25% penalty. Any miss also results in the character being off balance. Any failure results in the character falling down. Any fumble results in the character falling down so hard that they take damage as if for a ten-foot fall.

A character can dodge more than once in a round, but can only attempt to dodge multiple attacks in a SR if he retreats away from them. For example, if a character is being attacked from his front three hexes he can attempt to dodge all of them only by retreating backwards (the bonus for retreating applies to only one of the attacks). Each dodge attempt is against a single attack and rolled for separately.

InjuryThe damage rolled is reduced by any armor worn and protective magic. The remainder is applied as damage to the defender. If it equals or exceeds the defender’s Serious Wound Level then the character takes a serious wound and 1d20 is rolled to determine the location struck.

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ArmorThe amount by which armor reduces damage is determined by the armor worn and by the type of damage done. Impale damage resulting from a special success attack takes twice the indicated points of armor to stop one point of damage.

Brawl damage is unaffected by armor, but for other forms of protection each AP stops one point of damage.

Chop damage is reduced by one point for every AP.

Crush damage is reduced by one point for every AP, but for every two points of damage stopped one point of stun is done. Any armor in excess of the damage is applied to the stun. For example, cuirbouilli (6 AP) will stop six points of damage, but the character would still take three points of stun.

Cut damage is reduced by two points for every AP.

Fire damage is reduced by one point for every AP, but if the exposure is constant damage is cumulative against the AP of physical armor. For example, a character wearing cuirbouilli standing in a fire that does one point of damage a round would start to take damage in the seventh round.

Impale damage requires 2 AP to stop each point of damage. As noted, if the attack is a special success it takes 4 AP to stop each point of damage.

Stun “damage” is reduced by one point for each AP.

Tear damage is reduced by four points for every

AP.

Excess DamageThe most damage that a character can take from an injury to a limb is his HP. The most damage that a character can take from a blow to the body is triple his HP. The most damage that a character take from a blow to the head is five times his HP. Any damage beyond that is ignored.

Serious WoundAn injury is a serious wound if the damage taken equals or exceeds the character’s Serious Wound Level. The location injured is incapacitated and bleeding. The exact effect of incapacitation depends on the location.

Head: character falls unconscious.

Wing: character loses the use of that wing and is no longer able to fly. In addition there is a two point AGI penalty and a 10% penalty to any Agility skill.

Arm: character loses the use of that arm, dropping anything held in that hand.

Chest (Forequarters): character collapses, unable to speak or act, but otherwise conscious.

Abdomen (Hindquarters): character collapses, unable to stand or crawl, but otherwise conscious and able to act.

Tail: character suffers a four point AGI penalty and a 20% penalty to any Agility skill.

Leg: character falls down and is unable to stand, though if at least one leg and one arm are functional he can still crawl slowly. A four-

KnockbackSize DistanceTiny 2 feet per point of damageVery Small 1½ feet per point of damageSmall 1 foot per point of damageMedium Small 1 foot per 1½ points of damageMedium 1 foot per 2 points of damageMedium Large 1 foot per 3 points of damageLarge 1 foot per 5 points of damageVery Large 1 foot per 7 points of damageHuge 1 foot per 10 points of damageGargantuan 1 foot per 15 points of damage

Blood LossSize Amount Level Amount EveryTiny ¼ ¼ 10 minutesVery Small ¼ ½ 3 minutesSmall ½ 1 minuteMedium Small ¾ 2 3 roundsMedium 1 3 roundMedium Large 1½ 4 3 SRLarge 2 5+ 1 SRVery Large 3Huge 4Gargantuan 5

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legged creature can limp with only three legs, but is effectively immobilized with the loss of two.

Hit LocationTo determine the location struck, roll 1d20 for the character’s shape (human, pixie, etc.) and the manner or direction of the attack. If the indicated location is not there for whatever reason the hit becomes a miss. There are six possible hit location columns, although not all body shapes have all columns:

Unarmed: this column is used for unarmed attacks coming from the front.

Melee: this column is used for melee attacks coming from the front.

Ranged: this column is used for ranged attacks coming from the front.

Front: this column is used for any attack coming from the front.

Side: this column is used for any attack coming from the side.

Rear: this column is used for any attack coming from behind.

If armor is being worn by the piece rather than by the suit a given piece may not protect an entire location. To determine if the armor protects in such a case consider if the blow came from the front or the back—for these purposes it is one or the other, there are no side hits. If there is still a question roll 1d6 and consult the Sublocation table to determine the precise location struck.

Backplates protect only against hits to the chest or abdomen from behind.

Brassarts only protect the upper arm.

Sublocation Table1d6 Head, front Head, back Arm Leg

1 Throat Neck Hand Foot2 Face Skull Forearm Lower Leg3 Face Skull Forearm Lower Leg4 Skull Skull Forearm Thigh5 Top Top Upper Arm Thigh6 Top Top Upper Arm Thigh

Hit LocationHuman

Location Unarmed Melee RangedHead 19, 20 19, 20 19, 20Left Arm 16–18 17, 18 17, 18Right Arm 13–15 15, 16 15, 16Chest 10–12 11–14 12–14Abdomen 7–9 7–10 9–11Left Leg 4–6 4–6 5–8Right Leg 1–3 1–3 1–4

PixieHead 20 19, 20 20Left Wing 18, 19 17, 18 18, 19Right Wing 16, 17 15, 16 16, 17Left Arm 14, 15 13, 14 14, 15Right Arm 12, 13 11, 12 12, 13Chest 10–11 8–10 8–11Abdomen 7–9 5–7 5–7Left Leg 4–6 3, 4 3, 4Right Leg 1–3 1, 2 1, 2

Centaur Hit LocationLocation Unarmed Melee Ranged Side RearHead 19, 20 19, 20 19, 20 20 19, 20Left Arm 16–18 17, 18 17, 18 19 17, 18Right Arm 13–15 15, 16 15, 16 18 15, 16Chest 10–12 11–14 12–14 16, 17 12–14Left Foreleg 8, 9 9, 10 9–11 14, 15 11Right Foreleg 6, 7 7, 8 6–8 12, 13 10Forequarters 4, 5 4–6 4, 5 8–11 9Hindquarters 3 3 3 5–7 7, 8Left Hindleg 2 2 2 3, 4 4–6Right Hindleg 1 1 1 1, 2 1–3

Lizardman Hit LocationLocation Unarmed Melee Ranged Side RearHead 19, 20 19, 20 19, 20 19, 20 19, 20Left Arm 16–18 17, 18 17, 18 17, 18 17, 18Right Arm 13–15 15, 16 15, 16 15, 16 15, 16Chest 11, 12 12–14 12–14 12–14 12–14Abdomen 9, 10 9–11 10, 11 9–11 9–11Tail 7, 8 7, 8 9 7, 8 7, 8Left Leg 4–6 4–6 5–8 4–6 4–6Right Leg 1–3 1–3 1–4 1–3 1–3

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Breastplates only protect against hits to the chest or abdomen from the front.

Byrnies only protect the upper arm, chest and abdomen.

Chausses only protect the legs.

Coifs protect the head and neck, except for the face.

Cuirasses protect the chest and abdomen.

Cuissarts protect only the front of the upper legs.

Gorgets protect the throat.

Greaves protect the front of the lower legs.

Hats protect the top of the head.

Hauberks protect the upper arms, chest, abdomen and upper legs.

Helmets protect the skull, but not the face or throat.

Rerebraces protect the upper arm.

Vambraces protect the lower arm.

Visored helmets protect the entire head, except for the throat.

BleedingA character is considered to be bleeding if they take damage from a Tearing weapon, a special hit from a Cutting or Tearing weapon, any injury to the head and any serious wound. All of these factors are cumulative. For example, a Tearing attack that is a special success and causes a serious wound to the head is four levels of bleeding.

Blood loss is tracked as damage. Damage due to blood loss cannot exceed five times a character’s HP. The amount of damage taken depends on the character’s size and the rate at which that damage is done depends on the level of bleeding. (1 point is approximately 0.2 pints or about 95 milliliters.)

An injury with no bleeding levels indicated above is generally ¼, though for cutting weapons it is ½.

KnockbackIf a chop or crush attack is a special success then the defender is knocked back by the force of the attack. To avoid falling down the character must succeed in a AGI/double knockback distance in feet resistance roll.

In any case the character must spend the next 5

Fumble TableRoll Result

01–16 SLIP: Off balance, cannot dodge for the remainder of the round.

17–24 TRIP: Lose balance and next 5 SR is spent regaining balance. (Otherwise the character falls down.)

25–28 FALL DOWN: DEX/20 or drop whatever is held.

29, 30 FALL DOWN: Drop held and roll AGI/20 or take damage as from a 10-foot fall.

31–46 GRIP SLIPS: Fumbled weapon cannot be used until an action is spent regaining grip.

47–54 WIDE OPEN: +25% to be hit for the rest of the round and next attack is -5 SR.

55–58 DROP WEAPON: Weapon falls into the same hex.

59, 60 FLING WEAPON: Weapon is thrown (but not effective for damage) 1d6 hexes in a random direction.

61–76 STRAIN: 10% penalty with limb† (two strains become a sprain).

77–84 SPRAIN: 25% penalty with limb† and take 1 damage for every CON rounds of continued use (two sprains become a torn muscle).

85–88 TORN MUSCLE: 50% penalty with limb† and take immediate damage equal to half the character’s SWL (not less than one point) and again after every CON rounds of continued use.

89, 90 DISLOCATED JOINT: Unable to use limb† and take immediate damage equal to the character’s SWL.

91–94 FUMBLE BADLY: Reroll twice and apply both results (including additional rerolls).

95–97 HIT SELF‡: Do half normal damage.98, 99 HIT SELF‡: Do normal damage.

100 HIT SELF‡: Do twice normal damage.

† Roll 1d4:1 = Right leg, 2 = Left leg, 3 = Right arm, 4 = Left arm

Leg: Movement halved, Agility skills penalizedArm: Weapon, Agility and Manipulation skills penalized

‡ Injured location is chosen by referee

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SR recovering his balance or he will fall down automatically and take damage as if from a ten-foot fall.

Success ResultSpecial No effectNormal Staggered—must use

next available action to recover balance or fall down

Miss Drop to kneesFailure Fall down and drop

anything heldFumble Fall flat on back, take

damage as for a ten foot fall and drop anything held

FatigueThere are two types of fatigue: short term (like that accrued during combat) and long term (as from traveling). Short term fatigue can exhaust a character, but long term fatigue will make them bone-weary. The more encumbered a character is the more fatigue is incurred.

EncumberanceA character’s encumberance level is determined by his STR and how much weight is being carried. Carried weight reflects the total weight of everything carried by the character, including his clothing. The weights given on the Encumberance table represent the most weight that a character can be carrying and still be considered to be at that level of encumberance.

The Enc score is a measure of how quickly the character incurs fatigue. In combat this is the amount per round. The Movement column gives the maximum movement at that level. The AGI column shows the penalty to AGI for that level of encum-berance. Note that the AGI penalty does not affect the character’s Movement.

Short TermAn active character, such as one engaged in combat or running, incurs fatigue points as indicated for his encumberance level. This fatigue can be quickly recovered through resting at a rate dependent on the character’s END as found on the Fatigue Recovery

table.

Long TermEvery fifth point of fatigue that a character incurs after a rest results in one point of long term fatigue (LFP). Such fatigue is only recovered through sleep or long rests: the number of LFP recovered per hour is the same as the number of regular FP recovered every round.

Morale BoostA leader can exhort followers (by use of the Leadership skill) to action and greater confidence. Doing so requires at least one minute and can only benefit those within POW 100 feet. The effect is to adjust the followers' Morale by the level of success. Thus a fumble reduces the Morale of all those affected by two points and a critical increases the Morale of all those affected by three points. The effect of this modification will not last more than CHA hours.

Morale CheckA morale check is called for whenever a character's morale faces a shock. A morale check is resolve by a Discipline roll with the level of success adjusting the character's Morale Status. The level of success is reduced by the number and degree of shocks. Note that morale is never increased by such a roll, only prevented from decreasing. Examples of a shock to morale are taking an injury, an apparently disabling blow not affecting an opponent, a slain opponent

CrossbowsMethod Engage Cock Disengage Max PullBy hand — 1 action — STRGoat’s foot 1 action 1 action — 1½ × STR

1 action 2 actions — 2 × STRDwarven — ‡ — STR

— 1 action — 1½ × STR— 2 actions — 2 × STR

Belt Claw 1 action 1 action — 2 × STR1 action 2 actions — 3 × STR

Crank, quick gear 1 action 2 actions 1 action† 3 × STRCrank, normal gear 1 action 4 actions 2 actions† 5 × STRCrank, power gear 1 action 8 actions 3 actions† 8 × STRWindlass 1 round 6 rounds 2 rounds 20 × STR† Not necessary to fire, but must be done before it can be re-engaged‡ Takes 1 action, but can include attack

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getting back up and the loss of an ally or arrival of enemy reinforcements.

A morale check caused by taking an injury starts with a morale modifier of zero. Being knocked back increases the severity by one, being knocked down increases it by two. It is also increased by the blood loss score. Thus a tearing attack that achieved a special success and did a serious wound to the character's head would cause an increase of four points.

Likewise the arrival of enemy reinforcements starts with a morale modifier of zero that is in-creased by one for every doubling of the odds against the character.

Recovering MoraleA rest or break from the trying circumstances related to the character's morale allows recovery. The character's Discipline skill level is the number of Morale points recovered in an hour. Thus a character with Discipline skill level 1 would take three hours to recover from being Scared.Alternatively, a leader can try to rally his followers. To do so requires at least one minute and a Leadership skill roll, again only benefiting those within POW 100 feet.

MoraleWhenever a character is hit he must roll against his Discipline skill to avoid losing morale. His Morale is adjusted for the level of success though it cannot actually be increased by this roll. The effective level of success is reduced by one if the character was knocked back, or by two if the character was knocked down. The effective level of success is also reduced by the blood loss score. Thus a tearing attack which achieved a special success and did a serious wound to the character’s head would lower the effective level of success by four points.

The exact effect of being demoralized depends on the extent to which the character is reduced. At 1 Morale the character has lost the will to fight—any offensive action has its final chance of success halved. At 2 Morale the character has lost the will to fight—all actions have their chance of success halved.

StunStun damage is like normal, or real, damage in

every way except that it is temporary. Sufficient Stun would only “kill” a character until they recovered from it. A serious wound caused by stun only lasts until the stun is recovered.

A character recovers CON points of stun every five minutes.

ConditionA character whose HP exceed the total damage of

Group TacticsInitiative refers to a group’s acting coherently and requires leadership and teamwork to attain. If a group (at least two people) has one person appointed as leader then that person gives orders, effectively controlling the other characters. A character always has free will, but if he disobeys an order then he loses any advantages for initiative immediately. If there were only two in the group then the other character loses any advantages for initiative as well.

The leader of a group must organize them into a formation. Without a formation there can be no coherent group. The leader must be able to make any commands heard to all members of the group. If these requirements are met then during this phase the leader rolls against his Tactics skill. On a success all members of the group have their SR increased, for this round only, by one point. A special success earns a two point increase and a critical success earns three points. In addition, the side with the better success (if there is one) is considered to have won the initiative.

If the Tactics roll is a miss the group gains no bonus and cannot possess initiative, but they are able to maintain formation (unless a group member decides to be an individual, of course). However, if the Tactics roll is a failure then group cohesion will break up, even if the members remain in close proximity. Only by reforming (the whole group spending at least one round doing nothing but reorganizing) can group cohesion be regained.

If the Tactics roll is fumbled then the group will break up as above, but all members have their SR reduced by the degree of the fumble (e.g., 1 for a fumble, 2 for a double fumble, and so on).

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his wounds (plus Stun, plus blood loss) is conscious and, for game purposes, fully functional unless specifically impaired (as for a serious wound). However, if the total damage (plus Stun, plus blood loss) equals or exceeds the character’s HP then he collapses and is in a state of shock. A character who is in shock cannot move, attack, speak, cast spells, use psychic powers, or indeed do much of anything.

If the total damage (plus blood loss) equals or exceeds twice the character’s HP he is considered to be dying and, unless extreme situations dictate otherwise (such as magic) will be completely unconscious and unable to heal naturally. If the total damage (plus blood loss) equals or exceeds triple the character’s HP he is considered to be dead—although damage can be healed it will not alter the character’s dying state. Only revivification magic can do that.

TourniquetsThe only way of dealing with a real gusher is a tourniquet. The danger with one is that the binding will be too tight, cutting off too much circulation and killing the living tissue—forcing an amputation to avoid gangrene. It takes at least four rounds to apply, but the effect is rolled for and considered to apply after the first round.

A tourniquet will stop most bleeding. A wound bleeding 1 point or more per round will continue bleeding that many points every hour. If intention-ally applying a tourniquet the character rolls at his normal First Aid skill. Any success gets the benefit of a tourniquet. A miss means that the bleeding is slowed to half normal. A failure means that it was completely ineffective and a fumble that it is too tight causing damage from constric-tion as outlined previously.

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Broken BonesSize PointsTiny 1Very Small 2Small 3Medium Small 4Medium 5Medium Large 6Large 7Very Large 8Huge 9Gargantuan 10

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HealingA character will recover from his wounds

over time as long as the wound is not infected and he is not considered to be

dying. There are three factors which concern how wounds heal: the nature of the injury, infection and treatment.

InjuriesA wound is described by four things: the amount of damage, the location, the seriousness and the amount of bleeding. Before the damage from a Serious Wound can be recovered, the Serious Wound must be recovered from (for example, a broken bone). Although most wounds bleed, whether internally or externally, those that are bleeding so much that the character is taking blood loss will not heal without some sort of assistance.

Natural HealingA character who is resting rolls CON/10 once per week per wound (CON/20 for serious wounds). The level of success determines the number of points of damage recovered from that wound, or the number of points applied toward recovering from a Serious Wound. For example, it requires 5 points for a Medium sized character’s broken bone to knit completely. This assumes that the character is resting and the injury is not being aggravated.

InfectionIf the CON roll is a Fumble then the wound becomes infected. If the wound is already infected then a Failure results in the infection worsening. If a wound becomes “infected” twice (two fumbles or a fumble and two failures) then it is considered to be gangrenous. While a wound is infected it won’t heal. It takes two success points to end a normal infection or to reduce a “worsened” infection to a normal infection.

GangreneIf a wound becomes gangrenous then the only resort is strong magic or amputation. Only magic which specifically stops gangrene is of any use. A character suffering from gangrene must make a

CON/10 roll every day to avoid the gangrene spreading. When gangrene spreads it goes to the adjacent location closest to the chest. Once it reaches the chest the character dies. (Technically the character becomes mostly dead, see the next chapter, Death, for more details.)

TreatmentThere are two primary forms of treatment: first aid and medical.

First AidThe First Aid skill consists of basic medical knowledge, such as how to avoid shock, proper binding of wounds, making field tourniquets, field splints.

Stopping BleedingTo do so without rags for binding the wound requires that the character stay with the injured and apply constant pressure. Normally only one wound can be treated at a time in such a fashion. The effect of a skill roll only lasts for one minute, and then only if the character continues to apply pressure.

The level of success temporarily reduces the levels of bleeding. A miss is sufficient to stop a ½ level or less of bleeding. A failure indicates that the flow of blood is not slowed. A fumble indicates that too much pressure is being applied—if this is maintained for too long the escessive loss of cir-culation can be damaging.

Fractional blood point losses should be ac-cumulated until a full blood point loss is reached. Fractional blood points only count for accumulating intoa full blood point. They have no other effect.

If bandages are available they take one round to apply. This assumes that the bandages are im-mediately at hand, that the injured character is already positioned to have the wound bandaged, and the character doing the bandaging is already in place and doing nothing else. It will generally take at least three to five rounds to get everything ready and apply a bandage. If the wound to be bound is bleeding rapidly it is a good idea to have someone keeping direct pressure on it to slow or stop the flow of blood. A bandage works just like applying direct pressure except that it only needs to be rolled for once each time a bandage is applied. A bandage

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Unarmed CombatThis chapter expands on the combat rules to

provide detail for the unarmed combatant, primarily in attack and defense. There are

four ways that a character can engage in unarmed combat: by using the Brawl, Grapple or Martial Arts skills, or by simple punching and kicking.

A character can simply choose to punch, kick, bite or claw in combat. In such a case simply use the attacks as found on the weapons charts with provisions noted as follows.

AttackThere are two basic attacks: kick and punch. In either case attacking an armored opponent is risky. If the target is wearing metal armor then the character takes crush damage to the location making the attack equal to his rolled damage, not to exceed the AP of the armor.

For example, Brand takes a swing at the kobold chieftan who is wearing bezainted. Brand rolls 3 points of natural damage; the armor stops all of the damage and Brand takes 3 crush to his right arm. Not deterred, Brand takes another swing and this time does 7 points of natural damage; the armor stops all but 2 points of damage and Brand takes 5 crush to his right arm.

DefenseAn unarmed character can attempt to “parry” an unarmed attack with his Punch skill. However, parrying a weapon attack with Punch only has the effect of allowing the character to choose the location struck—and still requires a skill roll.

BrawlingA character who is brawling gets one and only one attack. He gets no defense, not even a dodge, as he is intent on one goal only: injuring his opponent. This is a completely no-holds-barred form of fighting and it is up to the referee to justify any damage (or lack thereof). Eye gouges, knee twists and insole stomps are all part of it, as is beating the opponent’s head against a stone or jamming a spoon down his throat.

GrapplingGrappling in Rune Master will occur more often outside of a ring than in one. Though wrestling is done for entertainment at county fairs, it is also practiced by martial artists, thieves and warriors—anyone, in fact, who desires to increase their combat effectiveness. The different desires of each in using grappling appear in how they apply it more than how they learn it.

Grapple DamageThe “damage” done by a grappling attack is found by using an adjSTR on the damage table of (Grapple ÷ 50 + 1) × STR. Thus an average character would use an adjSTR of 12 doing 1d12 “damage.”

AnimalsIn general predatory animals can be assumed to have a Grapple of AGI × 2 and all others a Grapple of AGI × 1. However, this is only for defensive purposes or to escape a hold: not only do they lack skills as such, but many lack gripping hands—though not lacking in ability to break out of a wrestler’s hold.

CombatThe Grapple skill can be used offensively or defensively. It can be used for both in the same round, even in the same SR. A character’s single attack against a single opponent allowed during the melee phase can be declared to be a grappling action.

AttackGrapple actions function just like normal attacks. They can be enhanced by taking the same attack options as are available to melee attacks under Advanced Options.

Generally a grappling attack cannot be parried, only dodged or defended against with the Grapple skill. Any attempt to parry a grapple attack is rolled for normally, but if the grapple attack itself was successful the defense cannot be better than a miss. In other words, if the grapple attack was a miss the parry might result a riposte. But even a critically successful parry counts as a miss against a success-ful grapple attack. Dodge or Grapple defenses work normally.

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Tim Doty

There are eight different grappling attacks. The maneuver to be used must be chosen before the attack roll is made.

BreakThis move is used to break one of the target’s bones and actually consists of a hold plus this maneuver done as a single action. If the resulting grapple “damage” is greater than the target’s undamaged HP the limb is broken doing damage for a serious wound. A broken “head” location should be interpreted as a broken neck—which results in death.

HoldThis is the most basic maneuver used by a grappler. It establishes a hold which effectively prevents the target from using the struck location with a STR equal to the “damage” rolled. It requires one hand to maintain a hold and the hold lasts until the grappler uses his combat action with a different skill, the target successfully breaks the hold or the grappler simply lets go. In future actions the grappler can attempt a break, take down, twist or throw maneuver with a bonus of 25%.

A wrestler can also use this maneuver to try and strengthen an existing hold. In such a case the attack has a bonus of 25% and the hold STR of the exist-ing hold is replaced by that of the new attack, even if it is less.

The hold can be broken by brute force if the target spends his combat action attempting to break the hold and succeeds in a resistance roll of STR/twice hold STR.

PinThis move is used to make the target immobile and can only be attempted if the target is fallen and the grappler is on top of him (typically following a take down maneuver). A pin works like a hold except that the target is completely restrained and requires the complete attention of the grappler. It is broken in exactly the same manner as a hold.

EscapeThis move is used to break a hold or pin on the wrestler. The “damage” of this attack reduces the hold or pin STR being applied. In the event of a failure the hold (or pin) STR is increased by adding

the roll of the opponent’s grapple damage to the hold STR.

SubdueThis move is used to subdue the target and can only be attempted if the target is already pinned by the grappler. Each time this maneuver is used the wrestler does one point of stun if the rolled damage equals or exceeds the target’s SWL. If the rolled damage equals or exceeds twice the target’s SWL two subdue points are done, and so on. Once the total of stun and damage done equal or exceed the target’s CON he falls unconscious. Stun is recovered from at the rate of CON points every five minutes. For example, a grappler doing 2d10 grapple damage has a griffin (CON/END 22) pinned and begins to subdue him. It will take 22 stun to make the griffin fall unconscious—if he gets a normal success and rolls average “damage” every time that is 22 rounds or about 2 minutes. If the griffin is subdued and then released he will make a complete recovery in five minutes.

Take DownThis move is used to make the target fall down and actually consists of a hold plus this maneuver done as a single action. The target must make a resistance roll of AGI/damage of the take down to avoid falling. In the event of any fall the grappler can choose to follow the target down and be on top of him (so that he can do a Pin, for example).

Result SuccessCritical No effectSpecial Off balance, next action at 25% penaltyNormal Staggered, -5 SR to next actionMiss On hands and knees, -5 SR to next actionFailure Down on back, -5 SR to next actionFumble Flat on back, take 10' falling damage, no

further actions this round and -5 SR to next round

ThrowThis move is used to throw the target and actually consists of a hold plus this maneuver done as a single action. The grappler’s base throw distance, in hexes, is read from the chart and adjusted for the target’s size. The target takes falling damage of 10' per hex thrown unless he succeeds in an Acrobatics

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Unarmed

or Jump roll. If the throw distance is modified to zero the target will fall anyway. If the distance is negative the effort is a complete failure.

For example, a grappler with STR 17 and Grapple 73% does 2d8+1d10 “damage.” If he rolls a special success attempting to throw a troll and rolls 29 damage that indicates 3 hexes minus one hex for a medium large cretaure, for a net distance of 2 hexes. The troll has no especial Acrobatics skill and so must roll his base AGI score as a percent (10%) to avoid taking 2d8 damage.

TwistThis move is used to cause the target pain and actually consists of a hold plus this maneuver done as a single action. The amount of pain caused equals the “damage” rolled for the attack. The pain is transitory, lasting no longer than 5 SR or the end of the round, unless the maneuver is done from an existing hold—in which case it lasts the entire round and, done consecutively, is continuous. While the pain is in effect the target is penalized on all actions by 5% per point of pain.

For example, Brand is tired of mauling the kobold chieftan with his fists and decides to hold him down and twist his arm behind his back to make him squeal. At first Brand is in a hurry and simply declares a twist maneuver. He applies it successfully in SR 3 and rolls 8 points of damage—but at the beginning of the next round the kobold is no longer feeling the pain.

Brand decides to get a proper hold first and does so. The following round he successfully applies a twist in SR 4 and holds it. Because at the beginning

of the next round he declares that he is holding the twist he gets to make a Grapple attack at the first SR anyone acts (but no later than SR 10) and applies the resulting pain for the rest of the round.

DefenseThe Grapple skill can be used to defend against any melee attack. It has a Parry value equal to the wrestler’s DEX ÷ 3 against unarmed attacks and a Parry value of zero against any weapon.

Martial ArtsMartial artists in Rune Master pursue an extreme refinement of their combat skills. Although this is not limited to unarmed combat, that is the main focus. In and of itself, martial arts does nothing for the character, merely facilitating and enhancing his other skills and capabilities. A true martial arts master would not only master this skill, but Punch, Kick, Brawl, Grapple and Dodge as well—and even Meditation.

A martial arts school will teach some, maybe even all, of these skills and emphasize certain techniques. Techniques are not at the heart of the matter, though, and the Martial Arts skill represents the character’s understanding of his body, spirit and how they flow together.

A character is assigned a rank based on his skill. To be able to make use of a particular technique the character must have learned it. Techniques are learned when a character gains a new rank: he can learn any technique (taught in his style) whose rank does not exceed his own as long as the total of the ranks of new techniques does not exceed his Martial Arts Level.

For example, a martial artist who learned the Kiai technique upon attaining rank 1 could learn

RankMartial Arts Rank Level Sash Title

0–19% 0 0 White —20–39% 1 1 Yellow Novice40–59% 2 3 Green Initiate60–79% 3 6 Blue Disciple80–99% 4 10 Red Adept

100–119% 5 15 Black Mastereach +20% +1 +Rank

Throw“Damage” Hexes Size Modifier

1 -2 Tiny +42 -1 Very Small +3

3, 4 0 Small +25–9 1 Med. Small +1

10–19 2 Medium –20–39 3 Med. Large -140–79 4 Large -2

80–159 5 Very Large -3160–319 6 Huge -4each × 2 +1 Gargantuan -5

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Rapid and Double Punch both (but no more) upon attaining rank 2. He could not learn the Parry technique at all until he obtained rank 3.

More over, the total of all technique levels employed in a round cannot exceed the character’s Martial Arts Level. For example, at rank 3 a charac-ter has a Martial Arts Level of 6 and could get two additional actions (rank 1, each)—and out of all actions in a round two could be defenses capable of ripostes (rank 2, each). Assuming that those are techniques the martial artist had learned.

It is traditional for martial artists formally enrolled in a school to wear a uniform consisting of baggy pants and a shirt with a sash worn to indicate their relative rank. The colors listed in the table are common, but not held by all schools. The same is true for the titles.

TechniquesThe following techniques are intended as an example of common ones. In addition there might be additional techniques taught especially in a particular school. Techniques can normally only be used with unarmed actions, exceptions are noted in the description.

Arrow CuttingRank 3This technique gives the martial artist a bonus of 25% when parrying ranged attacks with a skill specified at the time the technique is learned.

BlockRank 1This technique allows the martial artist to use a Punch action defensively for effective blocking of unarmed, blunt weapon or hafted weapon attacks. The Parry value is equal to the martial artist’s Rank. There is, however, no special effect for rolling a special success.

ComboRank specialThis technique allows the martial artist to take additional actions in a phase, each trailing the previous by at least 1 SR and costing an additional FP (2 FP for armed attacks). The most additional actions that can be taken are equal to the rank of the technique being used. To learn technique at a given

rank it must first be learned at the previous rank. In other words, to take three additional actions using this technique would require that a rank 1, rank 2 and rank 3 Combo be learned, though only the rank 3 Combo is used to get 3 additional actions.

DisarmRank 3This technique allows the martial artist to use an offensive action of a combat skill (the skill being specified when the technique is learned) to disarm an opponent by matching the damage rolled plus the martial artist’s Martial Arts Level against the opponent’s DEX. This attack results in no damage being done to the opponent.

Success ResultCritical³ Can choose to take posession of the

weaponCritical² Weapon thrown in chosen direction 1s6

hexesCritical Weapon thrown in chosen direction one

hexSpecial Weapon thrown in random direction one

hexNormal Weapon drops into opponent’s hexMiss No effectFailure Opponent gets to riposte unless they

failed or fumbled a defenseFumble Martial artist injures himself on

opponent’s weapon for normal damageFumble² Martial artist injures himself on

opponent’s weapon for double damageFumble³ Martial artist injures himself on

opponent’s weapon for triple damage

Double KickRank 2This technique allows the martial artist to make two Kick attacks against the same opponent with a single action, and thus in the same SR. The second kick is unaffected by any options taken to improve the first. This technique costs the martial artist 1 FP

Double PunchRank 2This technique allows the martial artist to make two Punch attacks against the same opponent with a single action, and thus in the same SR. The second

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Unarmed

punch is unaffected by any options taken to improve the first. This technique costs the martial artist 1 FP.

FallRank 1This technique allows the martial artist to fall in such a way as to reduce the injury by a number of points equal to his Martial Arts Level.

Fast DrawRank 2This technique allows the martial artist to draw a weapon (specified when the technique is learned) and strike in a single SR without any penalty. If the weapon is a missile weapon which can be readied in 5 SR then it is drawn and used in a single SR for a snapshot or at 5 SR for a normal shot and 10 SR for an aimed shot. If the weapon can be readied in 10 SR then it is drawn and used in 2 SR for a snapshot, 6 SR for a normal shot and 11 SR for an aimed shot. This has no effect on the length of time required to cock a crossbow.

Greased LightningRank 2This technique, when combined with Lightning, increases the martial artist’s SR by two.

FlyingRank 2This technique allows the martial artist to make the action in air without penalty. This is usually combined with Jump to attack a high target, or to attack while in mid-air jumping over obstacles.

KiaiRank 1The sudden expulsion of air from the diaphragm is the outward expression of a strengthening and projecting of spirit. This has the effect of adding the martial artist’s POW to his STR for the action being attempted in concert with the kiai. For example, this will increase damage with melee or thrown weapons and increase the range of thrown weapons. The

blowpipe damage and range are also increased, even though they are not based on STR.

LightningRank 1This technique, when applied to an action, allows it to be done more quickly. It effectively adds 1 to the martial artist’s Strike Rank.

Nerve StrikeRank 4This technique allows a blunt weapon attack, such as a Punch or Club, to be targeted at a nerve bundle. If at least one point of stun or damage is done past armor then the location is immediately numbed to the extent that it cannot be used. The effect is like that of a serious wound and lasts for as long as there is any stun or damage remaining from the attack.

ParryRank 3This technique, when combined with Block or Riposte, allows the martial artist to parry any weapon using any unarmed skill capable of defense. The parry value is equal to his Martial Arts Level.

RedirectRank 2This technique allows the martial artist to redirect his opponent’s movement in such a way that it adds to the force of any Grapple action. If the opponent is running then the opponent’s Mv score is added to grapple “damage.” If an unsuccessful attack was made then damage is rolled (interpreting a miss as a normal success, a failure as a special success and fumbles as the same degree of critical) and added to the grapple “damage.” And so on.

RiposteRank 2This technique is essentially the same as the Block, but a special success allows the character to make a riposte.

RollRank 2This technique allows the martial artist to roll with a throw or fall such that he gains his feet automatically. It can only be learned if the martial artist already knows Fall.

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Tim Doty

Spin KickRank 3This technique is used to put the power of the body behind a kicking attack, effectively doubling the damage.

Sweep KickRank 3This technique uses a kick to knock the opponent’s feet from under him. Damage is rolled normally, but instead of injuring damage rolled plus Martial Arts Level is matched against the opponent’s AGI to knock him down.

Success Opponent…Critical falls to ground, takes 5' falling damageSpecial falls to groundNormal falls to one kneeMiss is staggered and loses next actionFailure is unaffectedFumble is unaffected, character staggered

Take WeaponRank 5This technique allows the martial artist to take possession of a weapon from an opponent using an unarmed offensive action. The result is interpreted as follows:

Success ResultCritical² Weapon is ready for useCritical Weapon can be used next roundSpecial Weapon can be used next roundNormal Weapon is dropped in opponent’s hex

Triple PunchRank 3This technique, when combined with Double Punch, allows the martial artist to make three Punch attacks with the same action against a single opponent, and thus in the same SR. This technique costs the martial artist 2 FP (in addition to the 1 FP for Double Punch).

MeditationOnce martial artist reaches Rank 5 he can awaken special abilities through meditation. To do so requires a week of meditation in an appropriate place at the end of which time a Meditation skill roll is made. If the martial artist is successful then he

awakens an ability. It is up to the referee to determine what the ability is. Generally, only one ability can be awakened each year. To use a special ability requires a meditative focus on that power.

Blind FightingThe martial artist can fight with his eyes closed and gets no penalty to offensive actions. This effectively removes any penalties to hit caused by (lack of) visibility.

High JumpThe martial artist is able to jump twice as high or twice as far.

Lightning StrikeUnless fighting another martial artist with this power, his Strike Rank will always be one higher than his opponents.

Nerve TouchThe martial artist’s Nerve Strikes will last at least POW × 1 minute.

Perfect BalanceThe martial artist never falls down from a fumble or because of a dodge attempt. There is no penalty for attempting more than one dodge in a round.

Power FistThe martial artist is able to punch at a distance of up to POW × 1 foot.

PowerfulThe martial artist adds his POW to his STR. This is cumulative with kiai so by additionally using that technique the martial artist’s effective strength score is STR + 2 × POW.

Silent KiaiThe martial artist can use the kiai technique without making a sound.

SpeedThe martial artist pays no FP for Rapid techniques.

ToughnessThe martial artist is able to absorb some of the energy of blunt attacks. The effect is to have AP equal to rank versus stun, brawl or crush damage.

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Axe, 1HBattle Axe M ×1.0 Chop – 6 2/10 6 2Hachet C ×0.8 Chop -10% 2 2/7 3 1Pick C ×0.6 Impale -10% 2 2/6 2 ¾Small Axe S ×0.8 Chop – 4 2/7 3 1Small Pick S ×0.8 Impale -20% – 2/7 3 1War Hammer M ×1.0 Impale -10% 2 2/10 6 2Great Axe L ×1.3 Chop – 6 2/15 14 4½War Pick L ×1.2 Impale – 2 2/14 13 4

Axe, 2HBattle Axe M ×1.2 Chop – 6 2/10 3 2Great Axe L ×1.8 Chop – 10 2/15 9 4½War Pick L ×1.6 Impale – 2 2/14 8 4Wood Axe L ×1.3 Chop -10% 6 2/11 5 2½Work Pick L ×1.6 Impale -20% – 2/14 8 4

Club, 1HBaton S ×0.6 Crush – 4 1/5 3 1Club M ×1.3 Crush -10% 4 1/11 16 5Large Club L ×2.4 Crush -10% 4 1/16 36 10Large Mace L ×1.7 Crush – 6 2/16 17 5½Mace M ×1.0 Crush – 6 2/10 6 2Sap C ×0.6 Stun – – –/– 2 ½Small Club M ×1.0 Crush -10% 2 1/9 9 3

Club, 2HClub M ×1.6 Crush -10% 6 1/11 10 5Large Club L ×3.5 Crush -10% 6 1/16 23 10Huge Club P ×6.0 Crush -10% 8 1/25 73 25Large Mace L ×2.0 Crush – 10 2/16 11 5½Mace M ×1.2 Crush – 8 2/10 4 2Maul L ×2.9 Crush -20% 2 1/15 20 9Small Club M ×1.3 Crush -10% 6 1/9 6 3Staff L ×1.0 Crush – 6 1/8 5 2½

Fencing, 1HRapier M ×0.6 Impale – 6 4/17 9 3

slash ×1.0 CutSmall Sword S ×0.6 Impale – 4 4/14 6 2

slash ×1.0 CutMain Gauche C ×0.5 Impale – 4 4/9 2 ¾

slash ×0.8 CutKatana M ×0.6 Impale – 6 4/16 8 2½

slash ×1.0 CutBaton S ×0.6 Crush – 4 1/5 3 1

Fencing, 2HBastard Sword† M ×1.0 Impale – 10 4/20 6 4Broad Sword† L ×1.2 Impale – 12 4/22 8 5Great Sword L ×1.5 Impale – 12 4/26 11 7

Category/Weapon Reach Damage Skill Parry AP/HP STR** Weight

Weapon List

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Katana M ×0.8 Impale – 10 4/16 4 2½Quarterstaff L ×1.0 Crush – 10 1/8 4 2½

Flail, 1 HBall & Chain M ×1.8 Stun – – 1/8 8 2½Grain Flail M ×1.0 Stun – 3 1/7 6 2Military Flail L ×2.4 Stun -10% 4 2/14 13 4Nunchaku S ×1.0 Stun – – 1/5 3 1War Flail M ×2.0 Stun – 3 2/12 9 3

Flail, 2 HGrain Flail M ×1.2 Stun – 6 1/7 4 2Military Flail L ×3.0 Stun – 8 2/14 8 4Pole Flail P ×4.5 Stun – 12 1/13 10 7War Flail M ×2.4 Stun – 6 2/12 6 3

KnifeBelt Knife C ×0.5 Cut – – 3/6 2 ½

thrust ×0.4 ImpaleDagger C ×0.6 Cut – – 4/10 3 1

thrust ×0.5 ImpaleJambiya C ×0.8 Cut – – 4/10 3 1

thrust ×0.5 ImpaleKukri C ×0.6 Chop – – 4/10 3 1Stiletto C ×0.3 Impale – – 4/5 1 ¼

LanceLance X ×1.6 Impale* – – 2/22 14 10Long Spear P ×1.0 Impale* – – 1/11 6 4½Jousting Lance X ×0.8 Crush* – – 0/13 14 10

PolearmBec-de-Corbin P ×1.6 Chop – 16 2/14 5 4

thrusting P ×0.9 Impalebackswing P ×0.6 Impale‡

Bill P ×2.7 Chop -10% 12 2/20 11 8Halberd P ×2.4 Chop – 16 2/18 9 6½

thrusting P ×1.4 Impalebackswing P ×0.8 Impale‡

Spear, 1HPitchfork L ×0.5 Impale -20% 10 1/11 14 4½Long Spear P ×0.8 Impale – 10 1/11 14 4½Short Spear L ×0.6 Impale – 8 1/9 11 3½Trident L ×0.6 Impale – 10 1/10 13 4

Spear, 2HLong Spear P ×1.0 Impale – 16 1/11 7 4½Pike X ×2.0 Impale – 16 1/14 13 8Quarterstaff L ×0.6 Crush – 12 1/8 4 2½Short Spear L ×0.8 Impale – 12 1/9 5 3½Trident L ×0.8 Impale – 16 1/10 6 4

Category/Weapon Reach Damage Skill Parry AP/HP STR** Weight

Weapon List

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StaffQuarterstaff L ×1.0 Crush – 12 1/8 5 2½

Sword, 1HBastard Sword L ×1.2 Chop – 8 4/20 13 4Broad Sword L ×1.3 Chop – 8 4/22 16 5Cutlass S ×1.2 Cut – 6 4/14 6 2Great Sword L ×1.6 Chop – 10 4/26 24 7Katana M ×1.0 Chop – 6 4/16 8 2½Long Sword M ×1.0 Chop – 6 4/17 9 3Rapier M ×1.0 Chop – 6 4/17 9 3Scimitar M ×1.5 Cut – 6 4/17 9 3Short Sword S ×0.8 Chop – 4 4/14 6 2War Sword L ×1.0 Chop – 6 4/17 9 3Baton S ×0.6 Crush – 4 1/5 3 1

Sword, 2HBastard Sword L ×1.5 Chop – 12 4/20 8 4Broad Sword L ×1.6 Chop – 12 4/22 10 5Great Sword P ×2.0 Chop – 16 4/26 15 7Katana M ×1.2 Chop – 10 4/16 5 2½War Sword L ×1.3 Chop – 10 4/17 6 3Quarterstaff L ×1.0 Crush – 10 1/8 5 2½

Unarmed²Body Slam¹ C ×0.5 Stun – n/a n/a n/a n/aBrawling C ×0.5 Brawl – n/a n/a n/a n/aCestus C ×0.5 Crush – n/a 2/7 3 1Fighting Claw C ×0.6 Tear -10% n/a 2/5 3 1Grapple° C STR + Grapple lvl – DEX ÷ 3 n/a n/a n/aKick S ×0.6 Stun – n/a n/a n/a n/aPunch C ×0.5 Stun – DEX ÷ 3 n/a n/a n/a

Category/Weapon Reach Damage Skill Parry AP/HP STR** Weight

° The actual effect of this “weapon” depends on how it is used, see the Grapple Chapter.

¹ Each foot of knockback counts twice for knocking the target down. Always get Knockback effect and with a special success does double stun.

² This is a general heading. Each entry is a separate proficiency except cestus which uses Punch proficiency, and Body Slam which uses Brawl proficiency. An unarmed parry only works against unarmed attacks.

* Damage is based on the mount, not on the character wielding this weapon.

** A character can still use a weapon if they have greater than half the minimum STR, but with a penalty of 20% to attack and parry, and spend an extra FP every round.

† Many weapons having this name do not have a point suitable for thrusting and have half the adjSTR for Crush damage.

‡ Armor counts half normal against this attack.

Weapon List

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Axe, ThrownHachet 20' 4½× 7½× ×0.8 Chop -20% 7 1Throwing Axe 20' 4½× 7½× ×0.8 Chop – 7 1Battle Axe 15' 3× 4½× ×1.0 Chop -20% 9 2Great Axe 15' 2× 3× ×1.3 Chop -20% 16 4½Hurl Bat 20' 3× 5× ×1.0 Chop – 9 2

BlowpipeBlowpipe 5' 2׆ 5׆ ×0.3† Impale – 8† 1

ArcherySelf Bow 15' 6× 25× missile × 1 – 3 2Smallbow 20' 7× 25× missile × 1 – 3 1½Shortbow 20' 8× 30× missile × 1 – 3 1½Bow 25' 10× 35× missile × 1 – 3 2Built Bow 40' 15× 45× missile × 1 – 3 2½Composite Bow 40' 15× 45× missile × 1 – 3 2Horse Bow 30' 12× 40× missile × 1 – 3 1½Elf Bow 50' 20× 60× missile × 1 – 3 2

CrossbowDwarven Crossbow‡ 20' 8× 40× missile × 1 – 7 12Crossbow 30' 6× 35× missile × 1 – 7 8Prodd 20' 4× 20× ×1.0 Stun – 7 6

Knife, ThrownDagger 15' 3× 4½× ×0.5 Impale -30% 4 1Throwing Dagger 15' 3× 4½× ×0.5 Impale – 4 1Knife 8' 1½× 3× ×0.4 Impale -30% 2 ½Throwing Knife 8' 1½× 3× ×0.4 Impale – 2 ½Stiletto 8' 1½× 3× ×0.3 Impale -30% 1 ¼Throwing Star 8' 1× 2½× ×0.2 Cut – 1 ¼Shuriken 6' ¾× 2× ×0.1 Cut – 1 1/8

SlingSling 50' 10× 30× ×0.8 Crush – 4 ½Staff Sling 100' 20× 45× ×1.0 Crush – 6 1½

Spear, ThrownJavelin 20' 4× 7½× ×0.8 Impale – 6 3Long Spear 15' 3× 4× ×1.0 Impale -20% 8 4½Short Spear 20' 4× 7× ×0.8 Impale -20% 6 3½

Rock, ThrownRock, well-balanced 25' 5× 10× ×0.6 Crush -10% – 1Rock, typical 15' 3× 10× ×0.6 Crush -30% – 1

Weapon Short Medium Extreme Damage Skill STR Weight

† Refers to CON, not STR‡ Has a top-mounted gravity-fed magazine holding 24 quarrels, lever action reloads with a single action

Weapon List

- 35 -

Axe, 1 HAxe C ×1.8 Stun – – /

Axe, 2 HLarge Axe C ×1.2 Stun – /

Club, 1 HBall & Chain C ×1.8 Stun – – /

Club, 2 HGrain Flail C ×1.2 Stun – /

KnifeDagger C ×0.5 Cut – – / ¼

thrust ×0.4 Impale

Spear, 1HJavelin C ×0.1 Impale – / ¼

Spear, 2HJavelin C ×0.1 Impale – ¼Spear S ×0.2 Impale – / ½

Sword, 1 HSword C ×1.8 Stun – – /

Sword, 2 HGreat Sword S ×1.2 Stun – /

High Quality WeaponsOnly weapons without a skill penalty can have higher quality versions made.Fine weapons cost twice as much, but are well-balanced giving +5%.Very Fine weapons cost four times as much, but have excellent balance giving +10%.Exceptionally Fine weapons cost eight times as much, but have superb balance giving +15%.

Penalty for Lack of Space

Reach Swing Thrust Penalty/FootClose 2' radius 2' width 25%Short 4' radius 3' width 40%Medium 6' radius 4' width 30%Long 8' radius 5' width 20%Polearm 10' radius 5' width 10%

Missile Attacks

Missile Damage AP to stop 1 Damage*Broad ×1.2 1Flight ×0.6 2Hunting ×0.8 2War ×0.6 4Quarrel ×0.8 3

* replaces the impale of 2 AP per 1 point

ArcheryBow 7' 8× 40× missile × 0.1 – 1 ¼

CrossbowCrossbow 5' 6× 30× missile × 0.2 – 2 ½Heavy Crossbow 5' 9× 45× missile × 0.3 – 3 ¾

Spear, ThrownJavelin 3' 3× 5× ×0.1 Impale – 2 ¼

with throwing strap 5' 5× 8× ×0.2 Impale -10% 2 ¼Spear 5' 4× 7× ×0.2 Impale – 3 ½

Pixie Weapon Short Medium Extreme Damage Skill STR Weight

Category/Pixie Weapon Reach Damage Skill Parry AP/HP STR** Weight

- 36 -

ArmorType of Armor AP WeightPadding¹ 1 10Quilted 2 15Soft Leather 2 10Hard Leather 3 20Cuirbouilli² 6 40Bezainted 5 20Ringmail 6 25Scalemail 8 50Light Chainmail³ 7 25Chainmail³ 10 45Platemail³ 12 55Field Plate³ 13 60Jousting Plate³ 15 80¹ Suitable for wearing under other armor.² Leather armor made rigid.³ Requires padding underneath to avoid

excessive discomfort from wearing.

ShieldsShield Openness† Block‡ HP WeightBuckler – 3 17 3Large Buckler -5% 3 22 4Small Round -5% 3 17 4Round -10% 4 22 5Large Round -15% 5 26 7Heater -15% 5 32 10Kite -20% 5 35 12Door -25% 5 39 15† Penalty to be hit‡ Maximum damage blocked

Mounted Damage

Size FactorTiny ×0.1Very Small ×0.2Small ×0.3Medium Small ×0.6Medium ×1.0Medium Large ×1.7Large ×3.0Very Large ×5.2Huge ×9.0Gargantuan ×15.6Multiply movement by size factorto find adjSTR for the attack.

Damage for STR

adjSTR Damage adjSTR Damage0–0.09 –

0.10–0.75 1d2-10.76–2.13 1d4-12.14–3.92 1d4 3.93–6.04 1d66.05–8.44 1d8

8.45–11.10 1d1011.11–13.25 1d1213.26–15.52 2d615.53–18.72 1d6+1d818.73–22.12 2d822.13–25.71 1d8+1d1025.72–29.47 2d1029.48–33.39 1d10+1d1233.40–36.44 2d1236.45–39.58 3d839.59–43.90 2d8+1d1043.91–48.36 1d8+2d1048.37–52.96 3d1052.97–57.71 2d10+1d1257.72–62.58 1d10+2d1262.59–66.32 3d1266.33–70.14 2d8+2d1070.15–75.33 1d8+3d1075.34–80.65 4d1080.66–86.08 3d10+1d1286.09–91.64 2d10+2d1291.65–97.31 1d10+3d12

97.32–101.63 4d12101.64–106.02 1d8+4d10106.03–111.96 5d10111.97–118.01 4d10+1d12

118.02–124.17 3d10+2d12124.18–130.43 2d10+3d12130.44–136.79 1d10+4d12136.80–141.63 5d12141.64–146.52 6d10146.53–153.13 5d10+1d12153.14–159.84 4d10+2d12159.85–166.64 3d10+3d12166.65–173.53 2d10+4d12173.54–180.52 1d10+5d12180.53–185.82 6d12185.83–191.17 6d10+1d12191.18–198.39 5d10+2d12198.40–205.69 4d10+3d12205.70–213.08 3d10+4d12213.09–220.56 2d10+5d12220.57–228.12 1d10+6d12228.13–233.84 7d12233.85–239.62 6d10+2d12239.63–247.39 5d10+3d12247.40–255.24 4d10+4d12255.25–263.18 3d10+5d12263.19–271.19 2d10+6d12271.20–279.29 1d10+7d12279.30–285.41 8d12285.42–291.58 6d10+3d12291.59–299.87 5d10+4d12299.88–308.24 4d10+5d12308.25–316.68 3d10+6d12316.69–325.20 2d10+7d12325.21–333.80 1d10+8d12333.81–340.29 9d12

- 37 -

Fumble TableRoll Result

01–16 SLIP: Off balance, cannot dodge for the remainder of the round.

17–24 TRIP: Lose balance and next weapon action whileregaining it.

25–28 FALL DOWN: Roll DEX/20 or drop whatever is held.29, 30 FALL DOWN: Drop held and roll AGI/20 or take 1d6

damage from falling.31–46 GRIP SLIPS: Lose next action with the fumbled

weapon while regaining grip.47–54 WIDE OPEN: +25% to be hit for the rest of the

round and lose next weapon action recovering.55–58 DROP WEAPON: Weapon falls into the same hex.59, 60 FLING WEAPON: Weapon is thrown (but not

effective for damage) 1d6 hexes in a randomdirection.

61–76 STRAIN: 10% penalty with limb† (two strainsbecome a sprain).

77–84 SPRAIN: 25% penalty with limb† and take 1 damagefor every CON rounds of continued use (two sprainsbecome a torn muscle).

85–88 TORN MUSCLE: 50% penalty with limb† and takeimmediate damage equal to the minimum for aminor wound and take that additionally for everyCON rounds of continued use.

89, 90 DISLOCATED JOINT: Unable to use limb† andtake immediate damage equal to the minimum fora major wound.

91–94 FUMBLE BADLY: Reroll twice and apply both results(including additional rerolls).

95–97 HIT SELF‡: Do half normal damage.98, 99 HIT SELF‡: Do normal damage.

100 HIT SELF‡: Do twice normal damage.

† Roll 1d4: 1 = Right leg, 2 = Left leg, 3 = Right arm, 4 = Left armLeg: Movement halved, Agility skills penalizedArm: Weapon, Agility and Manipulation skills penalized

‡ Injured location is chosen by referee

Combat ModifiersItem ModHEIGHT or POSTURE

Attack with 3’+ height advantage +10%Such as defender kneeling

Fighting from knees -25%Fighting from ground -40%RANGED ATTACKS

Cannot parry missile weapons, only thrown

Defense vs ranged at Medium +10%Defense vs ranged past Medium +25%Attacker aimed previous round† +25%

Aiming precludes any other activity, can tradebonus for choice of general location to be hit

OPENNESS

All-out retreating (Dodge modifier) +25%Target Failed all-out dodge (net) +40%Target is “wide open” (net) +25%

Automatic if defender fails defense roll

Target is unaware (additional) +25%Attack from behind is normally “unaware”

MOVEMENT

Character is running (2× move) -10%Character is sprinting (3× move) -25%Target is stationary +10%Target is running -10%Target is sprinting -25%Target is fast (moves n hexes) -(n)%

For targets moving at least 25 hexes/round

Target is in the air (hovering) -15%MISCELLANEOUS

Riposte vs. Failed/Fumbled attack +25%

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Tim Doty

Initiative by ReachAttacker Close Short Medium Long Pole Extend Range*Close equal equal no no no no noShort equal equal equal no no no noMedium yes equal equal equal no no noLong yes yes equal equal equal no noPole yes yes yes equal equal equal noExtreme yes yes yes yes equal equal noRanged* yes yes yes yes yes yes equal

* at one hex distant use Medium, at two hex distant use Extreme

OpennessDefender Close Short Medium Long Polearm ExtendClose – +5% +10% +15% +20% +25%Short -10% – +5% +10% +15% +20%Medium -25% -10% – +5% +10% +15%Long -50% -25% -10% – +5% +10%Polearm -75% -50% -25% -10% – +5%Extended -100% -75% -50% -25% -10% –

STR RequirementsThe minimum STR listings for melee and thrown weapons assume a Medium-sized character. To find the actual minimum STR for smaller or larger characters use this table. Larger characters use the row closest to the minSTR listing for the weapon not exceeding their size. That is, a Gargantuan-sized character wielding a weapon with a nominal minimum STR of 90 would use the row for Huge characters, but a Very Large-sized character would still use the Very Large row.

Size ����������� actual minSTRTiny 1 5 × STRVery Small 3 4 × STR - 12Small 5 3 × STR - 10Medium Small 8 2 × STR - 8Medium Large 16 ¾ × STR + 4Large 24 ½ × STR + 10Very Large 40 ¼ × STR + 20Huge 70 1/10 × STR + 30Gargantuan 100 1/20 × STR + 35

IlluminationQuality Sight-based skillsBlinding 0%Daylight —Twilight -10%Full Moon -10%Gibbous Moon -25%Half Moon -40%Crescent Moon -60%Starlight -75%Torchlight -25%

- 39 -

Weapons Charts

Rapid Fire Hits - I

Shots 1 1½ 2 2½ 3 3½ 4 4½ 5 6 7 8 9 10 12 14 16 182 1,718' 1,145' 859' 687' 572' 491' 429' 381' 343' 286' 245' 214' 190' 171' 143' 122' 107' 95'3 572' 381' 286' 229' 190' 163' 143' 127' 114' 95' 81' 71' 63' 57' 47' 40' 35' 31'4 286' 190' 143' 114' 95' 81' 71' 63' 57' 47' 40' 35' 31' 28' 23' 20' 17' 15'5 171' 114' 85' 68' 57' 49' 42' 38' 34' 28' 24' 21' 19' 17' 14' 12' 10' 9'6 114' 76' 57' 45' 38' 32' 28' 25' 22' 19' 16' 14' 12' 11' 9' 8' 7' 6'7 81' 54' 40' 32' 27' 23' 20' 18' 16' 13' 11' 10' 9' 8' 6' 5' 5' 4'8 61' 40' 30' 24' 20' 17' 15' 13' 12' 10' 8' 7' 6' 6' 5' 4' 3' 3'9 47' 31' 23' 19' 15' 13' 11' 10' 9' 7' 6' 5' 5' 4' 3' 3' 2' 2'

10 38' 25' 19' 15' 12' 10' 9' 8' 7' 6' 5' 4' 4' 3' 3' 2' 2' 2'11 31' 20' 15' 12' 10' 8' 7' 6' 6' 5' 4' 3' 3' 3' 2' 2' 1' 1'12 26' 17' 13' 10' 8' 7' 6' 5' 5' 4' 3' 3' 2' 2' 2' 1' 1' 1'13 22' 14' 11' 8' 7' 6' 5' 4' 4' 3' 3' 2' 2' 2' 1' 1' 1' 1'14 18' 12' 9' 7' 6' 5' 4' 4' 3' 3' 2' 2' 2' 1' 1' 1' 1' 1'15 16' 10' 8' 6' 5' 4' 4' 3' 3' 2' 2' 2' 1' 1' 1' 1' 1' –16 14' 9' 7' 5' 4' 4' 3' 3' 2' 2' 2' 1' 1' 1' 1' 1' – –17 12' 8' 6' 5' 4' 3' 3' 2' 2' 2' 1' 1' 1' 1' 1' – – –18 11' 7' 5' 4' 3' 3' 2' 2' 2' 1' 1' 1' 1' 1' – – – –19 10' 6' 5' 4' 3' 2' 2' 2' 2' 1' 1' 1' 1' 1' – – – –20 9' 6' 4' 3' 3' 2' 2' 2' 1' 1' 1' 1' 1' – – – – –

Rapid Fire Hits - II

Shots 20 24 28 32 36 40 48 56 64 72 80 96 112 128 144 160 192 2242 85' 71' 61' 53' 47' 42' 35' 30' 26' 23' 21' 17' 15' 13' 11' 10' 8' 7'3 28' 23' 20' 17' 15' 14' 11' 10' 8' 7' 7' 5' 5' 4' 3' 3' 2' 2'4 14' 11' 10' 8' 7' 7' 5' 5' 4' 3' 3' 2' 2' 2' 1' 1' 1' 1'5 8' 7' 6' 5' 4' 4' 3' 3' 2' 2' 2' 1' 1' 1' 1' 1' – –6 5' 4' 4' 3' 3' 2' 2' 2' 1' 1' 1' 1' 1' – – – – –7 4' 3' 2' 2' 2' 2' 1' 1' 1' 1' 1' – – – – – – –8 3' 2' 2' 1' 1' 1' 1' 1' – – – – – – – – – –9 2' 1' 1' 1' 1' 1' – – – – – – – – – – – –

10 1' 1' 1' 1' 1' – – – – – – – – – – – – –11 1' 1' 1' – – – – – – – – – – – – – – –12 1' 1' – – – – – – – – – – – – – – – –13 1' – – – – – – – – – – – – – – – – –

- 40 -

Tim Doty

Modern WeaponsCategory/Type Damage Short Medium Extreme Shots RoF Rcl CR

HandgunHigh Standard .22 1d6×3 10' 200' 3150' 10+ S 2 – 1.105kg; 773gm/s; 84 ft-lbs; SLBHigh Standard Derringer 1d6×8 5' 45' 4350' 2 S 6 – 0.31kg; 1193gm/s; 182 ft-lbs; SLBRemington XP 100 1d6×51 10' 900' 7950' 1 B 4 – 1.7kg; 2625gm/s; 780 ft-lbs; JSPColt SCAMP 1d4×36 10' 135' 5175' 27+ 15* 3 36 1.02kg; 1664gm/s; 392 ft-lbs; FMJVz 61 Skorpion 1d6×15 10' 150' 3,585' 10, 20+ 8 3 64 1.29kg; 1775gm/s; 175 ft-lbs; FMJMauser M32 1d6×28 10' 150', 900' 5,400' 10, 20 9 4 72, 40 1.13kg; 2390gm/s; 374 ft-lbs; FMJBeretta M92S 1d6×25 10' 150' 6,040' 15+ S 4 – 0.949kg; 2614gm/s; 340 ft-lbs; FMJColt M1911A1 1d8×27 10' 150' 4,390' 7+ S 5 – 1.106kg; 3932gm/s; 378 ft-lbs; FMJColt Python (long barrel) 1d8×11 10' 135' 4,440' 6 R 5 – 1.502kg; 4113gm/s; 602 ft-lbs; JHPUzi 1d6×33 30' 600' 6,000' 25,32 6 2 40 3.6kg; 2999gm/s; 439 ft-lbs; FMJM16A1 1d4×171 50' 1200' 8,000' 20,30+ 8 2 12 3.18kg; 3649gm/s; 1338 ft-lbs; FMJSpringfield M1903 (.30-06)1d6×256 50' 1800' 11,000' 5+ B 4 – 4.1kg; 8147gm/s; 2428 ft-lbs; JSP.460 Weatherby Mk V 1d8×1009 50' 3000' 20,000' 3+ B 6 – 4.76kg; 27283gm/s; 8395 ft-lbs; JSPLight Hideout 1d4 Imp, ×4 5' 10' 300' 6 S 2 –Medium Hideout 1d6 Imp, ×6 5' 10' 450' 4 S 4 –Heavy Hideout 1d8 Imp, ×3 5' 10' 400' 2 S 6 –Magnum Hideout 1d6 Imp, ×10 5' 15' 600' 2 S 8 –Light Pistol† 1d4 Imp, ×5 10' 25' 1000' 10 S 1 –Medium Pistol† 1d6 Imp, ×8 10' 30' 1500' 15 S 3 –Heavy Pistol† 1d8 Imp, ×4 10' 20' 1200' 7 S 4 –Magnum Pistol† 1d6 Imp, ×12 10' 40' 2000' 7 S 5 –Elephant Pistol† 1d8 Imp, ×8 10' 30' 1500' 6 S 8 –

LongarmLight Carbine 1d4 Imp, ×6 50' 150' 5000' 10 S ½ –Medium Carbine 1d6 Imp, ×10 60' 200' 6000' 10 S 1 –Heavy Carbine 1d8 Imp, ×5 50' 175' 5000' 10 S 2 –Light Rifle 1d4 Imp, ×10 75' 300' 7000' 8 B 2 –Medium Rifle 1d6 Imp, ×20 75' 450' 10000' 6 B 5 –Heavy Rifle 1d8 Imp, ×15 75' 400' 8000' 5 B 8 –Magnum Rifle 1d6 Imp, ×30 100' 600' 12000' 5 B 10 –Elephant Rifle 1d8 Imp, ×25 100' 500' 10000' 3 B 12 –

Cluster Fire Hits

Shots 1 2 3 4 5 6 8 10 12 14 16 18 20 23 26 3099% 115' 58' 38' 29' 23' 19' 14' 11' 9' 8' 7' 6' 6' 5' 4' 4'90% 121' 60' 40' 30' 24' 20' 15' 12' 10' 9' 8' 7' 7' – 5' –75% 132' 66' 44' 33' 26' 22' 17' 13' 11' 10' 9' 8' 8' 6' 6' –50% 162' 81' 54' 41' 32' 27' 20' 16' 14' 12' 10' 9' 9' 7' 7' 5'25% 229' 115' 76' 57' 46' 38' 29' 23' 19' 16' 14' 13' 11' 10' 9' 8'10% 362' 181' 121' 91' 72' 60' 45' 36' 30' 26' 23' 20' 18' 16' 14' 12'1% 1,146' 573' 382' 286' 229' 191' 143' 115' 95' 82' 72' 64' 57' 50' 44' 38'

- 41 -

Weapons Charts

- 43 -

Combat Round Sheet

Declaration of Intent (Opponent Focusing on, Attack/Spell)Advantage Damage MP

- 44 -

Adv Declaration Wound MP

Character:

Adv Declaration Wound MP

Character:

Adv Declaration Wound MP

Character:

Adv Declaration Wound MP

Character:

Adv Declaration Wound

Character:

Adv Declaration Wound

Character:

- 45 -

Doing StuffThis chapter provides rules for character

actions, or “doing stuff.” With the exceptions of fighting and casting spells, pretty much

everything that a character will do is covered here.

LiftingUnder normal circumstances a character is assumed to be able to lift a number of pounds equal to his STR, squared. Doing so costs a number of FP equal to the Held Enc for weight of the object. A character can attempt to exert greater strength, up to three points greater than his actual strength, but doing so costs additional fatigue and carries a certain amount of risk.

The amount of fatigue incurred by the lifting attempt is increased by the number of points of the character’s STR score is being increased. To determine if the lift was successful the charac-ter’s CON is matched against a resisting score of 10 and the result checked on the Lifting table.

For example, for a character with STR 15 to lift a sword (3 pounds) costs no FP as it weighs 7½ pounds or less (0 Held Enc), but to lift a fifty pound crate costs 3 FP. The character could not normally lift a 300 pound gate, but by pushing his strength 3 points he could make the attempt. Each attempt would cost him 9 FP (6 Held Enc, plus 3 pushed STR) and require a roll on the resistance table matching the char-acter’s CON against a 10. Only with a critical success will the gate be lifted.

The Lift table is interpreted as follows:

Lift: The character is able to completely lift the amount indicated, but pays additional fatigue at the end of each round equal to the amount by which STR is pushed.

Slide: The character is able to lift momentarily, but incompletely, or to slide the object in question. Objects can only be slid on smooth, level surfaces or those sloping downward.

Budge: The character is able to budge the

object, but no more.

Strain: The character strains a muscle. Additional attempts within 24 hours incur a cumulative penalty of +2 to the resistance score.

Pull: The character pulls a muscle, effectively one point of damage. Additional attempts before the pulled muscle is healed incur a cumulative penalty of +5 to the resistance score.

LiftingCON/10 STR+1 STR+2 STR+3Critical Lift Lift LiftSpecial Lift Lift SlideNormal Lift Slide BudgeMiss Slide Budge StrainFailure Budge Strain PullFumble Strain Pull Tear

Max LiftSTR Lbs. STR Lbs. STR Lbs. STR Lbs.

1 1 26 676 51 2601 76 57762 4 27 729 52 2704 77 59293 9 28 784 53 2809 78 60844 16 29 841 54 2916 79 62415 25 30 900 55 3025 80 64006 36 31 961 56 3136 81 65617 49 32 1024 57 3249 82 67248 64 33 1089 58 3364 83 68899 81 34 1156 59 3481 84 7056

10 100 35 1225 60 3600 85 722511 121 36 1296 61 3721 86 739612 144 37 1369 62 3844 87 756913 169 38 1444 63 3969 88 774414 196 39 1521 64 4096 89 792115 225 40 1600 65 4225 90 810016 256 41 1681 66 4356 91 828117 289 42 1764 67 4489 92 846418 324 43 1849 68 4624 93 864919 361 44 1936 69 4761 94 883620 400 45 2025 70 4900 95 902521 441 46 2116 71 5041 96 921622 484 47 2209 72 5184 97 940923 529 48 2304 73 5329 98 960424 576 49 2401 74 5476 99 980125 625 50 2500 75 5625 100 10000

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Tim Doty

Tear: The character tears a muscle, taking a number of points of damage equal to his Serious Wound Level.

Throwing ThingsThere are times when a character wants to throw things not designed for use as a thrown weapon. Usually such an object is not particularly well balanced so accuracy isn’t very good. In general, use DEX × 1½' for short range and DEX ×3' for medium range. If STR is less than DEX, use it instead of DEX for determining these ranges. In order to hit with such an object the Throw Rock skill is used, though the referee may choose to penalize it for particularly unwieldy objects.

The maximum distance which a character can throw an object is somewhat variable due to the numerous factors of shape, grip, balance, and so on. For game purposes the maximum distance which a character can throw a generic object is equal to STR × 10 feet, or two hexes per point of STR. This assumes a light object, however, weighing a mere pound. To find the actual distance for heavier objects look up the modifier (in hexes) on the Throwing Distance table. For example, a character with STR 12 has a base throwing distance of 24 (120 feet), but could only throw a 30 pound object (24 - 16) 8 hexes, or 40 feet. If an object is imbalanced or unwieldy then the range should be reduced as well as imposing a to hit penalty for throwing accuracy.

A character can try to exert himself to throw farther. This works by an effective increase to the character’s STR just as with lifting and so increases distances by up to 6 hexes, or 30 feet. To be successful requires a result of “Lift” on the Lift table.

The damage done by a thrown object is as variable as the range, although for additional factors of rigidity, sharpness, and so on. For hard objects, such as those made of rock or metal, the base adjSTR is equal to the maxi-mum distance (in hexes) which an object of that weight can be thrown. The damage multi-plier is based on the weight of the object and looked up on the Throwing Damage table. For softer or less rigid objects the adjSTR should

Throwing DistanceWeight Mod Weight Mod Weight Mod

1 0 44–47 20 151–158 402 1 48–51 21 159–165 413 2 52–55 22 166–172 424 3 56–59 23 173–180 435 4 60–63 24 181–188 446 5 64–68 25 189–195 45

7, 8 6 69–73 26 196–204 469 7 74–78 27 205–212 47

10, 11 8 79–83 28 213–220 4812, 13 9 84–88 29 221–229 4914, 15 10 89–94 30 230–238 5016–18 11 95–99 31 239–246 5119, 20 12 100–105 32 247–255 5221–23 13 106–111 33 256–265 5324–26 14 112–117 34 266–274 5427–29 15 118–124 35 275–284 5530–32 16 125–130 36 285–293 5633–35 17 131–137 37 294–303 5736–39 18 138–143 38 304–313 5840–43 19 144–150 39 314–323 59

Throwing DamageWeight Damage Weight Damage Weight Damage

1 0.3 81–88 2.3 289–302 4.32, 3 0.4 89–96 2.4 303–316 4.4

4 0.5 97–104 2.5 317–331 4.55, 6 0.6 105–112 2.6 332–345 4.67, 8 0.7 113–120 2.7 346–360 4.7

9–11 0.8 121–129 2.8 361–376 4.812–14 0.9 130–139 2.9 377–392 4.915–17 1.0 140–148 3.0 393–408 5.018–21 1.1 149–158 3.1 409–424 5.122–24 1.2 159–168 3.2 425–440 5.225–29 1.3 169–179 3.3 441–457 5.330–33 1.4 180–190 3.4 458–475 5.434–38 1.5 191–201 3.5 476–492 5.539–43 1.6 202–213 3.6 493–510 5.644–48 1.7 214–224 3.7 511–528 5.749–54 1.8 225–237 3.8 529–547 5.855–60 1.9 238–249 3.9 548–566 5.961–67 2.0 250–262 4.0 567–585 6.068–73 2.1 263–275 4.1 586–605 6.174–80 2.2 276–288 4.2 606–624 6.2

- 47 -

Doing Stuff

be reduced.If a living creature is thrown the simplest solu-

tion for damage is to consider the distance of the throw to be a fall of equivalent height.

If the maximum height reached by a throw is significant, e.g., when throwing indoors, it can be assumed to be one-tenth of the horizontal distance, plus the height of the thrower. If an object is thrown for height each foot of height gained reduces the horizontal range by two feet. So a man standing six feet in height trying to throw a rock over a twenty-foot wall will have his horizontal distance reduced by 24 feet, or about five hexes. The actual mechanics of projectile motion are, of course, far more complex than this—but the point is a simple and usable system, not a physics lesson.

Breaking ThingsDuring the course of the game, characters are likely to try and break chairs, knockdown doors and generally attack objects. An object, like a character, has both Armor Points and Hit Points. Most things in the game are made solely or primarily from a single material and the AP and HP values are taken from the material. Handling compound material objects is up to the referee, but some “compound” objects can be considered separately. For example, a carriage might have an iron undercarriage, but

wooden wheels and cab. The doors will be of a considerably lighter wood than the wheels.

To earn the AP due a material an object must have a minimum thickness. Objects thinner than this minimum have the AP prorated accordingly. For example, wood has 2 AP, but must be at least ½” thick to get this. A wood panel ¼” thick would get half the AP. The depth of penetration of an attack depends on the amount and type of damage done as well as the object’s material. The result of this penetration depends on the material. Wood will flex, separate and lose strength. Stone or brick will chip, powder and disintegrate. Metal will twist, stress and weaken.

Wood or hardwood has half the rated HP for blows with the grain and double the rated HP for cross-grain blows from edged weapons.

In general, any reduction to the effectiveness of AP is also applied to the HP of an object. Thus an impaling weapon (2 AP stop 1 point of damage) does double damage to an object for purposes of determining if it penetrated. This includes those weapons with specific AP adjustment, such as a halberd used with a backswing. An impaling weapon that achieves a special success penetrates 4 AP or HP per point of damage.

However, for purposes of reducing the overall HP of an object the reverse is true. Thus the damage done by an impaling weapon is halved. An attack that took 4 AP to stop one point of damage would only do ¼ damage, and so on.

For example, a berserker with a mace smashes a 1" oak door (4 AP, 30 HP, 180 totHP) for 12 points of damage. 8 points of damage get past the AP and count as 6 for penetration—the door bows under the blow, but holds. Still, the total HP of the door are reduced to 172. The crossbowman on the other side, hearing the hit and seeing the door bowing, fires his crossbow at the door doing 7 damage. It is an Impale ×2 attack so the 6 damage in excess of the AP are quadrupled, but 24 is not enough to penetrate the door. The damage is then quartered, rounding to 2, and the totHP are further reduced to 170 with a crossbow bolt imbedded in the door.

On the other hand, a mercenary chopping his way through the barred door of an inn (½" wood: 2 AP, 8 HP, 24 totHP) with his battle axe doing

Throwing ExampleGünnar is a big, strong man (STR 21) who normally keeps to himself, but while minding his own business in a bar a drunk bumps into him. Günnar decides to take exception to this and picks the drunk up to hurl him across the room. The drunk weihs 150 pounds giving a distance modifier of 39—reducing Günnar’s throwing distance to 3 hexes, or about 15 feet. This is enough to send the drunk sailing into the wall ten feet away taking damage as if from a 15-foot fall, or 2d6 crushing damage.

When the drunk gets up to come back for more, Günnar picks up an empty chair (five pounds) and throws it at the charging drunk. Günnar’s range with the chair is 38 hexes, times a damage factor of 0.6 gives an adjSTR of 22.8, or 1d8 + 1d10 damage.

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1d6+1d8 damage per hit. His automatic advantage against the door allows him to attack for an extra 1d6 of damage so in actuality he does 2d6+1d8. He rolls badly on his first swing and only gets 8 points of damage. The axe bites into the wood, but doesn’t penetrate (leaving 18 totHP). He hauls back and tries again, doing better with a roll of 14. This time the axe head sinks through the door and does 12 points of damage (6 totHP). The third swing of 10 points of damage demolishes the door.

Siege EnginesWhen dealing with large, thick walls one usually uses large, powerful weapons. Siege engines are the obvious choice for those seeking to breach stronghold walls. To avoid the inflation of large hit point values, the concept of Structure Points are used instead. 10 SP represents a five-foot section of stone wall that is five feet in height and one foot thick. Each SP is then roughly equivalent to 360 points of damage. A siege engine used against smaller targets simply demolishes them.

The target-size for such weapons is considered to be a hex—in otherwords about a 5' diameter area. To shoot more precisely is very difficult, if not impossible, with this kind of weapon.

For example, a seige engineer fires a catapult at a castle wall which is 20' thick stone and does 3 SP of damage. A section of wall about one foot thick and three feet across is powdered or slides to the ground leaving the remaining wall with 197 SP. 70 or so more hits like that will make a sizeable breach in the wall.

Tying KnotsThere is no specific skill for tying knots, any one of several skills can be used for this purpose. Primarily, these are Boat and Sail. An attempt to tie a knot is resolved by rolling against the skill with a

bonus of 25%. The better the level of success the better the knot is tied. To untie a knot requires a similar roll (excepting, of course, slip knots). If the character so desires he can tie a complex of knots—this removes the 25% bonus both for the tying and for any attempt to untie the knot.

Object ToughnessMaterial AP Thickness HP/inch HP/foot totHP DensityWood 2 ½" 15 180 30/ft³ 30 lbs/ft³ Plywood 3 ½" 22 260 70/ft³ 45 lbs/ft³Hardwood 4 ½" 30 360 120/ft³ 60 lbs/ft³Bone 4 1" 40 480 220/ft³ 110 lbs/ft³Mud Brick 1 ¾" 20 240 140/ft³ 140 lbs/ft³Brick 3 6" 30 360 110/ft³ 110 lbs/ft³Fired Clay 6 6" 45 550 70/ft³ 90 lbs/ft³Stone 10 1' 50 600 160/ft³ 160 lbs/ft³Pot Metal 10 1" 36 430 1350/ft³ 450 lbs/ft³Cast Iron 15 1" 55 660 1800/ft³ 450 lbs/ft³Iron 20 1" 64 770 2940/ft³ 490 lbs/ft³Steel 30 1" 83 1000 3000/ft³ 500 lbs/ft³Hardened Steel 45 1" 100 1200 3880/ft³ 485 lbs/ft³

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Animal Training

Animal TrainingEach general type of animal training is a

separate skill. Dog training is different from horse training is different from bird-of-prey

training. The skill for training is itself generalized: a dog trainer can train for obedience, guarding, hunting, etc. However, an auxiliary knowledge skill may be required for certain tasks: if you don’t know how and what a pointer hunting dog is supposed to do you can hardly train a dog to do that.

There are two principle uses of animal training: obedience training and performance training. An animal may respond to one type of training better than another, depending on its intelligence and temperament.

Obedience training is a matter of breaking the animal’s natural instincts to allow common associa-tion with people. “Breaking a horse” is a form of obedience training, as is house breaking a domestic animal. These are all behavioral impulses.

Performance training is done to get an animal to understand and obey commands. Usually, though not necessarily, an animal must be obedience trained before performance training can be done. Each command is treated separately and a list of known commands should be kept for the animal. As part of the manner in which it is trained an animal can be trained to respond to anyone, or just the trainer. Often the latter is the case and, upon trans-ferring an animal to an owner the animal will be trained to respond to the owner as if he were the trainer.

In many cases commands are verbal, although this is not always the case (for example, falcons and the lure). Verbal commands should be short and succinct. The animal’s response to the command should be easily described or demonstrated. If it is not then the training will be more difficult. Any task that is complex or requires intelligence, easily described or not, is more difficult to train. It is recommended that any player using this skill have the commands build on one another. After an animal has been trained to stay, for example, an additional command of guard would be appropriate.

The use of this skill takes time, the amount

being determined by the difficulty of the training at hand. For simple tasks two one hour sessions within a week are sufficient. For moderate tasks five one hour sessions within a week are required. For relatively complex tasks at least 25 hours over a two week period are required, with more complex tasks taking even more time.

By continuing training on tasks that have al-ready been taught the animal’s response will be-come better conditioned. Each time that a task has been successfully trained the animal gains a level in that task. The base chance that an animal will perform the task when commanded is equal to the training level, plus the animal’s WIT, times five percent. The referee may substitute another number for the animal’s WIT if he sees fit.

In general, obedience training is a moderate task for animals that are normally domesticated. For feral animals, however, it becomes a complex task and is never completely successful. A good example of this is with birds of prey.

FalconryThis skill is used to train and fly hawks, falcons, owls and eagles in the hunt. It requires the use of the proper equipment, such as a lure, to practice. It takes considerable time and effort to train a bird of prey in this way and the bird will only return to the falconer for a limited period of time, eventually flying off never to return. There is a cumulative one point penalty to the bird’s WIT (for purposes of obeying commands) for every six months it is kept. Some birds may have a bonus to WIT for responsiveness to training (such as the harris hawk with +2) and others may have a penalty (such as the peregrine with -2).

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CraftsAlthough there are many different crafts, the

same general rules apply to all of them. Most are considered to be of average

difficulty, though some few are harder or easier than normal. This is not an attempt at a complete listing of crafts: the referee should feel free to add crafts as desired. Although most crafts are appropriate for a townsman making a living there are some crafts which appeal to player characters as well—especially when trying to master certain runes.

Each craft is a separate skill, though some are related. If a player wants to do something requiring a craft he doesn’t have, but he does have one that is related, the referee may allow an attempt at half chance, though not to exceed an effective skill of 30%. For example, a character with Craft Blacksmith at 65% would be able to attempt to make a weapon with an effective skill of 30%.

CraftingThe time, tools and materials necessary to complete a task in a craft lie well beyond the scope of these rules. For game purposes craft usage is divided up into five different difficulties from simple to omniplex. The suggested times are given in the table; the columns refer to the speed of the craft in question, not the crafter. If a job is rushed it can be done in half the time, but with a 25% penalty to the skill. If a job is done slowly and methodically taking double the time there is a bonus of 25% to the skill.

The quality of workmanship depends on the degree of success. If the roll is missed the work is successfully completed, but is shoddy. A failure indicates that the effort was a complete failure while a fumble might indicate that twice the materials expected were consumed, tools were broken or some similar misadven-ture. The listed adjustment is the sug-gested skill modifier.

EquipmentThere are four levels of equipment: basic, field, standard and comprehensive. Exactly what is included varies with the

craft. The difficulty of the craft is assumed to translate into the expense of the equipment—use the cheap price column for easy crafts, the average price column for average crafts, the expensive price column for hard crafts and the very expensive column for very hard crafts.

Basic equipment is a composite which the craftsman is expected to buy from various sources as appropriate. It includes the bare essentials of his craft and is usually portable with a total weight of around fifty pounds and requiring three cubic feet or so of space to store. Although requirements vary, to actually use the equipment will at a minimum require 20 square feet of floor space, though this can be compressed to half that by use of a table or workbench.

Field equipment is very much the same as basic equipment, except for being more complete in terms of tool selection and commonly used items. The quality of the equipment is generally better as well. Field equipment is usually semi-portable with a total weight of around a hundred pounds and requir-ing five cubic feet or so of space to store. Although requirements vary, to actually use the equipment will at a minimum require 30 square feet of floor space, including the use of one or more solid workbenches (having at least 15 square feet of surface) or the craft equivalent.

CraftsmanshipSuccess Quality GeneralizationCritical³ Incredible 2 × HP, +4/+20%Critical² Exceptional 1¾ × HP, +3/+15%Critical Very Fine 1½ × HP, +2/+10%Special Fine 1¼ × HP, +1/+5%Normal Normal StandardMiss Shoddy Half HP, -2/-10%

ProjectTask Adj Quick Normal SlowSimple +25% 1–6 minutes 2–20 minutes 10–60 minutesAverage — ½–2 hours 1–6 hours 3–18 hoursComplex -10% 1–4 days† 3–8 days† 4–24 days†Multiplex -25% 2–4 weeks 3–10 weeks 5–30 weeksOmniplex -40% 4–6 months 10–12 months 1–2 years† refers to “work days” of 12 hour duration

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Standard equipment is a more elaborate setup requiring 100 square feet of room and includes work tables, shelving and lamps in addition to the regular equipment. Such a workshop is not portable unless it is installed in a sufficiently large wagon. However, it is important to note that a standard wagon lacks the strength to deal with the stresses of having a constant, heavy load in addition to the rigours of the craft-labor.

Comprehensive equipment is the same as a standard workshop except for including all manner of odd and unusual equipment, some that is little used, the entire setup requiring 250 square feet of room.

Craft SkillsMost takes are normal time and of average difficulty. Several crafts deal with creating patterns or designs (Craft Embroidery, Craft Engrave, etc.). With these the size of the pattern to be created determines the time (Quick, Normal or Slow) and the relative complexity of the pattern determines the difficulty (Simple, Average, etc.).

Armorsmith (A)An armorer uses high grade iron or steel to make metal armor. Chainmail is made from drawn wire with riveted links. Platemail has individually shaped, interlocking pieces held together with leather straps and rivets. Most armor is a Slow Complex task to make.

Baker (A)A baker makes bread and pastries. The ovens are large and not suitable for household use—each community has its ovens. In a village these will be public, but in towns and cities the manufacture of bread is regulated almost as if it were a public service. Only authorized bakers can use a town’s ovens and they can only charge according to the schedule fixed by the local lord.

Blacksmith (A)A blacksmith produces nails, shoes horses, draws wire and in general makes things from iron. Drawing wire is a painstaking task: it is a Slow Complex task to turn twenty five pounds of bar stock into wire.

Bowyer (A)This craft is used to make bows. This requires the selection of the proper wood, its shaping and carving. In the case of a composite bow horn and sinew are used in addition with glue to make a stave of composite material construction. Most bows are an Average task, but a composite bow is a Complex task and an elf bow is a Multiplex task.

Brewer (A)This craft is used to brew beer: this requires a vat, malt, hops and grain.

Carpenter (A)A carpenter makes shelves, tables, chairs and the like. He works with wood knives, saws and glue.

Cobbler (A)This craft is used to measure and make leather shoes, as well as re-sole shoes and make other repairs. It is also used with boots. To make a pair of modest leather shoes is an Average task.

Confectioner (A)A confectioner makes sweetmeats. Most dishes are either Simple or Average tasks to make.

Cook (A)This is the craft of household cooking: in otherwords what can be made using pots, pans and a cooking fire. Gruels, stews and roasts are the most common things made.

Embroidery (A)This craft is used to embroider cloth. It requires various needles depending on the coarseness of the cloth being embroidered, the weight of the thread

EquipmentEquipment Adj Cheap Avg Exp V Exp Weight Space StorageBasic -25% 1½ sp 2 sp 3 sp 4 sp ~50 lbs. 20 ft² ~3 cubic feetField -10% 3 sp 5 sp 8 sp 10 sp ~100 lbs. 30 ft² ~5 cubic feetStandard – 10 sp 20 sp 30 sp 40 sp ~1,000 lbs. 100 ft² —Comprehensive +10% 20 sp 50 sp 80 sp 120 sp ~2,500 lbs. 250 ft² —

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being used, and of course a supply of various colored threads.

Engrave Metal (A)This craft is used to engrave patterns in metal.

Fire Pottery (A)This craft is used to fire pottery. It requires careful control of the kiln for preparation (to ensure that there is no moisture, for example) and firing (to ensure that the proper temperature is reached and not exceeded, and that the temperature is uniform). There are different firing techniques which go beyond the scope of these rules. Suffice to say that special firing techniques can be used to great artistic effect.

Fletcher (A)This craft is used to make arrows. Arrows require delicate balance and proper springiness. The fletching must be correctly aligned. To make a single arrow is a Quick Simple task, but they are usually made in batches of a dozen which is a Quick Average task.

Gem Cutter (H)This craft is used to work gem stones. The chance for success is modified for the difficulty of the cut, which in turn modifies the value of the cut stone. This skill also allows for inscribing on stones.

Leather Armorer (A)This craft skill is used to make leather armor or leather fittings for metal armor pieces. Making simple leather armor is an Average task.

Locksmith (VH)A locksmith does very delicate, exacting work with iron and steel. He makes springs, miniature levers, etc. His most popular product is the padlock although he can make

clockwork mechanisms as well.The Lock table shows the project difficulties

and base lock complexities for the different types of locks. The actual lock complexity is equal to the base complexity times the level of success achieved in the lock manufacture. The base complexity of some lock types can be increased by design. Doing so increases the difficulty of the project.

The strength of a lock is used to resist brute force attempts to break it and can vary from 1 to 4. A lock’s AP is equal to this strength. A lock’s HP are equal to AP × 5. Smashing a lock damages the mechanism and makes it harder to pick: the amount of damage taken to HP × 10% is the penalty to pick a damaged lock. This is also the chance that the lock will not open even with the proper key.

It is possible to make a lock from wood, though doing so does not decrease the project difficulty. It does require that the locksmith also have some skill with woodworking and the locks will be weaker. A hardwood lock has AP 1, HP 4 and weighs half as much as an AP 1 metal lock. The skill for crafting such a lock is the lesser of the Craft Locksmith and Craft Wood Carver.

Mason (H)This craft is used to build with stone. Although this skill is sufficient for minor projects, such as a garden wall or a foundation, for an actual stone structure to be sound the work must be guided by an architect.

Pottery - Building (A)

Gem CutCut Skill Regularity BrillianceRaw (none) n/a – 0Polished +30% – 1Rounded +15% 3 3Faceted +15% 5 5Table – 8 8Brilliant -10% 10 10

LocksType of Lock Project Complexity Weight Key ProjectTurnkey Simple 0 1 + S SimpleScrew Average 1 1 + S Average

Complex 2 2 + S AverageWheel Complex 1 1 × S Average

Multiplex 2 1½ × S ComplexTumbler Multiplex 3 S Complex

Omniplex 5 S MultiplexCombination Average 1 2 + S —

Complex 2 3 × S —Multiplex 3 5 × S —Omniplex 4 8 × S —

where S is strength

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This craft is used to make things by hand from clay. This includes things such as clay ropes and the bowls and whatnot that are derived from them. Small pieces of pottery, handles and asymetrical pieces are normally made with this skill.

Pottery - Wheel (A)This craft is used to make things from clay with a potter’s wheel. By necessity the objects are always symetrical unless altered with Craft Pottery Building before firing.

Silversmith (H)A silversmith does delicate work, often highly decorative, in pewter, silver and (rarely) gold. Items crafted include goblets, necklaces, earrings, rings and fancy tableware. As a rule of thumb the value of a given piece of jewelry is equal to twice the value of the metal making it up. Even a missed craft roll will produce an item worth this much: although it will be visually flawed it will still be functional as a piece of jewelry. The value added for workmanship is found by comparing the level of success with the difficulty of the design attempted and consulting the table. For example, a ring made from half an ounce of silver (3 sp) would have a base value of 6¼ sp. If it were crafted to an Average design with a normal success the total value would be 12½ sp.

When setting a stone the increase in value is calculated in the same way, except the value added is relative to the gem. Thus a 10 sp ring with a 5 sp stone set with a Special success Average design would have a final value of 10 sp (the ring) + 5 sp (the stone) + 10 sp (the setting), or 25 sp.

A gold circlet (of Average design) weighing half a pound and set with three rubies, each worth 20 gp and in a Complex setting and all work being of a special success would be worth 100 gp (the circlet) + 200 gp (the workmanship) + 3 × 20 gp (the gems) + 3 × 80 gp (their set-tings), or 600 gp.

Because of their differing densities, the relative values of otherwise identical pieces does not follow the exchange rates

of money. A copper item is worth about 1/14 of a silver one (and weighs slightly less) and a gold item is worth about 36 times a silver one (and weighs significantly more).

Stone Cutter (A)This craft is used to quarry stones and covers various techniques for identifying rocks and quarrying them. Quarried rock is normally in rather large, rough blocks. This craft can then be used to smooth give the stone blocks their final shape.

Swordsmith (A)There are several techniques for making swords. The better the technique the longer the process. The fastest method is simply to hammer a blade out from an iron rod, temper it, give it an edge and equip it with hilt, guard, etc. This takes around two to three hours to do right and produces a blade inferior in quality to that listed in the weapon charts. Reduce price by 30%, but halve AP and HP,

Sample JewelryItem Metal Dimensions Weight Base ValueRing silver ¾"×¼" 50 grains 1½ sp

gold ¾"×¼" 90 grains 2¾ gpHeavy Ring silver ¾"×½" ¾ ounce 9½ sp

gold ¾"×½" 1½ ounces 17½ gpLight Chain silver 12" 30 grains 1 sp

gold 12" 55 grains 1¾ gpsilver 18" 50 grains 1½ spgold 18" 90 grains 2¾ gp

Heavy Chain silver 18" ¾ ounce 9½ spgold 18" 1½ ounces 17½ gp

Small Pendant silver ¾" 30 grains 1 spgold ¾” 55 grains 1¾ gp

Heavy Pendant silver 1" ¾ ounce 9½ spgold 1" ¾ ounce 17½ gp

Circlet silver ½" ½ pound 100 spgold ½" 1 pound 200 gp

Jewelry Workmanship Added ValueSuccess Simple Average Complex Multiplex OmniplexCritical³ ×2½ ×5 ×10 ×20 ×40Critical² ×2 ×4 ×8 ×16 ×32Critical ×1½ ×3 ×6 ×12 ×24Special ×1 ×2 ×4 ×8 ×16Normal ×½ ×1 ×2 ×4 ×8

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rounding down. Clay casing involves coating the spine of the blade with clay, firing and cooling. It is otherwise the same as the above and thus takes little more time. It produces blades of the quality assumed in the weapon charts. An equivalent quality can be achieved by having graded iron bars and welding a soft iron bar around the spine of a high carbon one. Pattern welding takes 40 to 70 hours and involves four long, thin bars which have been carbon dusted. They are heated, twisted together, hammered flat into a single piece and tempered. This produces a candy-stripe pattern down the blade. This produces a blade that is marginally more durable, increasing its HP by 10% and multiplies the listed price by 10. Damascening is a technique of increasing the carbon of the blade, and thus its ability to hold an edge at the expense of being somewhat brittle. It requires a source of carbon dust and lots of tempering resulting in a manufacturing time of 40 to 70 hours and a price that is ten times that listed. HP are decreased by 10%, but the damage multiplier is increased by 0.1. The best technique requires several rods of graded iron. These are folded, welded and tempered repeatedly forming many layers of quality steel that is both durable and, through a variation of clay casing, has a supple spine and a strong edge. HP are increased by 20% and the damage multiplier is increased by 0.1. However, it takes months for a master to complete the difficult task and such a blade costs about 100 times the listed amount.

Tailor (A)This craft is used to take measurements, cut cloth to match a design to those measurements and stitch the final garment. It can also be used to mend garments. To make a tunic is a Simple task, but a shirt or trousers is an Average task.

Tanner (A)This craft involves using some nasty chemicals to treat raw hide making it suitable for use.

Tatooing (A)This craft is used to make tatoos.

Tinsmith (A)A tinsmith makes and repairs tin and copper pots, pans and kettles.

Tool Leather (A)This craft skill allows the character to cut, shape and otherwise work leather.

Weaponsmith (A)A weaponsmith uses high grade iron or steel to make weapons. Temper is important to a quality weapon. Most weapons are a Complex task.

Wood Carver (A)A woodcarver whittles the wood into the desired shape and carves the desired pattern into wood. This craft is used to for such things as making wooden pegs, carving blocks (for printing these are known as woodcuts).

Wood Cutter (E)This craft is used to fell trees, split and saw logs and chop wood.

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Brewing

Brewing BeerTo brew beer requires several shallow

containers, a shallow bucket, a 30 gallon tub, 40 gallon copper kettle, a 60 gallon wooden

tub (with a hole in the bottom plugged by a long stick) and a stirring stick with teeth to aid in mixing. The ingredients depend on the desired product. For ale use two bushes of malt, 40 gallons of water, a pound and a half of hops, half a pint of yeast and a hundful of flour. For a yield of ale and small beer use two bushels of malt, 80 gallons of water, two pounds of hops, a pint of yeast and two handfuls of flour.

Making ale entails stirring the malt in boiling water and letting it sit for a couple of hours after it has absorbed enough water. The “wort” is then allowed to drain from the 60 gallon tub into a bucket and transferred to the kettle where it is boiled with the hops for an hour or more. The wort is then ladled into the shallow containers to cool. The cooled wort is then ladled into the smaller tub, adding yeast and flour to the mix. The tub is then covered and allowed to sit for 48 hours or so, skimming off the froth as it rises. The remainder is the ale.

To make small beer add more boiling water to the tub after draining the wort. Once it has been stirred it is covered and allowed to stand for an hour. It is then transferred to the kettle where it is combined with the used hops and some fresh hops and boiled for an hour. It is then poured back into the large tub and yeast added. After 24 hours it is ready for sealing into containers where it will ferment a little longer.

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Brewing

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HerbalismBecause of the complexity of herbalism the

full description and use occupies this chapter rather than clutter its entry under Mental

skills. Essentially, the Herbalism skill allows the character to recognize herbs and fungi and identify them for various uses. But in addition to that it covers all manner of herbal uses through poultices, teas, decoctions, and so on.

The principle purpose of an herbalist is that of health provider. Although they do not supplant medicine and doctors they supplement them and many other professions, such as midwifery. What an herbalist does is diagnose physical (and even emo-tional or mental) disorders or ailments and formu-late a treatment to eliminate, counter or lessen the observed problems.

The specific uses are varied, but include pain relief, improved respiration, digestion aid, strengthen and regularize heart beat, antiseptic, increased perspiration and reduced muscular spasms. Basically any organ of the body can be affected and any physiological response can be produced.

Using HerbsHerbalism can be used to produce generic or targeted treatments. To produce a generic treatment requires only a quantity of the herbs represented by the formula. For a targeted treatment the herbalist must not only have the required herbs, but also be able to examine and diagnose the patient or have access to detailed and accurate medical records.

If the herbs are not well organized and labeled there is more chance for a mishap and the selection process will generally take longer. The exact penalty is up to the referee, but in the worst case (herbs are separated, but not organized or labeled) the time is increased by a factor of six and a penalty of 50% to the Herbalism skill roll is levied.

Generic TreatmentsTo create a generic treatment the herbalist prepares the herbs, which generally takes a minute to do, and creates the selected form of treatment. Creating the treatment takes an amount of time as indicated on

the Treatment Summary table. For example, to create a tea for abating a fever would require one ounce of Abate Fever herbs, a pint of boiling water, a pot for boiling the water in, a container for the resultant tea and five minutes of steeping time for the tea.

Targeted TreatmentsTo create a targeted treatment the herbalist must have a broad selection of herbs to choose from as most appropriate for the patient. The diagnosing and selection process generally takes fifteen minutes, less the skill level of the herbalist. After that has been done the formula is prepared in accordance with the chosen form of treatment just as for generic treatments.

The smaller the selection of the necessary herbs the more difficult it is to optimize the formula for the target. The Herb Selection table is used to determine the modifier, if any, to the Herbalism skill roll for lack of selection.

PotencyThe potency of the treatment is determined by the level of success with the Herbalism skill. This is found by consulting the Herbal Potency table using the appropriate column, either Targeted or Generic.

Herb SelectionSelection At least PenaltyGood 1 pound –Fair 8 ounces -10%Poor 4 ounces -25%Pathetic 2 ounces -75%

Herbal PotencySuccess Targeted GenericCritical³ 4d10 + 40 6d6Critical² 3d10 + 30 5d6Critical 2d10 + 20 4d6Special 1d10 + 10 3d6Normal 1d6 + 4 1d6Miss 1d4 1d6Failure – –Fumble (1d20) (1d20)Fumble² (2d20) (2d20)Fumble³ (3d20) (3d20)

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A failure indicates that the herbalist has inadvertently done something in the selection or preparation process to eliminate any herbal potency. In the case of a fumble the herbalist confused one herb for another and the effect will be something other than desired.

It is important to note that with most herbal formulae doubling the dosage does not double the potency. Too much of a good thing can become bad, and even too much of a bad thing doesn’t neces-sarily make it worse—the body may just reject it the faster and with less repercussion. If for some reason a double (or triple or more) dose is given what happens is up to the referee, but the effects should be lessened or, if being used medicinally, treated as if the patient were healthy and having an adverse effect. To provide a continuing effect keep in mind that herbs act on the system for four to eight hours after ingestion.

The exception to this is overdosing to com-pensate for lost potency. Up to the original potency can be restored by overdosing, any additional potency is either lost or becomes counterproductive. For example, an ointment that was originally potency six was made in a one-quart quantity (four doses). Three months later each dose is only potency three—so by doubling the doses up the original potency is “restored.”

OrganizationIt is generally assumed that an herbalist has their herbs well organized and labeled. If this is not the case it will take substantially longer to locate the desired herbs and the chances of a mishap increase. Assessing such a penalty is by necessity up to the referee, but it can easily run up to 50% if the herbalist must identify each herb as she goes along. The time will generally increase from five minutes to half an hour or longer.

Storing HerbsAlthough herbs can be used fresh, often it is necessary to store them for later use. Simple storage involves drying the herbs which must be done in a shady and airy place—heat removes the essences which makes the herbs useful so passive drying through evaporation is the only way.

Roots and heavy, succulent stems are more difficult due to their increased moisture content and require a slight application of heat to dry. It is up to the referee to determine how much detail to go into for herb storage. As a rule of thumb it takes eight hours to dry any quantity of herbs given sufficient space.

Herbs are best stored in opaque containers that can be sealed to prevent moisture from reaching the contents. These containers should then be kept in a cool, dry, dark place.

The herbal remedies are also best stored in tightly closed opaque containers in a cool, dry place. The listed rates for loss of potency over time assume that this is the case. Improperly stored remedies lose potency at a much faster rate. In the worst case, where the remedy is left uncovered and exposed, potency is lost at 100 times the normal rate. This is why tea loses potency so fast—if it were treated like an infusion and stored as such it would retain potency much better.

Forms of TreatmentThere are several different forms in which herbal concoctions come. These are described as follows. For each herbal recipe a specific form is listed. The amounts of herbal materials listed assume dried and stored herbs. For fresh herbs double the amount—the dried herbs have lost some essence, but are more condensed by virtue of having less water content.

Formula SummaryForm Herbs Other Materials Time DosesDecoction 1 oz. 1 pint cold water 30 minutes 2Infusion 8 oz. 1 gallon hot water 1+ hours 8Oil 2 oz. 1 pint olive oil 3 days 2Ointment 1 oz. ¾ pound fat 30 minutes 1Syrup 2 oz. 1 quart water 2 hours 2Tea 1 oz. 1 pint hot water 5 minutes 1Tincture 4 oz. 1 pint alcohol 2 weeks 8

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BathAn herbal bath is a way to give a massive dosage of an herb using the entire body to soak it up so as to avoid an adverse reaction. An infusion or decoction made from half a cup of herbal material which is then added to the bath water gives the bath its potency. The bath should be warm to hot, but not overly hot as this has various, harmful effects.

CompressA compress is used to apply an herbal tea externally. A towel is soaked in the tea, wrung out, laid on the desired location and covered with a dry towel. The compress should be replaced every five minutes or so as it cools off. Usually a compress must be applied for 30 minutes to be effective.

DecoctionA decoction is used to extract herbal essences from heavy materials like roots and involves simmering the herbal material, tightly covered, for thirty minutes. One ounce of herbal material is used per pint of water which are combined cold and then brought to a simmer. Decoctions are best stored in opaque bottles which have a tight seal.

InfusionAn infusion is made for later use and generally involves half a pound of herbal material per gallon of hot water. The brewing is done over a long period, usually one or more hours, and should be done covered to prevent the herbal essences from escaping. Infusions are best stored in opaque bottles which have a tight seal.

PoulticeA poultice is used to apply an herbal paste externally. The paste itself is made by combining one ounce of herbal matter with one cup of tea and a

cup of oatmeal. This paste is then applied to the desired location and covered with a warm cloth.

PlasterA plaster is used to apply an herbal paste externally. The paste itself is made by combining one ounce of herbal matter with one cup of tea and a cup of oatmeal. This paste is then applied to a cloth which is folded so that none of the paste is showing and placed on the desired location. An herbal paste is usually prepared on the spot as they don’t retain potency for very long.

OilAn oil is used to concentrate the herbal essence and is good for storage. Two ounces of herbal material are combined with one pint of olive oil and set in a warm place for three days after which the oil is strained and stored. Oils are best stored in opaque bottles which have a tight seal.

OintmentAn ointment or cream is good for later external application and is made by simmering one ounce of herbal material in ¾ pound of fat. After 30 minutes or so the fat is strained and allowed to set. Sometimes one or two ounces of beeswax is added before cooling to make it thicker. Ointments and creams are best stored in opaque bottles which have a tight seal.

SyrupAn herbal syrup is made by combining two ounces of herbal material with one quart of water in a covered pot and boiling that down to one pint of fluid—this takes about two hours. Two tablespoons of honey are then mixed in to make the syrup. Syrups are best stored in opaque bottles which have a tight seal, kept in a cool place.

TeaA tea is made for on-the-spot uses and generally involves one ounce of herbal material per pint of hot water. The brewing usually takes only five minutes and should be done covered to prevent the essences from escaping. Herbal teas have very strong flavors, much more so than normal drinking teas which are generally of 1/8 the potency.

Formula PotencyForm Dosage Initial Loss while storedDecoction 1 cup – -1 per 2 daysInfusion 1 pint +1 -1 per dayOil 1 cup – -1 per weekOintment 1 cup – -1 per monthSyrup 1 cup – -1 per 2 daysTea 1 pint – -1 per 15 minutesTincture ¼ cup – -1 per 2 months

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TinctureA tincture is a way to concentrate and preserve herbal essences by combining four ounces of herbal material with one pint of drinking alcohol in a tightly covered bottle. The bottle is shaken several times daily over a two week period after which the alcohol is strained and stored. Tinctures are best stored in opaque bottles which have a tight seal.

Herbal FormulaeThere are many different ways to use herbs and some few of these are detailed here. If the referee desires to add more herbal formulae then this list can serve as a guide. Each description lists the rarity of the herbs employed and the potency modifier.

The form of preparation affects the potency. The base line is for tea. Infusions are somewhat more potent, but are not usually consumed immediately. Decoctions are even more potent and tinctures are very potent indeed.

Whether ingested or applied externally the herbal formula is not effective until 30 minutes after its use. Some effect from the formula is usually felt well before then, but is ultimately of no sig-nificance. Unless specified otherwise, herbal for-mulae begin to lose potency 45 minutes after inges-tion at the rate of one point every fifteen minutes. Six hours after ingestion the potion will no longer have any effect, regardless of its potency at that time.

Abate FeverCommon HerbsPotency ×1If given to someone with a fever the herbs will lower the fever, effectively adding the potency to the patient’s CON. If given to a healthy individual the effect is to drop the victim’s metabolism and body heat to dangerously low levels with potency matched against CON. A critical success means that the victim’s CON is temporarily reduced by the potency, a special success means that the victim’s CON is reduced by half potency and a normal

success that the reduction is one quarter potency. If CON is reduced to a negative value then that negative amount is a permanent reduction to CON. If CON drops below one then the character is unconscious and shows no sign of life. Temporary loss of CON is recovered at the rate of one point per hour.

AbortiveCommon Herbs (Uncommon)Potency ×¾ (×1½)Causes a pregnant woman to abort if POT/CON is a success. However, she takes abdominal damage for adjSTR equal to length of term in months, squared. This is dangerous to use in the third trimester. The more potent herbal concoction is even harsher and has its adjSTR doubled.

AphrodisiacRare Herbs (Very Rare)Potency ×1 (×2)Causes sexual arousal if patient fails a CON vs. potency roll.

CleanseCommon Herbs (Infrequent)Potency ×½ (×1½)Useful for cleansing wounds and the like to help prevent or kill an infection.

ConstipateCommon HerbsPotency ×½Used to help stop up a patient losing excessive amounts of fluid to diarrhea the potency is added to the patient’s CON. When given to a healthy individual the potency is matched against the victim’s CON. A critical success indicates that the victim is bound up for 24 hours, a special success indicates 16 hours and a normal success indicates 8 hours. If such a condition continues it will have a deleterious effect on the victim’s health—CON will

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be reduced by one point per day. Once normal functions return this loss is recovered at the rate of one point every four hours.

Contact PoisonRare HerbsPotency ×1Usually made as a cream or thickened syrup and spread on the edge of a blade, but also effective on door knobs, substantial contact (such as grasping and pulling a door knob, or having the skin broken by a blade) results in the potency being matched against the victim’s CON. Note that this takes place after one minute instead of the normal half hour.

A critical success does twice potency points of damage, a special success does potency points of damage and a normal success does half potency points of damage. A miss does one-quarter potency points of damage, a failure does a single point of damage, and a fumble has no effect. If ingested potency is doubled. Damage is done over a thirty minute period.

CrampingCommon HerbsPotency ×½Causes abdominal discomfort from cramping of a severity and duration determined by the level of success in matching potency against the victim’s CON. A critical success results in cramps so severe that they cause potency pain points for an hour and half that for an additional four hours. A special success results in cramps having potency pain points for fifteen minutes and half that for the remainder of an hour with one pain point for four more hours. A normal success causes potency pain points for a minute, half that for another four minutes and one pain point for an hour. A miss causes mild discomfort (one pain point) for fifteen minutes.

CurativeInfrequent HerbsPotency ×¼Restores potency points of damage after a week’s use three times daily.

Ease GasCommon HerbsPotency ×½Relieves gas cramps by helping the patient’s body expel it.

Ease PainCommon Herbs (Uncommon)Potency ×1/3 (×3)Reduces severity of pain by a number of damage levels equal to potency. This effect lasts for 1 to 2 hours. If potency equals or exceeds the patients CON the patient experiences euphoria. At twice the patients CON the patient is effectively incapacitated—the altered state prevents the patient from taking any effective action. At triple the patient’s CON the patient is knocked out and must make a CON/potency roll to avoid the ill effects of an overdose.

Success ResultMiss Patient throws up when the herbs wear

off (incapacitated for 1d6 rounds)Failure Patient is sick (incapacitated) for 1d6

minutes after the herbs wear offFumble Patient is sick (incapacitated) for 1d6

hours after the herbs wear offFumble² Patient goes into a state of shockFumble³ Patient dies (almost dead)

HallucinogenicInfrequent Herbs (Rare)Potency ×1 (×3)Causes visual and aural hallucinations. Depending on the herbs and person may cause euphoria as well. The patient matches their CON against the potency with the result determining how frequent and vivid the hallucinations are. Generally, a hallucinating

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character will have a penalty to actions of 5% for a miss, 10% for a failure and 15% for a fumble.

HealingRare Herbs (Very Rare)Potency ×½ (×1)Restores potency points of damage over a four hour period.

LaxativeCommon HerbsPotency ×1If given to an ill or afflicted patient who needs this treatment the potency adds to CON. On the other hand if it is given to a healthy individual the potency is matched against CON to see if a bowel movement is induced. A critical success indicates that the victim has the runs for half an hour, a special success indicates that the victim has the runs for five minutes and a normal success that the victim has a bowel movement as soon as the herbs take effect.

PotionVery Rare HerbsPotency ×1Holds a spell that is cast into it. The spell becomes available thirty minutes after drinking the potion and can be released at any time before six hours from drinking at which time the spell dissipates. The maximum spell level which can be held is equal to the total potency of the potion fluid in the container when the spell is cast. The spell loses levels as the potion loses potency. Forty-five minutes after ingestion the spell begins to lose potency at the rate of 1 point every fifteen minutes. If a potion that has a spell cast into it is divided then the spell levels are apportioned between the parts. Interpreting the effect of lost spell levels is at all times up to the referee.

Usually potions are made as tinctures with a potency much higher than the spell to be cast into them to maximize the time before spell levels begin to dissipate.

Relax MuscleInfrequent HerbsPotency ×½Causes tense muscles to relax which is especially useful in easing tightly knotted muscles.

StimulantCommon Herbs (Rare)Potency ×1/3 (×1)Normally given to a weak patient to help restore life and vigor to fight some disease or affliction, in which case potency is added to CON for this purpose. If given to a healthy person can over stimulate the heart leading to an irregular heart beat and hypertension. Potency is matched against the victim’s CON. A critical success indicates that the victim’s heart was unable to take the strain and stopped. A special success indicates that the victim suffers heart failure—CON is permanently reduced to half original and the victim is in a weakened state for one week. A normal success indicates that the victim is incapacitated for one day and CON is permanently reduced by one point. A miss indicates that the victim’s heart flutters and END is halved for six hours.

Systemic PoisonUncommon HerbsPotency ×1Once effective, and every half hour for the next six hours thereafter if ingested, potency is matched against the victim’s CON. A critical success does 3 damage, a special success does 2 damage and a normal success does 1 point of damage. A miss only makes the victim feel queasy, a failure has no effect and a fumble means that the victim’s body successfully rejects the poison causing vomiting—but eliminating the need for further rolls.

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Trance InducingUncommon Herbs (Rare)Potency ×1 (×3)The effect of this herb is to induce a trance, the depth of which is based on the potency and the mental/emotional state of the character ingesting it. The typical use of this herbal is to induce a trance in either a shaman or her apprentice.

Normally the potency is resisted by the charac-ter’s CON, but if the character is relaxed and recep-tive then the potency is resisted by one. If, on the other hand, the character is actively trying to resist the effects of the herbal the potency is resisted by CON + WIL.

A critical success means that the herbal affects the character so strongly that her spirit is dissociate from her body and knocked clear into the spirit world. Getting back can be a problem for a non-shaman who is unable to move between the physical world and the Outer realm of the spirit world.

A special success dissociates the spirit from the body leaving the character’s awareness outside of it in a manner similar to astral projection. The body cannot be re-entered until the effects of the herbal have worn off. If a character does not possess Astral Projection as a skill then they can slowly float along at about one hex (five feet) per round. Though they can pass through solid objects they will immediately lose all sense of direction upon entering an object or solid region. The character is floating and has no sense of up or down, left or right, forward or back-ward. They are a formless, shapeless spirit.

A normal success puts the character into a trance state so deep they are lost within themselves and are subject to visions which can be clairvoyant or prescient in nature. A miss means that the character falls into a mild trance and is very suggestible—normal boundaries and constraints disappear, hough the character will still be unlikely to do anything which is completely against her nature. A

character in such a mild trance who attempts to achieve a meditative state gets a bonus of 5 to the effective skill level.

A failure means that the herbal has no effect and a fumble that the character loses 1d6 FP from the mental, emotional and spiritual stress of the herbal, though nothing else happens.

Vomiting AgentCommon HerbsPotency ×1Used to encourage an ill or afflicted person to vomit as part of the recovery process—in which case potency is added to CON. If given to a healthy individual potency is matched against CON to determine if vomiting is induced. A critical indicates that the victim heaves for half an hour emptying his stomach, a special that he vomits for five minutes (not continuously) and a normal success that he vomits once. In any of these cases the victim will remain nauseous for an hour afterwards.

WarmingCommon Herbs (Rare)Potency ×½ (×1)If given to an ill or afflicted patient who needs internal heat this treatment adds potency to CON. If given to a healthy individual potency is matched against CON. A critical success indicates that the victim suddenly fevers, being severely confused (suffers a -40% penalty to actions) by it for eight hours and taking one point of damage every fifteen minutes. A special success indicates that the victim suddenly fevers and is greatly confused for six hours, taking one point of damage every half hour and suffering a -25% penalty to actions. A normal success indicates that the victim suddenly fevers and is confused for four hours, taking one point of damage every hour and suffering a -10% penalty to actions. A miss indicates that the victim fevers for two hours, but suffers no particular adverse effect.

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HypnotismThe basic function of hypnosis is the creation

of a trance state. It is the use to which this trance state is put that defines hypnosis and

there are, essentially, three purposes. The first and most common is to allow questioning of the subject. The second is to implant suggestions and the third is to do it simply for the sake of the relaxation and clarity that comes with the trance state. The first step is to induce the trance.

EntrancingThe subject of the hypnosis is most important: it is rather difficult, though not impossible, to hypnotise oneself. The real difficulty comes later in that someone in a trance is passive and so unable to give themself directives. An attempt at self hypnosis has a penalty of 25%.

If the subject is someone else it must be con-sidered whether they are amenable to the hypnosis. In principle anyone can be hypnotized, but in practice it is very difficult to work with an unwilling subject. Inducing the trance through some compell-ing means (i.e., magic) makes more sense. Any attempt to hypnotize an unwilling subject has a penalty equal to the subject’s WIL × 5%.

Visual fatigue is an aid in inducing a hypnotic trance. This can be achieved by having the subject stare at a candle, although repetitive eye motion—like following the swing of a pendulum, can be effective as well. The use of a candle gives a bonus of 25%, that of a pendulum 10%. If the subject fails to cooperate by staring at the candle or pendulum there is no bonus. A mild sedative, or general fatigue, can also give a bonus though care must be taken to not simply put the subject asleep.

Each attempt at hypnosis takes one minute at the end of which the hypnotist rolls against his adjusted skill. The level of success with consecutive attempts is cumulative. Every five levels of success repre-sents a successively deeper trance. If the level of success ever drops below zero the attempt fails and cannot be retried for five minutes per level of success below zero that resulted. Thus if the first roll was a triple fumble it would be 20 minutes

before the hypnosis could be reattempted.A trance lasts until the hypnotist releases the

subject from it, the subject breaks out of it or the hypnotist abandons the subject for too long. The subject can attempt to break a trance at the end of each round. To do so requires a WIL/trance level roll where trance level is the number of levels of success in the trance. The roll is either immediately successful or not, though it will take the subject a number of rounds to become fully present and aware equal to the depth of the trance less the level of success achieved in the WIL roll. Thus a critical success will bring a character from a deep trance to full waking consciousness instantly.

A subject left to his own devices will drift out of a trance in a number of minutes equal to the level of

Hypnotic TranceDepth Levels Description

1 5 Light or shallow trance. Subject has normal awareness of her surroundings. memory functions normally. Increase Meditation skill level by 3.

2 10 Medium or normal trance. Subject is only peripherally aware of her surroundings (passive perception rolls only for environment). Memory is enhanced. Increase Meditation skill level by 5.

3 15 Deep trance. Subject is not aware of her surroundings, though physical contact is still sensed. Superficial access to the subconscious mind.

4 20 Deeper trance. Subject is not aware of her surroundings and only peripherally aware of physical contact (rough handling required to gain attention). Most of the subconscious is available.

5 25 Deepest trance. Subject is oblivious to her surroundings, though still able to hear the voice of the psychic. The subconscious is completely available.

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the trance.

QuestioningWhen someone is in a hypnotic trance the altered state prevents them from lying in answer to a question. Of course, if what the subject believes to be true happens to be false then the information divulged will also be false—hypnosis does not make the subject any smarter, insightful or knowledgable—he simply cannot deceive.

They can, however, withhold information. Hypnosis cannot be used to directly coerce the subject into divulging information he does not wish to. Such resistance is the action of the conscious mind, however, and can be sidestepped by taking the subject into a deeper trance and interrogating on a subconscious level.

ImplantingThe purpose of implanting suggestions in the subject can vary substantially. It can be used to affect how the subject perceives, thinks and acts. The purpose for doing any of these can very considerably and determines how they are used.

Regardless of the purpose and method, implant-ing any kind of suggestion requires a roll against Hypnosis. If the subject is being uncooperative there is a penalty equal to the subject’s WIL × 5%. Note that resistance is the act of a conscious mind and can be avoided by achieving a deep enough trance. The level of success with the Hypnosis roll determines the effectiveness of the suggestion, noted as hSTR. It is increased by the Depth of the trance the subject is in. A subject in a light trance who was given a suggestion with normal success would be subject to a hSTR 2 suggestion. On the other hand a triple critical success with a subject in the deepest trance would give a hSTR 10 sugges-tion.

Normally a suggestion will simply activate and operate as outlined, but if the subject is resisting the suggestion then generally a hSTR/WIL roll is required to see how effective it is. The level of success in this roll is the new hSTR. If a different method for resolving resistance is specified for a specific case it is used instead. Working with an unwilling subject is not likely to be of much use.

In any case the strength of a suggestion will fade

with time at the rate of 1 point per week. If a suggestion has been in place and tested and held long enough, however, the modification will be permanent even if the suggestion is no longer present.

PerceptionThe perception of the subject can be altered, generally to decrease or increase sensitivity to something. This can be done to decrease, or increase, the subject’s pain response. To cause the subject to not hear a certain word, to mishear a word, or to not perceive a voice. The dimmest light might be perceived as being brilliant, or the most brilliant as being dim (though staring at it would still be damaging to the vision).

For example, two points of pain reduction (resulting from a special success) would allow the subject to not react to any injury (or other source of pain) as if it were two points less. The effective IP of a light is found in the same fashion.

To redirect a perception (to not hear a specific word or voice, to hear one word as being another) is more difficulty. Generally the effectiveness of the suggestion is matched against the subject’s WIT each time the suggestion is brought to bear to see if it was effective.

ThoughtThis is most easily described in therapeutic terms. A subject’s self confidence can be bolstered by implanting thoughts of them being capable and successful. A rash subject can learn caution by similar means. It can also be used to implant specific thoughts or notions, such as all elves are liars.

ActionsThe actions and reactions of a subject can be altered and preprogrammed as well. A common one is to “go into a trance” at a signal or to “go into a deeper trance next time.” The hSTR of such a suggestion is simply added to the level of success in inducing the hypnotic state. This can be an effective way of working into successively deeper trances.

A typical implanted action in a game might be for a guard to open a gate. In as much as this probably contradicts orders the guard is in a dilema. The strength of the guard’s loyalty to his orders

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should be determined and a roll made with that resisting the hSTR of the suggestion to determine the guard’s compliance. In general, a soldier’s Discipline determines his loyalty to orders.

Physical rigidity is a commonplace “action” to be suggested as a parlor trick. But it can be used post-hypnotically to make the subject as motionless as a statue. A psychological block against speaking can be employed to prevent the subject from screaming.

MemoriesPerhaps one of the more disturbing kinds of suggestions have to do with altering the subject’s memory. Old memories can be obscured and new memories implanted through suggestion. The hSTR determines how detailed and firmly believed the implanted memory is. It is important to note that memories cannot truly be erased, but only obscured.

If a character attempts to recall a blocked memory then he has a penalty to his Memory skill equal to hSTR × 5%. It is hard to hide memories from a character skilled in recall. The same roll is used to test the veracity of an implanted memory that the subject begins to suspect.

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LanguagesA character’s use of a verbal skill is limited

by his skill in the language he is using to communicate with. The precise limitations

depend on the type of skill in question. For game purposes there are three types: verbal, non-verbal and mixed.

Verbal skills rely completely or primarily on verbal communication. Bargain, Debate, Elicit and Orate are all verbal skills.

Non-verbal skills rely completely or primarily on non-verbal communication. Bed, Intimidate, Sing and Train [Animal] are non-verbal skills. These are unaffected by the character’s linguistic ability unless the referee rules otherwise.

Mixed skills rely on a combination of verbal and non-verbal communication. Act, Beg, Bribe, Deceit, Etiquette, Fast Talk, Hypnotism, Make Friend and Question are mixed skills.

There are ten degrees of linguistic proficiency that equate to the character’s skill level with the language in question. These proficiencies apply in the same manner and for the same reasons to the Literacy [Language] skill and those skills (such as Write) that make use of it.

Survival 0+ (Skill Level 1)The character can say some words or possibly one of a very few very simple phrases that have been memorized. Vocabulary is incredibly limited, grammatical knowledge is non-existant. For example, a character would likely know

how to say: yes, no, hello, goodbye, one, two, three. Additional vocabulary might include some colors, more numbers, days of the week and so on.

Survival 1 (Skill Level 2)The character can communicate on the most basic level only. He cannot say simple sentances that he has memorized and form coherent phrases from words out of his vocabulary, but there will be many grammatical errors. The character is unlikely to know how to be properly polite, but can communicate basic needs (like hunger) and concepts (ask for prices). Vocabulary would include phrases like: how much, what time, when.

Survival 1+ (Skill Level 3)The character can communicate most simple ideas or concepts. He can form very simple sentances correctly and say moderately complex ones that he has memorized. He can get by on a day-to-day basis in the language, though clumsily and with errors, many embarrasing, in communication.

Conversational 2 (Skill Level 4)The character can communicate on a day-to-day basis without difficulty, though he will make occasional mistakes. His vocabulary is fairly large, but most of it is only recognized. Grammar is good enough to say simple things correctly—like person, number and tense for simple situations. This is equivalent to most native speakers in terms of command of the language.

Conversational 2+ (Skill Level 5)The character will rarely make mistakes with basic grammar and can memorize sentances using more complicated grammatical constructs or large or unusual words. He can attempt conversation about abstract subjects, though his language ability limits comprehension or expression of anything beyond superfical facts without making errors.

Conversational 3 (Skill Level 6)The character has a large vocabulary and is able to communicate on abstract subjects with which

Communication LimitsSkill Mixed VerbalLevel Mod Best Result Mod Best Result

1 ×½ Normal – Miss2 ×1 Normal ×¼ Normal3 ×1 Special ×½ Normal4 ×1 Critical ×1 Normal5 ×1 Critical² ×1 Special6 ×1 Critical³ ×1 Critical7 ×1 — ×1 Critical²8 ×1 — ×1 Critical³

9+ ×1 — ×1 —

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he is familiar. He can express and support opinions and beliefs. This is equivalent to a well-educated native speaker in terms of command of the language.

Fluent 3+ (Skill Level 7)The character is able to communicate on virtually all abstract subjects and can occasionally make effective use of complicated constructs. Deliberate subtleties can be used which won’t be grasped by anyone with less than skill level 4 (and sometimes even others will be lost).

Fluent 4 (Skill Level 8)The character is able to communicate on a flowery and eloquent level with a subtlety and grace that are lost on anyone with less than skill level 5 (and sometimes even then). This is a rare level of communication due to the difficulty inherent in proper expression and comprehension, although it is the only way to express some abstract concepts.

Fluent 4+ (Skill Level 9)The character is able to communicate with complicated devices that incomprehensible to anyone with less than skill level 6 (and sometimes even then).

Master 5 (Skill Level 10)The character is able to communicate with such complex and abstruse devices that they will be incomprehensible to anyone of less than skill level 7 (and sometimes even then). This is an extremely rare level of communication that is fraught with traps for mis-expression or mis-comprehension though it is the only way to express some elusive abstract concepts.

Native LanguageAlthough a character may not have much finesse in his native language (most will be about 28% or 29%) he will have a facility that comes through long use. This is something that is very difficult for a non-native speaker to ever match. After all, a twenty-year old human will have had nearly twenty years of experience in his native language (at least listening to it). Consequently a native speaker can speak fluidly and fluently even though their

command of the language may not be that great.One of the ways in which this often manifests is

in speed of speech and understanding: a pair of native speakers will often rattle on at a rate in excess of the casual bilingual listener. They will also make more use of idioms. The non-native speaker will always have a tendency to hear expres-sions literally.

For a non-native speaker to reach the same level of ability would require that they spend a like amount of time using the language exclusively (in which case they will have lost most of their facility with their native language) or work hard at master-ing it with time and energy (spend EP on the lan-guage skill). If a language skill reaches 100% the character can use it as if it were his native tongue. This can have an effect on the difficulty of other language skills.

Learning LanguagesThe difficulty of learning any given language depends on the relation between the character’s native language and the language to be learned. A character’s native language is always of Average difficulty. The “common” tongue used by traders, merchants and travelers to communicate is a mixture of whatever languages happen to be common in the region. The structures are simple and vocabulary diverse. Exactness of expression on finer points is sacrificed for versatility and ease of use. It is thus considered to be of average difficulty for anyone to learn. However, it will vary somewhat if there is little or no contact between the regions in question. The language table offers some standard relationships which can be used to determine the difficulty of a given language.

Two things can modify the difficulty of a lan-guage. First, a character can specify that he is learning a pidgen of the target language. A pidgen is one less difficulty to learn, but can never progress beyond 30%. A pidgen of an Easy language is still only Easy difficulty. Learning a pidgen gives no help in later learning the language proper: the experience points cannot be reused. A pidgen of a language counts as a different skill.

Second, a character can substitute any language he knows at 100% for his native tongue when

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consulting the language table. For example, if a character whose native tongue was Ossynian learned Dvergar, an Easy language for him, to 100% he could learn Sylvan as if it were an Average language instead of Hard. If, for some reason, his skill were to later drop below 100% then the studied language would have its normal difficulty which would likely decrease the skill percent.

Language skills are rarely rolled against as they represent fluency in a general way as outlined previously.

If a character travels far enough he will encoun-ter dialectal differences to the forms of the languages he knows, even with his native tongue. If using a dialect the character’s language skill is effectively halved. If Inch the Thief were trying to

persuade some wood elves from a distant forest he would have an effective 10%. He’d have difficulty trying to get basic information, much less use persuasion.

A character can actually study a dialect to overcome this difficulty. Any experience points put into the study of a dialect must be tracked separate-ly. To find the dialect percentage they are added to a base experience point value equivalent to half the language skill. A dialect can be raised above the skill percentage of the base language if enough experience points are spent.

For example, Inch finds himself needing to communicate more effectively with these foreign wood elves. For Inch, his understanding of the dialect is 10% which equates to 11 experience

Cobb (Goblins)

Ossynian (Human)

Wilding (Faeries)Sidhe (Sidhe)

Nobb (Hobgoblins) Queran (Pixies)

Elder (—) High Elvish (—)Old Cobb (—)

Low Cobb (Kobolds) Gurk (Orcs)

Languages

Middle Kingdoms (Human)

Achaian (Human)

Nipponese (Human)

Han (Human)

Key:

Hard

Easy

Average

Very Hard

Ræf (Centaurs)

Akkadian (Human)Gharbi (Gnolls)

Sindar (Forest Gnomes)

Umbar (Dark Gnomes)

Asûri (Reptilemen)

Ilryian (Sea Elves)

Sylvan (Wood Elves)

Dvergar (Dwarves)

Oogah (Dólgfín) Durgah (Lizardmen)

High Drakkon (—)

Low Drakkon (Drakkonian)

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points. If he spent 24 experience points on improv-ing his understanding of the dialect he would have an effective total of 35 experience points or 15%. If he later increased his Sylvan skill to 30% this would give him a base dialect of 15% and with the dialect used by these foreign wood elves he would have an effective (35 + 24) 59 experience points giving him 18%.

LiteracyThis skill represents the character’s ability to read and write the specified language. The difficulty of this skill is based on that of the language (see Speak [Language] later in this chapter for more information), but adjusted for the complexity of the written form. Most languages are one step easier than their spoken form, though never better than Easy. Some are the same difficulty and a few are more difficult. The list of languages given at the end of this skill description gives the relative difficulties of the racial languages in Rune Master. A -1 indicates that the difficulty is one level less, a – that the difficulty is the same, a +1 that the difficulty is one level more, a +2 that the difficulty is two levels more and a n/a that there is no written form of the language.

For example, a character whose native tongue is Sylvan wishes to become literate in it: this is an Easy skill for him. A character whose native tongue was Ossynian also desiring to become literate in Sylvan would have difficulty Hard. It takes one minute to earn a skill roll with the level of success determining either the number of passages read or the depth of understanding. In the former case the depth of understanding is assumed to be one. The skill roll is modified for particular difficulty due to the level of writing, the quality of writing and the condition of the writing medium. To read a whole book thus requires many rolls.

A truly literate person has a skill of at least 72%. A spell described in a grimoire typically has as many passages as its level and a depth of undestand-ing also equal to its level. Each passage must be fully understood before the character can attempt to cast or memorize the spell. Alchemical texts are pretty mind boggling and most alchemists don’t have a proper understanding of what they are doing

except for the simplest of formulas. Note that once a passage has been read and correctly understood rereading that passage does not require a roll.

The “Common” language has no written form per se as it varies from location to location and has no native script. A local approximation would be of average difficulty. For all other written languages consult the table.

Achaian (-1) Low Drakkonian (–)Akkadian (–) Middle Kingdoms (-1)Asûri (–) Nipponese (–)Cobb (-1) Nobb (-1)Durgah (n/a) Old Cobb (-1)Dvergar (-1) Oogah (n/a)Elder (–) Ossynian (-1)Gharbi (–) Queran (-1)Gurk (-1) Ræf (-1)Han (+1) Sidhe (-1)High Drakkonian (+2) Sindar (-1)High Elvish (-1) Sylvan (-1)Ilryian (-1) Umbar (-1)Low Cobb (-1) Wilding (n/a)

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LoreThis category of skill represents those things

which are pure knowledge and not, in and of themselves, functional. Consequently they

can only be learned through absorption of the information—in a class room, from a book or through direct observation. And some times the last is not possible, as in the study of history.

A character gets a single chance, taking one round, to be able to answer a question. If the roll is missed then he is unable to recall the information and may roll again after the amount of time in-dicated on the Lore table. If the roll is failed the character does not know the information. If the roll is fumbled the character gives incorrect information.

Each area of lore is a separate skill with its own difficulty level. The level of difficulty is determined by the scope of knowledge the player wants to encompass. A different scope of knowledge is a separate skill. The most common definition of scope is geographical.

Very Hard: The character is a complete generalist and can (with a successful roll) answer any question related to the field. For example, a character with this degree of generality with regard to religion could answer questions regarding any religion, including those that they could not have any specific knowledge about. This comes from a breadth of knowledge that allows them to isolate core truths regarding their field. Geographically this covers the entire world.

Hard: The character is a generalist who can field questions related to one portion of his field. Questions outside this area have an automatic penalty of 25% and the character cannot field questions about things of which he could have no knowledge. For example, with religion the character could field any question pertaining to a single pantheon of divinities and associated beings. Questions about another pantheon known to the character would be at a penalty of 25%, but he would be unable to answer questions about a pantheon completely unknown

to him. Geographically this would cover a large region, say the size of Europe.

Average: The character is a specialist who can best field questions pertaining to some part of his field. Related questions have an automatic penalty of 25% and the character cannot field questions about unrelated aspects of the field. For example, with religion the character could answer questions pertaining to a particular religion. Questions about other religions in the same pantheon would be at a penalty of 25%, but questions outside of the pantheon could not be answered at all. Geographically this would cover a large kingdom or a collection of several baronies.

Easy: The character is a complete specialist who can field questions about details of some part of his field. More general questions in the area have a penalty of 25% and the character cannot field questions about the field at large. For example, with religion the character could answer questions pertaining to some particular aspect of a particular religion. Other questions about the religion would be at a penalty of 25% and he could not field questions about anything else, even in the same pantheon. Geographically this would cover a county or shire.

Ancient HistoryThis skill is knowledge of ancient history. The time scope is anything from about three centuries ago and on back. However, it is important to remember that by its very nature the amount and accuracy of detail will be less than that for normal history lore. The only way around this is to have a History skill that becomes outdated because of the character’s age. Generally speaking, this only happens with elves and other very long-lived species.

Animal LoreThis skill is knowledge of animals. For Very Hard it covers all species and for Hard it covers a general type, e.g., sentients, natural creatures, monsters or undead. For Average it covers some group of from a general category, e.g., farm animals (pigs, sheep,

Lore Recheck1d6 Time Lapse

1 1 round2, 3 3 minutes4, 5 1 hour

6 1 day

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goats, cows, chickens, etc.), humans (of all types) or elves (both wood and sea). For Easy it covers some particular species, e.g., pigs, sea elves or fire drakes.

Area KnowledgeThis skill is knowledge of the specified region. It implies knowledge of landmarks of all sorts. This is always an Easy skill, but the amount of detail drops with the size of the region. In other words, Area Knowledge of a city can be used to recall businesses and their locations, but Area Knowledge of an entire kingdom would only recall more general (or especially note worthy) facts about the towns and cities contained therein.

EconomicsThis skill is knowledge of economics and the world of finances. It is primarily useful in properly evaluating the worth of some merchandise in a particular market or to estimate the profitability of some venture. As a guideline the margin of error in the estimation of value is 5% for a critical success, 10% for a special success and 20% for a normal success. A fumble means that the character either greatly overestimates the value or greatly underestimates it. For convenience, the referee may allow any successful roll to give the standard market value as found on the price list.

HeraldryThis skill is knowledge of heraldic devices. It can be used to “read” heraldic symbols, to compose proper heraldic devices, and to identify the owner of a particular device.

HistoryThis skill is knowledge of history. The time scope is assumed to be recent history (within the last 50 years or so) with a 25% penalty for older events, though not more than two and a half centuries or so.

LawThis skill is knowledge of legal principles, specific statutes, precedents and commonlaw. Keep in mind that this skill is only knowledge of the law. In practice it is combined with Debate, Orate or Bribery to persuade the judging authority. In game terms it is most useful for answering legal questions before the fact so that appropriate plans can be made.

Plant LoreThis skill is knowledge of plants. Its primary usefulness is in identifying plants, their properties and traditional uses. This is a regional scope lore covering native plant life and commonly used in conjunction with Herbal to gather the proper herbs fresh, or to identify desired herbs from a vendor. Because it also covers knowledge of their habitats this skill can be substituted for Plains or Woodland Survival, but because it is not focused as tightly on the subject of survival and doesn’t encompass all aspects of those skills it is only at half effectiveness and cannot exceed 50% in any case.

Poison LoreThis skill is knowledge of vegetable, mineral and animal toxins. It covers recognizing, preparing and countering poisons. At Very Hard this skill is the complete generalist. At Hard this skill covers one of the three domains: vegetable, mineral or animal. At Easy this skill covers a single toxin. For more information about poisons consult Book 3: Hazards.

ReligionThis skill is knowledge of religion. Its scope is as given in the example above.

Sea LoreThis skill is knowledge of the sea and things marine. It would be used to identify a marine creature, to know why waters would be a particular color, to recognize shoals, and to interpret interference patterns in the waves. It is a regional skill with generalized knowledge being peripheral (e.g., why water would be a particular color, recognizing shoals in unknown waters and so on) and thus at the 25% penalty. It is particularly important to note that many features change and so even in his home waters a seaman with this skill will usually be working at a 25% penalty to identify the new hazards and if answering questions from memory the details may have changed (e.g., the bluff facing the sea having collapsed since the seaman last saw it).

Spirit LoreThis skill is knowledge of spirits and the spirit world. It is a shaman’s base chance of success with casting spells using bound spirits. At Average

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difficulty it covers general information about spirits, but no specific information about any spirit. At Hard difficulty it also covers information about a particular realm and its normal inhabitants. At Very Hard difficulty it covers the whole spirit world and all spirits.

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PerceptionSeveral perception skills are visual in nature:

Find Mark, Scan, Search, Shadow and Track. These are subject to illumination, cover and

concealment. The Listen skill is aural in nature and subject to distance, background noise and the volume and nature of the noise being listened for. In either case a character has visual and aural ranges appropriate for his race.

VisionA character’s visual perception is influenced by race, illumination, distance and size. Insufficient illumination gives a penalty to vision-based skills. The distance to the target and its apparent size, combined with the viewer’s visual acuity, determine how likely it is to see what. There are five basic vision tasks.

Modifiers to a character’s skill for illumination are applied before any other adjustments. This applies to all vision-based skills, such as combat, not just the tasks outlined here.

For the tasks given here a character’s chance of success may be increased if the range to the target is less than the nominal distance for that task. At half the nominal distance the chance is doubled, at a third the nominal distance the chance is tripled, at a quarter the nominal distance the chance is quad-rupled and so on. The minimum increase in chance of success for half distance is 1%, for triple distance 2%, for quarter distance 3%, and so on.

SpotA character can potentially spot a creature or object at considerable distances. Spotting is necessary to use the Target skill or make any ranged attack. A character actively on the lookout can spot out to 10 times his base vision distance with a Scan roll. For example, an average human could potentially spot an orc (Medium Large) out to 1500 feet.

RecognizeA character actively trying to do so can recognize a creature or object out to three times his base vision distance with a Scan roll.

DescribeA character actively trying to do so can describe in general terms a creature or object out to his base vision distance with a Scan roll. For example, a miss would still reveal whether or not the creature was carrying something and a success would reveal in general terms what the creature was carrying (large, like sack, or small, like pouch). Additional levels of success reveal more detail, but it should still be in general, descriptive terms.

DetailA character actively trying to do so can describe in detail a creature or object out to one third his base vision distance with a Scan roll.

ScrutinizeA character actively trying to do so can scrutinize a creature or object out to one tenth his base vision distance with a Scan roll.

SoundTo hear a sound adjust its intensity according to range and any sound dampening (such as intervening doors or walls) and then subtract the ambient noise level. Finally, the racial hearing modifier is applied. If the character is not actively listening then the effective intensity is reduced by 7. The resultant number, times 15%, is the modifier to any sound-based skills. This applies to spoken language and to Listen.

IlluminationThere are two types of illumination: natural and artificial. Natural illumination is from either the sun or the moon (stars provide precious little light) and is general in nature. Artificial illumination is provided by something burning or by magic and is usually from a point source.

General illumination

Visual Size

Size adjRangeTiny ×¼Very Small ×1/3

Small ×½Medium Small ×¾Medium ×1Medium Large ×1½Large ×2Very Large ×3Huge ×4½Gargantuan ×6

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This provides a more-or-less constant level of illumination unless the source is obstructed. In full daylight a character has the perception ranges indicated on the chart for his race. Particularly dense cloud cover may reduce these ranges at the referee’s discretion, but it takes a really thick cloud cover to affect perception very much. However, early morning and twilight both halve the effective ranges.

At night illumination for non-elves is not so rosy. While elves see by the moon as well as they do by the light of the sun, humans, dwarves and halflings do not. At night the ranges are halved for a full or three-quarters full moon, but are reduced to a quarter for a half-moon and to an eighth for a crescent moon. Under

Examples

Source IPCandle 1Torch, Improvised 1Torch 2Torch, bright 3Lamp, small 2Lamp 4Lamp, wall 5Lantern 3Lantern, bright 4Lantern, bullseye 5Bonfire 4Campfire 2Normal fire, 1-hex 3Normal fire, 2-hex 4Normal fire, 5-hex 5Normal fire, 10-hex 6

Ambient Lighting

Illumination IPDaylight 12

Overcast 7Twilight -2

Moonlight 0¾ Moon -1Half Moon -2Quarter Moon -4

Starlight -6

Type of VisionIllumination Normal Good Excellent Moon-Sight Star-Sight Dark-Sight Heat Vision PerfectDaylight +0 +0 +0 -1 -2 -4 +0 +0Moonlight +0 +1 +2 +6 +2 +4 +0 +2Starlight +0 +1 +2 +2 +6 +4 +0 +6Firelight +0 +0 +1 -1 -2 -4 +0 +0Faerie light +0* +0* +0* +3* +5* +2 +0* +0Plant light +0 +1 +2 +3 +4 +5 +5 +5

Illumination

IP Modifier IP Modifier+5 -5% -2 -50%+4 -10% -3 -60%+3 -15% -4 -70%+2 -20% -5 -80%+1 -25% -6 -90%0 -30% -7 -100%-1 -40% (-1) (-20%)

Intensity Drop Off

adj Range adj Range adj Range+9 ½" 6 8' 21 ¼ mi+8 ¾" 7 11' 22 3/8 mi+7 1" 8 16' 23 ½ mi+6 1½" 9 22' 24 ¾ mi+5 2" 10 32' 25 1 mi+4 3" 11 45' 26 1½ mi+3 4½" 12 63' 27 2 mi+2 6" 13 90' 28 3 mi+1 9" 14 125' 29 4 mi0 1' 15 175' 30 5½ mi1 1½' 16 250' 31 8 mi2 2' 17 350' 32 11 mi3 3' 18 500' 33 16 mi4 4' 19 700' 34 22 mi5 5½' 20 1,000' 35 32 mi

Ambient Sound

Environment IntensityQuiet (Library) 9Rainfall 13Noisy (Busy restaurant) 24

Blocking

Interference adjEar stuffed with cotton

-2*Hearing protectors -3Flimsy door -5Door -7Thick door -10Thin wall -108" interior wall -1512" exterior wall -209" brick wall -2012" cinder block -27Rolling Hills -5Stand of trees -10Woods -15Wooded Hills -20

Common Noises

Sound IntensityQuiet whisper 7Whisper 10Loud whisper 13Quiet talking 15Conversation 20Shout 30Scream 37

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Presence TablePow V Weak Weak Norm Str V Str

1 – – – – –2 3' – – – –3 8' – – – –4 15' – – – –5 24' – – – –6 35' – – – –7 48' – – – –8 63' 1' – – –9 80' 2' – – –

10 99' 3' – – –11 120' 3' – – –12 143' 4' – – –13 168' 5' – – –14 195' 6' – – –15 224' 8' 1' – –16 255' 9' 1' – –17 288' 10' 1' – –18 323' 11' 2' – –19 360' 13' 2' – –20 399' 15' 3' – –21 440' 16' 3' – –22 483' 18' 3' 1' –23 528' 20' 4' 1' –24 575' 22' 4' 1' –25 624' 24' 5' 1' –26 675' 26' 5' 2' –27 728' 28' 6' 2' –28 783' 30' 6' 2' –29 840' 32' 7' 2' –30 899' 35' 8' 3' –31 960' 37' 8' 3' –32 0.19 mi 39' 9' 3' –33 0.20 mi 42' 9' 3' –34 0.21 mi 45' 10' 4' –35 0.23 mi 48' 11' 4' –36 0.24 mi 50' 11' 4' 1'37 0.25 mi 53' 12' 5' 1'38 0.27 mi 56' 13' 5' 1'39 0.28 mi 59' 14' 5' 1'40 0.30 mi 63' 15' 6' 1'41 0.31 mi 66' 15' 6' 1'42 0.33 mi 69' 16' 6' 1'43 0.34 mi 72' 17' 7' 1'44 0.36 mi 76' 18' 7' 2'45 0.38 mi 80' 19' 8' 2'

Pow V Weak Weak Norm Str V Str Mass46 0.40 mi 83' 20' 8' 2' –47 0.41 mi 87' 21' 8' 2' –48 0.43 mi 91' 22' 9' 2' –49 0.45 mi 95' 23' 9' 2' –50 0.47 mi 99' 24' 10' 3' –51 0.49 mi 103' 25' 10' 3' –52 0.51 mi 107' 26' 11' 3' –53 0.53 mi 111' 27' 11' 3' –54 0.55 mi 115' 28' 11' 3' –55 0.57 mi 120' 29' 12' 3' –56 0.59 mi 124' 30' 12' 4' –57 0.61 mi 128' 31' 13' 4' –58 0.63 mi 133' 32' 13' 4' –59 0.65 mi 138' 33' 14' 4' –60 0.68 mi 143' 35' 15' 4' –61 0.70 mi 147' 36' 15' 4' –62 0.72 mi 152' 37' 16' 5' –63 0.75 mi 157' 38' 16' 5' –64 0.77 mi 162' 39' 17' 5' –65 0.8 mi 168' 41' 17' 5' –66 0.82 mi 173' 42' 18' 5' –67 0.84 mi 178' 43' 18' 6' –68 0.87 mi 183' 45' 19' 6' –69 0.90 mi 189' 46' 20' 6' –70 0.92 mi 195' 48' 20' 6' –71 0.95 mi 200' 49' 21' 7' 1'72 0.98 mi 206' 50' 22' 7' 1'73 1.00 mi 212' 52' 22' 7' 1'74 1.03 mi 218' 53' 23' 7' 1'75 1.06 mi 224' 55' 24' 8' 1'76 1.09 mi 230' 56' 24' 8' 1'77 1.12 mi 236' 58' 25' 8' 1'78 1.15 mi 242' 59' 26' 8' 1'79 1.18 mi 248' 61' 26' 8' 1'80 1.21 mi 255' 63' 27' 9' 1'81 1.24 mi 261' 64' 28' 9' 1'82 1.27 mi 267' 66' 28' 9' 1'83 1.30 mi 274' 67' 29' 10' 1'84 1.33 mi 281' 69' 30' 10' 1'85 1.36 mi 288' 71' 31' 10' 1'86 1.40 mi 294' 72' 31' 10' 1'87 1.43 mi 301' 74' 32' 11' 2'88 1.46 mi 308' 76' 33' 11' 2'89 1.50 mi 315' 78' 34' 11' 2'90 1.53 mi 323' 80' 35' 11' 2'

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the light of the new moon ranges are reduced to an eighth and there is a penalty of 25% to all vision-based skills.

Cloud cover at night also significantly penalizes the vision-based skills. A partly cloudy (about 25% cover) incurs a penalty of 10%, a cloudy (about 50% cover) incurs a penalty of 25%, a mostly cloudy (about 75% cover) incurs a penalty of 40% and overcast (about 100% cover) incurs a penalty of 50%.

Normal perception means that the character can see all normal details of what he is looking at. This range gives normal usage of Scan, Search and Track.

Identify perception means that the character can identify what, and possibly who, someone or thing is, but they are not able to get detail or a good description.

Spot perception means quite simply that the character can determine that there is something out there, but not who or even what it is.

Point illuminationThe following assumes that the point of illumination is the dominant light source. For point-based illumination the distance from the source is very important. The illumination source is rated in Illumination Points for how bright it is. For fires that cast significant flame (candles, lamps and torches) the IP is approximately equal to the intensity of the fire. If the IP is above 10 it is hard to look at the source directly and if the IP is 20 or higher it is downright painful. A character can read out to IP × 1 feet from the source, use vision-based skills without penalty out to IP × 2½ feet from the source, use vision-based skills at half-chance out to IP × 5 feet from the source and use vision-based skills at quarter-chance out to IP × 10 feet from the source.

For example, a roaring bonfire (IP 5) would allow those within 5' of the edge to read using its illumination. Out to 12½' vision-based skills (such as melee fighting) would function normally, but a sentry with Scan 60% trying to see something out at 40' would have only a 15% chance to do so. And past 50' the fire-blindness will prevent him from seeing anything.

PresenceAll living things have a presence which is detectable by other living things. It is a bare sensation that informs you of another’s presence even when you cannot see them. The strength of this presence is indicated by the POW attribute and the distance between the two beings in question. The strength is broken into levels, each with a numeric strength: very weak, weak, normal, strong, very strong, massive, overwhelming and god-like.

Very Weak (PRE 1)A very weak presence is only perceptible to the very sensitive, and then only if concentrating. A character with a meditative focus on this task can attempt a Notice roll with a penalty of 75%.

Weak (PRE 5)A weak presence will only be felt if there are no distractions. An example is two people alone, or if a person is not actively engaged in some other activity and the other presences are friends. On a crowded street there is very little chance that a presence of this strength will register.

Normal (PRE 10)A normal presence will be felt unless the character is agitated or very distracted. For example, someone walking into a bar would be noticed if his presence was this strength, except by the drunks or couples making out. This is the prickling on the back of your neck when someone is standing too close behind you.

Strong (PRE 15)A strong presence is felt unless the character is greatly distracted. A character having this strength of presence can use it against others to try and awe or stun them. Such an attempt can be made once a round and requires a WIL/WIL roll. A character can project his presence more strongly by expending Magic Points. Any points expended add to his WIL for purposes of a presence attack in that round and are recovered normally.

Very Strong (PRE 25)A very strong presence is palpable, others can feel it as if it were a tangible thing. Only an even stronger presence could possibly prevent a character from

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feeling this presence.

Massive (PRE 50)A massive presence feels like a leaden weight in the air, the force of it is nearly enough to knock someone down. Only those who succeed in a WIL/WIL roll can escape a sense of awe (25% penalty to all actions while exposed to this powerful of a presence). This roll is only made when this presence is entered, the effect lasts for as long as the character remains in the presence.

Overwhelming (PRE 100)An overwhelming presence does just that to those around it. All are struck in awe by the presence (this is an automatic presence attack on anyone coming within this presence range).

God-Like (PRE 200)A god-like presence is just that. Only those who succeed in a WIL/WIL roll remain functional, all others collapse in mindless awe of the presence. This roll is only made when this presence is entered, the effect lasts for as long as the character remains in the presence.

NotesA creature’s presence can effectively prevent any attempt at stealth: it doesn’t matter how quietly you slide by the watchman, if you have POW 20 and come within three feet of him he will notice you when you do, if not before then.

Working out the exact effects of presence on attempts at stealth is something that must be hand-led on a case by case basis. A good pick pocket can work his trade even if you know he is there. On the other hand, it is hard to spring an ambush if the prey can sense your presence a mile away.

It is important to remember that all that is being discussed here is presence, not identity. In the ambush example, if the presence of people was ex-pected it would be of no con-cern. All the information that is conveyed is the vague direction, e.g., north, south, east, west, north east, etc., and relative

strength of presence, e.g., weak, strong, etc.A bound spirit has its presence masked by the

physical containment of the item it is bound into. This effectively reduces its perceptible POW to one-fifth. In other words, a spirit with POW 20 bound into a totem would have an effective presence based on POW 4. This reduces its weak presence from fifteen feet to nothing.

ShadowThis skill is used to follow someone without being noticed. It is tricky because the target must be kept more or less in sight and yet the character’s visible presence must be kept to a minimum. Although a single character can use this skill for runs of short duration to effectively follow someone requires a team, each member possessing this skill. Details of how to use a team effectively is left to the players (or to the referee if the players are being followed), but it should be obvious that some means of hidden communication between the shadowers is very

Effect of PresenceEffect Description— NothingWave Wave of awe, -25% until end of roundAwed Filled with awe, -25% for 1d6 roundsStunned Stunned into inaction for 1d6 roundsCollapse Collapse for 1d6 roundsCollapse² Collapse for 1d6 minutesCollapse³ Collapse for 1d6 hoursCatatonic Catatonic for 1d6 daysCatatonic² Catatonic for 1d6 weeksCatatonic³ Catatonic indefinitely

Presence AttackWIL/WIL Strong Very Strong Massive Overwhelm God-LikeCritical³ — — — — —Critical² — — — — WaveCritical — — — Wave AwedSpecial — — Wave Awed StunnedNormal — Wave Awed Stunned CollapseMiss Wave Wave Awed Collapse Collapse²Failure Wave Awed Stunned Collapse Collapse³Fumble Wave Awed Collapse Collapse² CatatonicFumble² Awed Stunned Collapse Collapse³ Catatonic²Fumble³ Awed Stunned Collapse² Catatonic Catatonic³

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desirable. Professionals always work in teams and will never be caught by the “circle the block” trick beloved of detective stories, although they will be sensitive to what this advertises.

When following someone a roll is required every every fifteen minutes, as well as at any critical juncture such as when the shadower is directly observed by the target, the target makes an effort to discover the presence of surveillance or attempts to elude suspected surveillance. Each consecutive roll against the same target is at a penalty of 5% due to exposure. If the shadower is ever discovered to be following the target then an additional penalty of the shadower’s (POW + CHA) × 3% is levied. A character is discovered if they ever fumble a roll. The target gets a Scan roll (at +25% if suspicious) to detect the shadower if the shadower fails the roll. A suspicious target gets a Scan roll to detect the shadower if the shadower misses the roll.

A person possessing this skill at 50% or more is more difficult to shadow. Each roll made by the shadower is matched by the target. The level of success of the target, if any, reduces that of the shadower. In addition countersurveillance and antisurveillance routes can be devised and used if surveillance is either suspected or merely feared. Note that surveillance includes static surveillance as well as shadowing.

CountersurveillanceA countersurveillance route is used to detect a shadower and requires time before hand to prepare or a thorough knowledge of the environment. The lesser of Shadow and area knowledge skills are used to prepare such a route. To perform it requires a roll against Shadow, but only a successfully determined route is effective. The level of success is for the roll, not that of the route.

Success ResultCritical Reveals any surveillanceSpecial Reveals all but critically successful

surveillanceNormal Reveals normal success or worse

attempts at surveillanceMiss No effectFailure Route is detected as a counter-

surveillance attempt by any surveillance

Fumble As a Failure, but character believes that the countersurveillance was successful

AntisurveillanceAn antisurveillance route is used to lose surveillance and to do so effectively requires preparation before hand or a thorough knowledge of the environment. The lesser of Shadow and area knowledge skills are used to prepare such a route. To perform it requires a roll against Shadow, but only a successfully determined route is effective.

Success ResultCritical Shadow requires critical success to

maintain and reveals presence regardlessSpecial Shadow requires a critical success to

maintain without revealing presence; a special success will maintain but reveals presence

Normal Shadow requires a special or critical success to maintain without revealing presence; a normal success maintains shadow but reveals presence

Miss Shadow as normalFailure Use of antisurveillance technique

detected by any surveillanceFumble As a Failure, but character believes it

was a success

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Illumination

IP Lumens Description-6 1/128 Not visible-5 1/64 Barely visible, spot only-4 1/32 General identification only-3 1/16 General functionality-2 1/8 —-1 ¼ —0 ½ Read with difficulty1 1 Read normally2 2 —3 4 —4 8 —5 16 —6 32 —7 63 —8 125 —9 250 —

10 500 —11 1,000 Bright light12 2,000 —13 4,000 —14 8,000 Sunny day15 16,000 Extremely bright16 32,000 Painfully bright17 63,000 —18 125,000 —19 250,000 —20 500,000 Blinding21 1,000,000 —

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Type of VisionIllumination Amri Alak Arl Arlas Larin \Lar /LarDaylight +1 +0 +1 +0 +0 -2 +0Moonlight +2 +0 +2 +0 +0 +4 +0Starlight +3 +0 +2 +0 +0 +6 +0Firelight +0 +0 +0 +0 +0 -2 +0Faerie light +0* +0* +2* +5 +0 +0* +0*Plant light +0 +0 +0 +0 +0 +2 +0

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Perception

Distance

adjIP Distance+7 1"+6 1½"+5 2"+4 3"+3 4½"+2 6"+1 9"0 1'1 1½'2 2'3 3'4 4'5 5½'6 8'7 11'8 16'9 22'

10 32'11 45'12 63'13 90'14 125'15 175'16 250'17 350'18 500'19 700'20 1000'

Perception

Race Near Far Type HearingCentaur 13' 120' Excellent 12'Dólgfín 10' 85' Dark-Sight 10'Drakkonian 13' 145' Good 15'Dwarf 10' 65' Heat-Sight 12'Elf 17' 100' Moon-Sight 15'Gnoll 10' 100' Good 15'Gnome 10' 45' Normal 12'Goblin 10' 45' Normal 15'Halfling 10' 75' Good 12'Hobgoblin 7' 50' Perfect 20'Human 10' 100' Normal 10'Kobold 7' 35' Dark-Sight 10'Lizardman 17' 50' Good 12'Orc 10' 80' Star-Sight 10'Pixie 5' 120' Star-Sight 20'Reptileman 10' 100' Excellent 12'Sidhe 13' 80' Moon-Sight 20'

Near Vision

Distance Modifier×0.1 +25%×1 –×2 ×½×3 ×¼×4 ×1/8

Far Vision

Distance Modifier×¼ +25%×1 –×2 ×½×3 ×1/3

×4 ×¼×5 ×1/5

Darkness

IP Modifier+1 -10%0 -20%-1 -30%-2 -40%-3 -50%-4 -60%-5 -70%-6 -80%-7 -90%-8 -100%

(-1) (-10%)

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Visual HearingRace Detail Normal Recog. Spot Night Vision BaseCentaur 40' 120' 400' 1200' Excellent 12'Dólgfín 30' 100' 250' 750' Dark-Sight 10'Drakkonian 40' 120' 400' 2000' Good 15'Dwarf 30' 80' 200' 500' Heat-Sight 12'Elf 50' 150' 500' 1500' Moon-Sight 20'Gnoll 30' 100' 300' 1000' Good 15'Gnome 30' 60' 150' 300' Normal 12'Goblin 30' 60' 150' 300' Normal 15'Halfling 30' 80' 250' 600' Good 12'Hobgoblin 20' 50' 150' 500' Perfect 20'Human 30' 100' 300' 1000' Normal 10'Kobold 20' 40' 120' 250' Dark-Sight 10'Lizardman 50' 80' 150' 300' Good 12'Orc 30' 90' 250' 750' Starlight 10'Pixie 25' 50' 150' 500' Starlight 20'Reptileman 30' 100' 300' 1000' Excellent 12'Sidhe 40' 100' 250' 600' Moon-Sight 20'

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Psychic Discipline

With sufficient effort anyone can harness the power of the mind to control the world around them. The extent of that

power is determined by three things: the character’s POW, Meditation skill and the skill in the psychic discipline being exercised. Each discipline is a separate Very Hard Mental skill.

A character’s psychic power, abbreviated pPOW, is equal to ¼ × POW without a meditative focus and is equal to POW plus skill level in the psychic discipline in question with a meditative focus on that discipline. Whether or not there is a meditative focus, a psychic can temporarily boost her pPOW by expending MP. Each MP expended increases pPOW by one point for one minute. Expending 5 MP gives an increase of five points lasting for five minutes.

A psychic’s effective power is reduced with range, the full pPOW is only used if the psychic is using the power on herself or if she is touching (with her dominant hand) the target of the power. The range to which a reduction of n to pPOW will reach is equal to ((n²+n)÷2)²—that is, the square of the sum of n.

A psychic’s control over the psychic power is

determined by the skill for that discipline. Any time that the power is exercised a skill roll is required. A miss indicates that the power was active, but not controlled. With some powers, especially pyrokinesis, having a high pPOW and low skill can be quite dangerous.

Psychic powers are not magic, they are the natural power of the mind. Their use is not detec-table as magic, nor do any protections against magic apply.

Using psychic powers is physically draining. For every five pPOW exerted, whether in a single round or spread over several rounds, the psychic loses 1 FP. This follows the normal fatigue rules for accumulating long term fatigue and for recovery from fatigue as outlined in the Travel chapter. Note that pPOW derived from skill level with the dis-cipline or MP are exempt from fatigue.

Many disciplines require that a target be men-tally located. Each attempt takes one round during which time the psychic can be taking no other action. In addition, the psychic must exert sufficient pPOW to reach the target. The roll is made at the end of the round after any FP has been spent and has a bonus of 25% if the target is visible to the psychic. Once found a target remains located as long as sufficient pPOW are exerted to keep the target within range.

Astral ProjectionProjection (Perception)This discipline allows the psychic to project her

pPOW Range1 1'2 9'3 36'4 100'5 225'6 441'7 784'8 1296'9 2025'

10 0.57 mi11 0.82 mi12 1.1 mi

pPOW Range13 1.5 mi14 2.0 mi15 2.7 mi16 3.5 mi17 4.4 mi18 5.5 mi19 6.8 mi20 8.3 mi21 10 mi22 12 mi23 14 mi24 17 mi

pPOW Range25 20 mi26 23 mi27 27 mi28 31 mi29 35 mi30 40 mi31 46 mi32 52 mi33 59 mi34 67 mi35 75 mi36 84 mi

pPOW Range37 93 mi38 103 mi39 115 mi40 127 mi41 140 mi42 154 mi43 169 mi44 185 mi45 202 mi46 221 mi47 240 mi48 261 mi

pPOW Range49 284 mi50 307 mi51 333 mi52 359 mi53 387 mi54 417 mi55 449 mi56 482 mi57 517 mi58 554 mi59 593 mi60 634 mi

Psychic Power Range

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spirit from her body. The psychic’s movement rate is equal to the pPOW expended, penalized for the distance. The psychic must exert at least enough pPOW to have a move of zero to sustain the projection.

There are limits to where the spirit can go: moving through solid matter is very disorienting and requires a skill roll to navigate. Each level of success gets the psychic through five feet of matter. While astrally projected the psychic sees and hears from wherever her spirit is. In fact, while projecting the psychic has no sensation from her body at all.

If the body was not left in a state of repose it will collapse like a puppet whose strings have been cut. This is to be avoided if at all possible as con-striction can occur cutting off blood flow and starving tissue of oxygen. Depending on the posi-tion of the body, the referee may impose damage at a periodic rate. Normally this is stun until a serious wound level is reached, then real damage begins to accumulate. A reasonable rate is one point per minute for normal constriction from a collapsed body.

BoostProjection (Meta)This discipline allows the psychic to boost the pPOW of another psychic. To do so requires that the psychic first locate the psychic whose power she wants to boost. The amount of gain is equal to the effective pPOW at the target.

ClairaudienceProjection (Perception)This discipline allows the psychic to hear as if she were located elsewhere. To do so requires that the psychic have an effective pPOW of at least 1 after penalties for distance. The maximum effective Hear percentage is equal to effective pPOW times 10%.

To listen from a chosen point requires the psychic to “locate” the selected position with her mind. Alternatively the psychic can “ride along” with some person or creature, hearing through its ears. This gives the advantage (or disadvantage) of using the hearing ranges of the person or creature being “ridden.” To do this the psychic has to “locate” the target with her mind. Once located the psychic’s hearing will remain channeled through the

target with no additional skill rolls needed, even if the target moves. However, the psychic must exert sufficient pPOW to reach the target and is limited to a maximum effective Hear percentage equal to effective pPOW times 10%.

ClairvoyanceProjection (Perception)This discipline allows the psychic to see as if she were located elsewhere. To do so requires that the psychic have an effective pPOW of at least 1 after penalties for distance. The maximum effective Scan, Search or Track percentage is equal to effective pPOW times 10%.

To see from a chosen point requires the psychic to “locate” the selected position with her mind. Alternatively the psychic can “ride along” with some person or creature, seeing through its eyes. This gives the advantage (or disadvantage) of using the hearing ranges of the person or creature being “ridden” as well as the definite disadvantage of only being able to look where the target looks. To “ride along” the psychic has to “locate” the target with her mind. Once located the psychic’s vision will remain channeled through the target with no addi-tional skill rolls needed, even if the target moves. However, the psychic must exert sufficient pPOW to reach the target and is limited to a maximum effective visual perception skill percentage equal to effective pPOW times 10%.

DamperProjection (Meta)This discipline reduces the effective pPOW of any psychic discipline other than Damper by its own effective pPOW. Thus the effective of multiple psychics using this discipline is cumulative.

ESPMental (Information)This discipline allows the psychic to “see” without her eyes. The maximum vision based skill percentage is equal to pPOW × 5%. For example, if the psychic has Archery 75% and exerts 12 pPOW then her effective Archery skill is 60%. Past medium range (but not more than twice medium range) she would have a 30% (before other modifers) chance to hit.

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HealPhysical (Body)This discipline allows the psychic to heal wounds, cure illness and treat poison by touch. To heal an injury requires a skill roll. If successful the subject is healed of a number of points of damage equal to the pPOW exerted. To cure an illness or treat poison match the exerted pPOW against the potency of the disease or poison (typically 10). If successful the illness is cured or the poison purged.

IllusionPhysical (Body)This discipline allows the psychic to alter her appearance. The more pPOW that is exerted the more believable the illusion is. A successful Notice roll (with a penalty equal to pPOW × 5%), made when first observing the psychic, penetrates the illusion. The roll is made at the beginning of every encounter and only during an encounter if some event occurs to call the psychic’s identity into question or suspicion.

Anyone who is particularly observant, such as an alert guard, has a bonus of 25%. Anyone who scrutinizes the psychic, such as a suspicious guard, has a bonus of 40%. If the psychic is trying to masquerade as a particular person there is an addi-tional bonus based on the observer’s familiarity with the person being masqueraded as.

Familiarity BonusSeen a few times 10%Met with a few times 25%Associates with 40%Close associate 60%Very close associate 75%Intimate with 90%

Mind BlenderMental (Contact)This discipline allows the psychic to disrupt the thoughts of a target. Once a target has been located mentally a combat action can be used to make an attack. This is resolved by matching the psychic’s effective pPOW against the WIL of the target on the resistance table. Levels of success are cumulative and when they reach the target’s WIT the target’s mind goes blank.

During an attack the target will feel dizzy and

have difficulty thinking straight. This manifests as a penalty to skills per level of success depending on the target’s WIT as outlined below. The ac-cumulated levels of success are reduced by one each minute after the psychic drops contact. The target regains cognition when the levels of success drop below WIT.

WIT Penalty WIT Penalty2 50% 11 9%3 33% 12 8%4 25% 14, 15 7%5 20% 16–18 6%6 17% 19–22 5%7 14% 23–28 4%8 13% 29–40 3%9 11% 41–66 2%

10 10% 61–200 1%

Mind ControlMental (Contact)This discipline allows the psychic to control others. The target must first be located mentally. Once located an attempt to control the target can be made once per round to the exclusion of all other activity. To establish control requires a successful match of effective pPOW against the WIL of the target. Note that control does not grant the ability to read the mind of the target, nor does it allow any form of telepathy. The controlling psychic’s mind has no contact with the mind of the controlled. The target is aware of the control, but unable to do anything about it while the psychic is dominant.

The level of control is equal to the level of success in this first roll. The psychic can choose on any following round to reinforce her position of dominance by again matching her effective pPOW against the WIL of the target. Any levels of success are added to the level of control.

The target can can resist by matching his WIL against the psychic’s effective pPOW with each level of success reducing the level of control by one. If the level of control or effective pPOW ever drops to zero the psychic loses control of the target.

Mind ReadingMental (Contact)This discipline allows the psychic to read the minds of others. To read someone’s mind the target must

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first be located mentally. Once located an attempt can be made once per round to the exclusion of all other activity. To be successful the psychic must overcome the target’s WIL with her effective pPOW. Each successful attempt gleans information from the target’s mind. The depth of the mind reading is determined by the level of success.

PsychokinesisPhysical (Object)This discipline allows the psychic to project a mental hand which can be used to move objects and make remote manipulations with an effective strength equal to the effective pPOW and an effective dexterity equal to her skill level in this discipline. This could be used, for example, to wield a sword remotely or to open a door from a distance.

PsychometryMental (Information)This discipline allows the psychic to get information about where an object has been, where it was made, who made it, who has used it, how it has been used, and so on. The greater the pPOW exerted the more information is revealed. Roughly, each point of pPOW will reveal one fact. Facts should be considered in order of recency and importance.

PyrokinesisPhysical (Object)This discipline allows the psychic to start fires with her mind. The larger and less combustible the target the greater the pPOW required to cause the target to spontaneously combust. The chance of ignition per round (rolled at the end of the round) is equal to the effective pPOW in excess of that required to overcome the target’s resistance. One point is required per pound the target weights. This discipline can only be used on inanimate objects.

pPOW Combustibility0 tinder, dry grass, paper1 dry wood, oil5 wood

10 green wood15 wet or raw hides

Second SightMental (Information)This discipline allows the psychic to see spirits and

other invisible creatures or objects. The maximum perception chance is equal to the effective pPOW × 5%.

Shapeshift [form]Physical (Body)This discipline allows the psychic to change shape into the indicated form. Each form is a separate skill. Any attempt to change shape takes a round with a skill roll made at the end of the round. The psychic must exert at least 1 pPOW throughout the attempt to shift shape and to keep the shape shifted. Once pPOW is no longer exerted the psychic reverts back to her true shape.

Alternatively the psychic can choose to make the change a permanent one. This again requires one round per attempt with the roll at the end of the round, but in this case at least 20 pPOW must be exerted. To shift back requires the same effort.

ShieldProjection (Meta)This discipline shields the psychic from other psychic disciplines which affect the mind. The pPOW exerted reduces the pPOW of any psychic discipline used on the psychic’s mind, including Telepathy.

SnifferMental (Information)This discipline allows the psychic to detect and possibly identify the use of other psychic powers. The pPOW of this discipline is increased by the pPOW of any power that might be detected. If the effective pPOW is zero then only the presence of a psychic power is detected. Greater effective pPOW can be used to determine direction, distance and discipline as desired by the psychic.

Direction: one pPOW gives a general direction (north, south, east or west), two pPOW gives eight-point direction (north-east, etc.), three pPOW gives sixteen-point direction (north northeast, etc.), four pPOW gives 32-point direction, and five pPOW gives direction to within 5°. Each additional pPOW reduces the arc by 1°.

Distance: one pPOW gives a general distance—find the pPOW for the distance on the table, subtract

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4 and add the roll of 1d8. The resultant distance is the estimate. Any result of less than 1 is touch. For two pPOW subtract 3 and add the roll of 1d6. For three pPOW subtract 2 and add the roll of 1d4. For four pPOW subtract 1 and add the roll of 1d3. For five pPOW use the range for that pPOW. For ten pPOW use the range in feet.

Discipline: one pPOW reveals the general type (mental, physical, projection). Two pPOW reveals the specific type (contact, information, perception, etc.). Five pPOW reveals the discipline.

TelekinesisPhysical (Object)This discipline allows the psychic to move objects with her mind. Before the psychic can move an object she must locate it mentally. The psychic must exert pPOW equal to the weight of the object in pounds. This gives a movement of one. If more pPOW are exerted the excess gives a higher movement as found on the following table.

TelepathyMental (Contact)This discipline allows the psychic to send verbalized thoughts to others. To do so requires an effective pPOW of at least 1. Emotions can be transmitted with an effective pPOW of at least 5. Images can be transmitted with an effective pPOW of at least 10.

To communicate with one individual requires that the psychic first mentally “locate” the target. Once the target has been located the link will remain with no further effort beyond exerting the pPOW required to maintain it. In this mode of telepathy both the psychic and the target can send verbalized thoughts. If the target is also a telepath their pPOW scores are combined.

Alternatively the psychic can broadcast to everyone within range. Everyone within range will receive the thoughts sent by the psychic. If emotions or images are being sent they will only be received by those for which the effective pPOW is sufficient.

TeleportationPhysical (Object)This discipline allows the psychic to move things

from one place to another without traversing the space in between. The first thing that the telepath must do is mentally “locate” the target of the teleportation. Second, the telepath must mentally “locate” the destination. The psychic must exert sufficient pPOW to reach both the target and the destination while locating the destination.

Once the destination has been located the psychic can teleport the target if her effective pPOW to both the target and the destination is sufficient for the weight of the target.

pPOW Weight pPOW Weight1 1 pound 11 1,000 pounds2 2 pounds 12 2,000 pounds3 4 pounds 13 4,000 pounds4 8 pounds 14 8,000 pounds5 16 pounds 15 16,000 pounds6 32 pounds 16 32,000 pounds7 63 pounds 17 63,000 pounds8 125 pounds 18 125,000 pounds9 250 pounds 19 250,000 pounds

10 500 pounds 20 500,000 pounds

Telekinetic MovementpPOW Mv Speed pPOW Mv Speed

1 5 5½ mph 11 55 63 mph2 10 11 mph 12 60 68 mph3 15 17 mph 13 65 74 mph4 20 23 mph 14 70 80 mph5 25 28 mph 15 75 85 mph6 30 34 mph 16 80 91 mph7 35 40 mph 17 85 97 mph8 40 45 mph 18 90 102 mph9 45 51 mph 19 95 108 mph

10 50 57 mph 20 100 114 mph

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TravelingWhether the distance is great or small, the

following is a guide for traveling adventurers. A brief overview of each

mode of travel is given first to facilitate ease of play with a more indepth discussion after. Especially in the case of sailing there is a large amount of terminology that can be used to add flavor.

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By LandTravel in games is usually by land. This may be because the cost of entry is so low, but is also likely the result of a modern prejudice where travel by land is commonplace. It should be remembered that most travel is by water with land routes reserved for the otherwise inaccessible.

When traveling by land there are three choices for means: by foot, by horse or by vehicle. In general, the quickest over distance is by foot, the quickest over short distances is by horse (or other mount) and the most comfortable, though slowest, is by vehicle. Keep in mind that the fastest a group can travel is at the rate of the slowest member.

By FootWhen traveling by foot the character incurs fatigue depending on their encumberance and the rate of travel being attempted. When traveling at a walk a character can manage one-quarter his movement rate as miles per hour incuring Enc FP every half hour. Going at a trot he can manage one-half his movement rate as miles per hour incuring Enc FP every five minutes. At a run he can manage his movement rate as miles per hour and incurs Enc FP every minute. Note that the time interval is multiplied by the character’s Run skill level.

One advantage to traveling by foot is that it does well cross country with little loss in movement rate. The main difficulty is traveling surface distance rather than map distance: for hilly terrain increase the distance by 50%. Some types of terrain do affect move-ment rate as indicated in the Terrain and Movement table.

By HorseThis includes not just the horse, but any other land animal that can be ridden, though the discussion pertains especially to horses. To get the most out of a horse it should be rested ten minutes of every hour of travel. The given movement rates assume a light carriage or a light (less than 180 pounds including gear) rider and a very

physically fit horse. Even so, attempting to sustain the given movement rate over multiple days will wear the horse to the bone. After half its CON days of this kind of use the horse will lose a point of CON and a point of END every five hours.

Distance Per Day, Flat Dry RoadsMode Gait Rate Time LFP* DistanceFoot† Walk 2 mph 12 hours 5 24 miles

Trot 4 mph 5 hours 12 20 milesRun 8 mph 1 hour 12 8 miles

Horseback Walk 2½ mph 10 hours 3 20 milesTrot 6 mph 10 hours 5 50 milesCanter 9 mph 10 hours 8 75 milesGallop 15 mph 10 hours 13 125 miles

Carriage Walk 2½ mph 10 hours (3) 25 milesTrot 6 mph 10 hours (5) 60 milesCanter 9 mph 10 hours (8) 90 miles

Cart Walk 2 mph 10 hours (5) 20 milesTrot 5 mph 8 hours (12) 40 miles

Wagon Walk 2 mph 8 hours (12) 16 milesOx Wain Walk 1 mph 10 hours (12) 10 miles† multiply distance and time by Run skill level for same LFP* those in parenthesis are for the animals

Terrain and MovementTerrain Condition Foot Horseback VehiclePaved Road Dry ×1.00 ×1.00 ×1.00

Rain ×0.90 ×0.80 ×0.80Storm ×0.67 ×0.50 ×0.50

Dirt Road Dry ×0.90 ×0.90 ×0.75or open field Muddy ×0.67 ×0.50 ×0.50

Storm ×0.50 ×0.25 ×0.25Hilly Dry ×0.67 ×0.50 ×0.25

Muddy ×0.33 ×0.25 ×0.20Storm ×0.20 ×0.15 ×0.10

Swamp “Dry” ×0.25 ×0.10 —“Wet” ×0.10 — —

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Traveling

Half of this loss is permanent.The constant bouncing and jouncing of riding a

horse is fatiguing: the fatigue listed in the table is for both the mount and the rider. A skilled rider tires less easily: it takes a number of fatigue points equal to the rider’s Ride Horse skill to incur an actual fatigue point.

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By SeaWith the exception of a few aquatic races, travel by sea requires the use of some means of conveyance. The vessel used and the weather conditions dictate how much progress can be made. However, unless sailing within sight of coast there are no landmarks which makes it difficult to ascertain position. There are some methods and tools to help, but for the most part being at sea means being lost.

VesselsThere are three primary types of transportation at sea: drifting, rowing and sailing. Someone clinging to driftwood is drifting—this takes no skill, just lots of luck to get where you want to go. In such a case travel is entirely at the whim of the weather.

The Boat skill is used to crew and pilot a rowing vessel whether the vessel is being paddled by hand, with paddles or with oars (though the last requires the most skill to be effective).

The Sail skill is used to crew and pilot a sailing vessel regardless of the number or style of sails. However, a character will be less effective with vessels with whose type he is not familiar.

WeatherThere are four general weather conditions: calm, fair, contrary and stormy. Rowing vessels do best in calm or fair weather; other vessels only do well in fair weather. The precise meaning of the conditions depend on the environment—a small inland sea is unlikely to have storms of a size to be found on the open ocean.

A calm weather condition is anything up to light air (3 knots or less). A stormy condition is anything from a near gale on up (28 knots or more). Anything else is either fair or contrary, the difference being solely the wind’s direction.

LocalesAny body of water that can bear the vessel is a potential locale. This ranges from small to large rivers, ponds to lakes to inland seas, seas to oceans. In general there are rivers, lakes, seas and oceans.

Weather does not normally have much effect on a river unless the river is running down the middle of a broad, flat plain or near the river mouth. Otherwise the terrain and vegetation have a strong

mediating effect on wind and the river lacks sufficient water depth to develop significant waves. On a particular river, espe-cially a large one, there may be prevailing winds that affect travel but these are handled on a case-by-case basis. Note that weather will often follow a river. This can be dangerous, especially near river mouths as storm systems that have built up on large bodies of water can travel some distance up river before depleting their resources.

A lake will only be minorly impacted by weather. Winds can build to moderate speed, but lack the space and water depth to build into truly threatening storms. Consequently seas are normally light.

A sea has enough expanse to allow high winds to build up and enough depth for real storms to develop. Seas are normally light, but will get heavy with high winds.

An ocean has sufficient expanse and depth to allow numerous storms to build up independently and to last until they drive into shore. This is dan-gerous territory as weather from the deep sea will blow right up to the coast.

VoyageA voyage is an involved proposition and how to resolve it is entirely up to the referee. The following

Weather ConditionCondition Summer Fall Winter SpringBecalmed 01–05 01–03 01–05 01–03Fair 06–10 04–09 06–10 04–10Good 11–30 10–21 11–30 11–23Excellent 31–40 22–27 31–40 24–30Contrary 41–55 28–37 41–55 31–40Headwinds 56–65 38–43 56–65 41–47Difficult 66–80 44–50 66–80 48–55Gale 81–95 51–90 81–95 56–85Storm 96–99 91–98 96–00 86–00Hurricane 100 99, 100 — —

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system is quick, but allows in a general way for some of the complexities that can arise. It works best for sea and ocean voyages.

First, calculate the number of days the voyage will take. Find the distance to the destination and divide by the distance per day of fair weather as given for the vessel. The result, rounded up, is the number of days the voyage is expected to take.

Second, starting with the first day of the voyage, roll each day for the weather. This gives, in general terms, what the weather was like for that day.

Third, follow the instructions for the weather to determine the amount of progress. Any attempt to make progress requires a Navigation roll. Travel is in progress with a success, otherwise it is in error. It also requires the ship’s first mate to make a roll against either Boat or Sail, as appropriate, with the results interpreted as follows:

Success ResultCritical³ +2 day’s travel

Critical² +1½ day’s travelCritical +1 day’s travelSpecial +½ day’s travelNormal Travel base distanceMiss —Failure Travel base distance in error, regardless

of the navigation results.Fumble Check for Ship Capsize against a 5 and

Man OverboardFumble² Check for Ship Capsize against a 10 and

Man Overboard with 10% penalty.Fumble³ Check for Ship Capsize against a 20 and

Man Overboard with 25% penalty.

Ship CapsizeEach vessel has a stability rating. This is matched against the indicated score on the resistance table to find the chance of avoiding capsizing. On a miss the ship takes in more water than can be pumped or bailed and begins to sink. It takes 12 minutes per ton for a ship to sink. On a failure the ship is listing

Sample Sailing Craft SummaryVessel Type Tonnage Length Beam Draft Masts Crew* Cargo Speed† Rating‡Per DayCanoe Boat ¾ 8' 3' 2' – 1/3 ½ 4/— 23/4/1 32/—Corsair Ship 96 60' 10' 9' 2 40/80 87 7/5 13/9/10 56/40Great Ship Ship 5782 300' 60' 18' 4 80/240 5648 2½/4 2/18/76 20/32Interceptor Galley 26 60' 6' 4' 1 20/30 22 9/7 18/6/5 72/56Knorr Galley 183 80' 16' 8' 1 20/30 170 4/— 7/10/14 32/—Lake Barge Barge 340 80' 50' 3' – 25/40 325 3/— 5/15/18 24/—Large Canoe Boat 1½ 10' 4' 2' – 2/5 1 4/— 23/5/1 32/—Large Riverboat Boat 58 50' 13' 5' – 12/20 52 4½/— 9/8/8 36/—Large Ship Ship 617 120' 24' 12' 3 33/50 585 —/5 5/12/25 —/40Medium Ship Ship 183 80' 16' 8' 2 20/30 170 —/4 7/10/14 —/32River Barge Barge 51 40' 20' 3' – 3/5 46 2/— 5/10/7 28/—Riverboat Boat 11 25' 8' 3' – 7/10 9 5/— 16/7/3 40/—Rowboat Boat 1¼ 12' 4' 1½' – 1/3 ¾ 4/— 18/5/1 36/—Sailing Boat Sails 160 60' 15' 10' 2 3/5 148 —/3 3/10/13 —/24Sea Elf Sloop Sails 43 80' 10' 3' 2 15/35 38 —/9 12/7/7 —/72Ship’s Boat Boat 1 12' 5' 2' – 1/4 ½ 4½/— 20/5/1 36/—Small Sailboat Sails 8½ 20' 6' 4' 1 2/3 7 —/3 10/6/3 —/24Small Ship Ship 71 50' 10' 8' 1 8/12 64 —/3 7/8/8 —/24Trading Galley Galley 100 80' 10' 7' 2 45/70 91 8/3 13/8/10 64/24Viking Longship Galley 114 80' 16' 5' 1 40/60 104 7/4 12/9/11 56/32War Galley Galley 58 90' 9' 6' – 50/105 50 11½/— 19/8/8 92/—* first is minimum, second is maximum effective† first is rowing, second is sailing with a favorable moderate breeze; both are in knots‡ First is maneuverability, second is stability, third is Hull Points; the higher the better

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severely—this causes crew and cargo to slide around, possibly injuring them. It takes 9 minutes per ton for the ship to sink. On a fumble the ship is turned on its side—this throws crew and cargo around, probably injuring them. It takes 6 minutes per ton for the ship to sink.

Man OverboardEach person on board must make a Boat skill roll (Sail can be substituted on a sailing vessel) to avoid being thrown overboard. On a miss the character is overboard, but close enough to throw a line to.

LandfallIn addition to the number of days progress, the referee keeps track of the number of days traveled in error. When the number of days of progress reach the number of days expected plus the number of days in error the destination is reached.

Unexpected landfall is rolled for each day. The chance of landfall depends on the total number of days traveled since the last landfall and the scarcity of land in the region. The Landfall table provides some guidelines. The referee alone determines where the landfall is, although it is reasonable that it should not be farther than the sum of days of prog-ress and days in error from the port of origin.

Region ChanceOpen Ocean 1% × days of travelOcean 3% × days of travelOpen Sea 5% × days of travelSea 10% × days of travelArchipelago 25% × days of travel

Weather ConditionEvery day 1d100 is rolled to determine the general weather conditions. For each result a base travel distance for sailing vessels (as opposed to rowing) is specified, as well as any modifiers to Navigation, Boat or Sail skills. The base distance for rowing is always a day’s travel.

BECALMED There is no wind to speak of and nothing happens. Just a calm, boring day. The only way to make progress is to row.

FAIR There is a light or gentle breeze blowing somewhat in the desired direction. Base distance is half a day’s travel.

GOOD There is a moderate breeze blowing

somewhat in the desired direction. Base distance is one day’s travel.

EXCELLENT There is a fresh or strong breeze blowing somewhat in the desired direction. Base distance is one and a half day’s travel.

CONTRARY There is an unfavorable breeze. Navigation has a penalty of 25% and the first mate has a 10% penalty. Base distance is half a day’s travel. If not attempting to make progress must anchor or lose half a day’s progress.

HEADWINDS There is a strong headwind. Navigation has a penalty of 40% and the first mate has a 25% penalty for lateen rigged ships and a 40% penalty for square rigged ships. Base distance is half a day’s travel. If not attempting to make progress must anchor or lose a day’s progress.

DIFFICULT The winds are constantly shifting speed and direction making setting courses and sails difficult. There is a 25% penalty to navigation and, for sailing vessels, a 25% penalty to the first mate’s roll.

GALE High winds threaten to capsize the ship. Navigation has a 40% penalty and there is a 25% penalty to the first mate’s roll. Base distance is a day’s travel. If not attempting to make progress must anchor to avoid half a day’s travel in error. If no progress is attempted but the sails are not taken in make a capsize check against 5.

STORM Storm winds threaten to swamp and capsize the ship. Navigation has a 60% penalty and there is a 40% penalty to the first mate’s roll. Base distance is half a day’s travel. If not attempting to make progress must anchor to avoid a day’s travel in error. If no progress is attempted but the sails are not taken in make a capsize check against 10.

HURRICANE Hurricane winds swamp the ship with water. There is no possibility of progress, only of riding out the storm with as little damage as possible. To this end the first mate makes a roll which is interpreted as follows. If no effort is made it counts as a failure.

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Traveling

Success ResultCritical³ —Critical² Check for man overboard at 25% bonusCritical Check for capsize vs 1, man overboard at

10% bonusSpecial Check for capsize vs 5, man overboardNormal Check for capsize vs 10, man overboard

at 10% penaltyMiss Check for capsize vs 20, man overboard

at 25% penaltyFailure Capsize, 12 minutes per tonFumble Capsize, 9 minutes per tonFumble² Capsize, 6 minutes per tonFumble³ Breaks apart over a number of minutes

equal to the square root of tonnage

Wave HeightBs Wind 1 2, 3 4–7 8, 9 100 <1 – – – – 1"1 1–3 1" 2" 4" 4" 4"2 4–6 4" 6" 8" 10" 12"3 7–10 1' 1½' 2' 2½' 3'4 11-16 2' 2½' 3' 4' 5'5 17–21 5½' 6' 6½' 7½' 8'6 22–27 7½' 8½' 9½' 11½' 13'7 28–33 11' 12' 13' 15½' 18'8 34–40 16½' 18' 19½' 22½' 25'9 41–47 18' 20½' 23' 28' 33'

10 48–55 24' 27' 29½' 36' 42'11 56–63 30' 34' 37½' 45' 52'+1 +9 +8' +8' +8' +8' +8'

- 104 -

Tim Doty

Maximum Ship SpeedWaterline Knots Waterline Knots

1 1½ 106–113 142 2 114–121 14½

3, 4 2½ 122–129 155, 6 3 130–138 15½

7 3½ 139–147 168–10 4 148–156 16½

11, 12 4½ 157–165 1712–15 5 166–175 17½16–18 5½ 176–185 1819–21 6 186–195 18½22–25 6½ 196–206 1926–29 7 207–217 19½30–33 7½ 218–228 2034–37 8 229–239 20½38–42 8½ 240–251 2143–47 9 252–263 21½48–52 9½ 264–275 2253–58 10 276–288 22½59–64 10½ 289–301 2365–70 11 302–314 23½71–76 11½ 315–327 2477–83 12 328–341 24½84–90 12½ 342–355 2591–97 13 356–369 25½

98–105 13½ 370–383 26Maximum water speed of a displacement hull vessel is 1.34 knots times the square root of the vessel’s waterline in feet. A displacement hull vessel exceeding this will rise up out of the water and become extremely unstable, likely spinning about if not capsizing.

Horizon DistanceHeight Horizon Example

1' 1¼ miles Cat2' 1¾ miles Dog, Pixie3' 2¼ miles Wolf, Halfling5' 2¾ miles Elf, Short Human6' 3 miles Tall Human

7½' 3½ miles From a galley deck10' 4 miles From a ship’s deck20' 5½ miles From a ship’s rigging30' 6¾ miles Ship’s crow’s next50' 8¾ miles Land, Clipper ship’s crow’s nest75' 10½ miles Bluff

100' 12¼ miles Cliff200' 17½ miles300' 21¼ miles500' 27½ miles750' 33¾ miles

1,000' 39 miles

- 105 -

Resistance

Level of Success

and

Experience Points

- 106 -

Resistance TableScore 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25

1 50 87 94 97 98 99 99 99 99 99 ** ** ** ** ** ** ** ** ** ** ** ** ** ** **2 13 50 78 87 92 94 96 97 98 98 98 99 99 99 99 99 99 99 99 99 ** ** ** ** **3 06 22 50 72 82 87 91 93 94 96 96 97 97 98 98 98 98 99 99 99 99 99 99 99 994 03 13 28 50 68 78 84 87 90 92 93 94 95 96 96 97 97 98 98 98 98 98 98 99 995 02 08 18 32 50 65 74 80 85 87 90 91 93 94 94 95 96 96 97 97 97 97 98 98 986 01 06 13 22 35 50 63 72 78 82 85 87 89 91 92 93 94 94 95 96 96 96 97 97 977 01 04 09 16 26 37 50 62 70 76 80 83 86 87 89 90 92 92 93 94 94 95 95 96 968 01 03 07 13 20 28 38 50 60 68 74 78 81 84 86 87 89 90 91 92 93 93 94 94 959 01 02 06 10 15 22 30 40 50 59 67 72 76 79 82 84 86 87 89 90 91 92 92 93 94

10 01 02 05 08 13 18 25 32 41 50 59 65 70 74 78 80 83 85 86 87 89 90 91 91 9211 – 02 04 07 10 15 20 26 33 41 50 58 64 69 73 76 79 81 83 85 86 87 89 89 9012 – 01 03 06 09 13 17 22 28 35 42 50 57 63 68 72 75 78 80 82 84 85 86 87 8813 – 01 03 05 07 11 14 19 24 30 36 43 50 57 62 67 71 74 77 79 81 83 84 85 8614 – 01 02 04 06 09 13 16 21 26 31 37 43 50 56 62 66 70 73 76 78 80 81 83 8415 – 01 02 04 06 08 11 14 18 22 27 32 38 44 50 56 61 65 69 72 74 77 79 80 8216 – 01 02 03 05 07 10 13 16 20 24 28 33 38 44 50 56 60 65 68 71 74 76 78 8017 – 01 02 03 04 06 08 11 14 17 21 25 29 34 39 44 50 55 60 64 67 70 73 75 7718 – 01 01 02 04 06 08 10 13 15 19 22 26 30 35 40 45 50 55 59 63 67 69 72 7419 – 01 01 02 03 05 07 09 11 14 17 20 23 27 31 35 40 45 50 55 59 63 66 69 7120 – 01 01 02 03 05 06 08 10 13 15 18 21 25 28 32 36 41 45 50 55 59 62 65 6821 – – 01 02 03 04 06 07 09 11 14 16 19 22 26 29 33 37 41 45 50 54 58 62 6522 – – 01 02 03 04 05 07 08 10 13 15 17 20 23 26 30 33 37 41 46 50 54 58 6123 – – 01 02 02 03 05 06 08 09 11 14 16 19 21 24 27 31 34 38 42 46 50 54 5824 – – 01 01 02 03 04 06 07 09 11 13 15 17 20 22 25 28 31 35 38 42 46 50 5425 – – 01 01 02 03 04 05 06 08 10 12 14 16 18 20 23 26 29 32 35 39 42 46 5026 – – 01 01 02 03 04 05 06 07 09 11 13 14 17 19 21 24 27 30 33 36 39 43 4627 – – 01 01 02 02 03 04 06 07 08 10 12 13 15 18 20 22 25 27 30 33 36 40 4328 – – 01 01 02 02 03 04 05 06 08 09 11 13 14 16 18 21 23 26 28 31 34 37 4029 – – 01 01 01 02 03 04 05 06 07 09 10 12 13 15 17 19 21 24 26 29 31 34 3730 – – 01 01 01 02 03 04 05 06 07 08 09 11 13 14 16 18 20 22 25 27 29 32 3531 – – – 01 01 02 03 03 04 05 06 07 09 10 12 13 15 17 19 21 23 25 28 30 3332 – – – 01 01 02 02 03 04 05 06 07 08 10 11 13 14 16 18 20 22 24 26 28 3133 – – – 01 01 02 02 03 04 05 06 07 08 09 10 12 13 15 17 18 20 22 24 26 2934 – – – 01 01 02 02 03 04 04 05 06 07 08 10 11 13 14 16 17 19 21 23 25 2735 – – – 01 01 01 02 03 03 04 05 06 07 08 09 10 12 13 15 16 18 20 22 24 2636 – – – 01 01 01 02 02 03 04 05 06 07 08 09 10 11 13 14 15 17 19 20 22 2437 – – – 01 01 01 02 02 03 04 04 05 06 07 08 09 11 12 13 15 16 18 19 21 2338 – – – 01 01 01 02 02 03 03 04 05 06 07 08 09 10 11 13 14 15 17 18 20 2239 – – – 01 01 01 02 02 03 03 04 05 06 06 07 08 10 11 12 13 14 16 17 19 2140 – – – 01 01 01 02 02 03 03 04 05 05 06 07 08 09 10 11 13 14 15 17 18 2041 – – – – 01 01 01 02 02 03 04 04 05 06 07 08 09 10 11 12 13 14 16 17 1942 – – – – 01 01 01 02 02 03 03 04 05 06 06 07 08 09 10 11 13 14 15 16 1843 – – – – 01 01 01 02 02 03 03 04 05 05 06 07 08 09 10 11 12 13 14 16 1744 – – – – 01 01 01 02 02 03 03 04 04 05 06 07 07 08 09 10 11 13 14 15 1645 – – – – 01 01 01 02 02 02 03 04 04 05 06 06 07 08 09 10 11 12 13 14 1546 – – – – 01 01 01 02 02 02 03 03 04 05 05 06 07 08 09 09 10 11 13 14 1547 – – – – 01 01 01 01 02 02 03 03 04 04 05 06 07 07 08 09 10 11 12 13 1448 – – – – 01 01 01 01 02 02 03 03 04 04 05 06 06 07 08 09 10 11 11 13 1449 – – – – 01 01 01 01 02 02 03 03 04 04 05 05 06 07 08 08 09 10 11 12 1350 – – – – 01 01 01 01 02 02 02 03 03 04 05 05 06 06 07 08 09 10 11 12 13

Score 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25

- 107 -

Resistance TableScore 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50

1 ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** **2 ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** **3 99 99 99 99 99 ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** **4 99 99 99 99 99 99 99 99 99 99 99 99 99 99 99 ** ** ** ** ** ** ** ** ** **5 98 98 98 99 99 99 99 99 99 99 99 99 99 99 99 99 99 99 99 99 99 99 99 99 996 97 98 98 98 98 98 98 98 98 99 99 99 99 99 99 99 99 99 99 99 99 99 99 99 997 96 97 97 97 97 97 98 98 98 98 98 98 98 98 98 99 99 99 99 99 99 99 99 99 998 95 96 96 96 96 97 97 97 97 97 98 98 98 98 98 98 98 98 98 98 98 99 99 99 999 94 94 95 95 96 96 96 96 96 97 97 97 97 97 97 98 98 98 98 98 98 98 98 98 98

10 93 93 94 94 94 95 95 95 96 96 96 96 97 97 97 97 97 97 97 98 98 98 98 98 9811 91 92 92 93 93 94 94 94 95 95 95 96 96 96 96 96 97 97 97 97 97 97 97 97 9812 89 90 91 91 92 93 93 93 94 94 94 95 95 95 96 96 96 96 96 96 97 97 97 97 9713 87 88 89 90 91 91 92 92 93 93 93 94 94 94 95 95 95 95 96 96 96 96 96 96 9714 86 87 87 88 89 90 90 91 92 92 92 93 93 94 94 94 94 95 95 95 95 96 96 96 9615 83 85 86 87 87 88 89 90 90 91 91 92 92 93 93 93 94 94 94 94 95 95 95 95 9616 81 82 84 85 86 87 87 88 89 90 90 91 91 92 92 92 93 93 93 94 94 94 94 95 9517 79 80 82 83 84 85 86 87 87 88 89 89 90 90 91 91 92 92 93 93 93 93 94 94 9418 76 78 79 81 82 83 84 85 86 87 87 88 89 89 90 90 91 91 92 92 92 93 93 93 9419 73 75 77 79 80 81 82 83 84 85 86 87 87 88 89 89 90 90 91 91 91 92 92 92 9320 70 73 74 76 78 79 80 82 83 84 85 85 86 87 87 88 89 89 90 90 91 91 91 92 9221 67 70 72 74 76 77 78 80 81 82 83 84 85 86 86 87 87 88 89 89 90 90 90 91 9122 64 67 69 71 73 75 76 78 79 80 81 82 83 84 85 86 86 87 87 88 89 89 89 90 9023 61 64 66 69 71 72 74 76 77 78 80 81 82 83 83 84 85 86 86 87 87 88 89 89 8924 57 60 63 66 68 70 72 74 75 76 78 79 80 81 82 83 84 84 85 86 86 87 87 88 8825 54 57 60 63 65 67 69 71 73 74 76 77 78 79 80 81 82 83 84 85 85 86 86 87 8726 50 54 57 60 62 65 67 69 71 72 74 75 77 78 79 80 81 82 83 83 84 85 85 86 8627 46 50 54 57 59 62 64 67 68 70 72 73 75 76 77 78 79 80 81 82 83 83 84 85 8528 43 46 50 53 56 59 62 64 66 68 70 71 73 74 76 77 78 79 80 81 81 82 83 84 8429 40 43 47 50 53 56 59 61 64 66 68 69 71 72 74 75 76 77 78 79 80 81 82 82 8330 38 41 44 47 50 53 56 59 61 63 65 67 69 70 72 73 74 76 77 78 79 80 80 81 8231 35 38 41 44 47 50 53 56 58 61 63 65 67 68 70 71 73 74 75 76 77 78 79 80 8132 33 36 38 41 44 47 50 53 56 58 60 63 65 66 68 70 71 72 74 75 76 77 78 79 8033 31 33 36 39 41 44 47 50 53 56 58 60 62 64 66 68 69 71 72 73 74 75 76 77 7834 29 32 34 36 39 42 44 47 50 53 55 58 60 62 64 66 67 69 70 71 73 74 75 76 7735 28 30 32 34 37 39 42 44 47 50 53 55 58 60 62 64 65 67 68 70 71 72 73 74 7636 26 28 30 32 35 37 40 42 45 47 50 53 55 57 59 61 63 65 67 68 69 71 72 73 7437 25 27 29 31 33 35 37 40 42 45 47 50 53 55 57 59 61 63 65 66 68 69 70 71 7338 23 25 27 29 31 33 35 38 40 42 45 47 50 53 55 57 59 61 63 64 66 67 69 70 7139 22 24 26 28 30 32 34 36 38 40 43 45 47 50 52 55 57 59 61 62 64 66 67 68 7040 21 23 25 26 28 30 32 34 36 38 41 43 45 48 50 52 55 57 59 60 62 64 65 67 6841 20 22 23 25 27 29 30 32 34 36 39 41 43 45 48 50 52 55 57 58 60 62 64 65 6642 19 21 22 24 26 27 29 31 33 35 37 39 41 43 45 48 50 52 54 56 58 60 62 63 6543 18 20 21 23 24 26 28 29 31 33 35 37 39 41 43 45 48 50 52 54 56 58 60 61 6344 17 19 20 22 23 25 26 28 30 32 33 35 37 39 41 43 46 48 50 52 54 56 58 60 6145 17 18 19 21 22 24 25 27 29 30 32 34 36 38 40 42 44 46 48 50 52 54 56 58 5946 16 17 19 20 21 23 24 26 27 29 31 32 34 36 38 40 42 44 46 48 50 52 54 56 5847 15 17 18 19 20 22 23 25 26 28 29 31 33 34 36 38 40 42 44 46 48 50 52 54 5648 15 16 17 18 20 21 22 24 25 27 28 30 31 33 35 36 38 40 42 44 46 48 50 52 5449 14 15 16 18 19 20 21 23 24 26 27 29 30 32 33 35 37 39 40 42 44 46 48 50 5250 14 15 16 17 18 19 20 22 23 25 26 27 29 30 32 34 35 37 39 41 42 44 46 48 50

Score 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50

- 108 -

Level of SuccessSkill Critical³ Critical² Critical Special Normal Miss Failure Fumble Fumble² Fumble³

0 – – – – – 1–6 7–28 29–66 67–92 93–991 – – – – 1 2–9 10–37 38–75 76–95 96–1002 – – – – 1, 2 3–15 16–48 49–83 84–97 98–1003 – – – – 1–3 4–19 20–55 56–87 88–98 99, 1004 – – – – 1–4 5–23 24–60 61–89 90–99 1005 – – – – 1–5 6–26 27–64 65–91 92–99 1006 – – – 1 2–6 7–29 30–67 68–93 94–99 1007 – – – 1 2–7 8–32 33–70 71–94 95–99 1008 – – – 1 2–8 9–34 35–72 73–94 95–100 –9 – – – 1 2–9 10–37 38–75 76–95 96–100 –

10 – – – 1 2–10 11–39 40–76 77–96 97–100 –11 – – – 1 2–11 12–41 42–78 79–96 97–100 –12 – – – 1 2–12 13–43 44–80 81–97 98–100 –13 – – – 1, 2 3–13 14–45 46–81 82–97 98–100 –14 – – – 1, 2 3–14 15–47 48–82 83–97 98–100 –15 – – – 1, 2 3–15 16–49 50–83 84–98 99, 100 –16 – – – 1, 2 3–16 17–50 51–84 85–98 99, 100 –17 – – – 1–3 4–17 18–52 53–85 86–98 99, 100 –18 – – – 1–3 4–18 19–53 54–86 87–98 99, 100 –19 – – – 1–3 4–19 20–55 56–87 88–98 99, 100 –20 – – – 1–3 4–20 21–56 57–88 89–98 99, 100 –21 – – – 1–4 5–21 22–58 59–88 89–99 100 –22 – – – 1–4 5–22 23–59 60–89 90–99 100 –23 – – – 1–4 5–23 24–60 61–90 91–99 100 –24 – – – 1–4 5–24 25–62 63–90 91–99 100 –25 – – – 1–5 6–25 26–63 64–91 92–99 100 –26 – – – 1–5 6–26 27–64 65–91 92–99 100 –27 – – – 1–5 6–27 28–65 66–92 93–99 100 –28 – – – 1–6 7–28 29–66 67–92 93–99 100 –29 – – 1 2–6 7–29 30–67 68–93 94–99 100 –30 – – 1 2–6 7–30 31–68 69–93 94–99 100 –31 – – 1 2–7 8–31 32–69 70–93 94–99 100 –32 – – 1 2–7 8–32 33–70 71–94 95–99 100 –33 – – 1 2–7 8–33 34–71 72–94 95–99 100 –34 – – 1 2–8 9–34 35–72 73–94 95–100 – –35 – – 1 2–8 9–35 36–73 74–95 96–100 – –36 – – 1 2–9 10–36 37–74 75–95 96–100 – –37 – – 1 2–9 10–37 38–75 76–95 96–100 – –38 – – 1 2–10 11–38 39–76 77–95 96–100 – –39 – – 1 2–10 11–39 40–76 77–96 97–100 – –40 – – 1 2–11 12–40 41–77 78–96 97–100 – –41 – – 1 2–11 12–41 42–78 79–96 97–100 – –42 – – 1 2–11 12–42 43–79 80–96 97–100 – –43 – – 1 2–12 13–43 44–79 80–97 98–100 – –44 – – 1, 2 3–12 13–44 45–80 81–97 98–100 – –45 – – 1, 2 3–13 14–45 46–81 82–97 98–100 – –46 – – 1, 2 3–14 15–46 47–82 83–97 98–100 – –47 – – 1, 2 3–14 15–47 48–82 83–97 98–100 – –48 – – 1, 2 3–15 16–48 49–83 84–97 98–100 – –49 – – 1, 2 3–15 16–49 50–84 85–98 99, 100 – –50 – – 1, 2 3–16 17–50 51–84 85–98 99, 100 – –

- 109 -

Level of SuccessSkill Critical³ Critical² Critical Special Normal Miss Failure Fumble Fumble² Fumble³50 – – 1, 2 3–16 17–50 51–84 85–98 99, 100 – –51 – – 1, 2 3–16 17–51 52–85 86–98 99, 100 – –52 – – 1–3 4–17 18–52 53–85 86–98 99, 100 – –53 – – 1–3 4–18 19–53 54–86 87–98 99, 100 – –54 – – 1–3 4–18 19–54 55–86 87–98 99, 100 – –55 – – 1–3 4–19 20–55 56–87 88–98 99, 100 – –56 – – 1–3 4–20 21–56 57–88 89–98 99, 100 – –57 – – 1–3 4–21 22–57 58–88 89–99 100 – –58 – – 1–4 5–21 22–58 59–89 90–99 100 – –59 – – 1–4 5–22 23–59 60–89 90–99 100 – –60 – – 1–4 5–23 24–60 61–89 90–99 100 – –61 – – 1–4 5–24 25–61 62–90 91–99 100 – –62 – – 1–5 6–24 25–62 63–90 91–99 100 – –63 – – 1–5 6–25 26–63 64–91 92–99 100 – –64 – – 1–5 6–26 27–64 65–91 92–99 100 – –65 – – 1–5 6–27 28–65 66–92 93–99 100 – –66 – – 1–6 7–28 29–66 67–92 93–99 100 – –67 – 1 2–6 7–29 30–67 68–93 94–99 100 – –68 – 1 2–6 7–30 31–68 69–93 94–99 100 – –69 – 1 2–7 8–31 32–69 70–93 94–99 100 – –70 – 1 2–7 8–32 33–70 71–94 95–99 100 – –71 – 1 2–7 8–33 34–71 72–94 95–99 100 – –72 – 1 2–8 9–34 35–72 73–94 95–100 – – –73 – 1 2–8 9–35 36–73 74–95 96–100 – – –74 – 1 2–9 10–36 37–74 75–95 96–100 – – –75 – 1 2–9 10–37 38–75 76–95 96–100 – – –76 – 1 2–10 11–38 39–76 77–96 97–100 – – –77 – 1 2–10 11–40 41–77 78–96 97–100 – – –78 – 1 2–11 12–41 42–78 79–96 97–100 – – –79 – 1 2–12 13–42 43–79 80–96 97–100 – – –80 – 1, 2 3–12 13–44 45–80 81–97 98–100 – – –81 – 1, 2 3–13 14–45 46–81 82–97 98–100 – – –82 – 1, 2 3–14 15–47 48–82 83–97 98–100 – – –83 – 1, 2 3–15 16–48 49–83 84–97 98–100 – – –84 – 1, 2 3–16 17–50 51–84 85–98 99, 100 – – –85 – 1, 2 3–17 18–51 52–85 86–98 99, 100 – – –86 – 1–3 4–18 19–53 54–86 87–98 99, 100 – – –87 – 1–3 4–19 20–55 56–87 88–98 99, 100 – – –88 – 1–3 4–20 21–57 58–88 89–99 100 – – –89 – 1–4 5–22 23–59 60–89 90–99 100 – – –90 – 1–4 5–24 25–61 62–90 91–99 100 – – –91 – 1–5 6–25 26–63 64–91 92–99 100 – – –92 – 1–6 7–28 29–66 67–92 93–99 100 – – –93 1 2–6 7–30 31–68 69–93 94–99 100 – – –94 1 2–7 8–33 34–71 72–94 95–99 100 – – –95 1 2–9 10–36 37–74 75–95 96–100 – – – –96 1 2–11 12–40 41–77 78–96 97–100 – – – –97 1, 2 3–13 14–45 46–81 82–97 98–100 – – – –98 1–3 4–17 18–52 53–85 86–98 99, 100 – – – –99 1–5 6–25 26–63 64–91 92–99 100 – – – –

100 2–8 9–34 35–72 73–94 95–100 – – – – –

- 110 -

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

1 – – – – – – – – – – – – – – – – – – – –2 – – – – – – – – – – – – – – – – – – – –3 – – – – – – – – – – – – – – – – – – – –4 1 – – – – – – – – – – – – – – – – – – –5 2 1 – – – – – – – – – – – – – – – – – –

6 3 – 1 – – – – – – – – – – – – – – – – –7 4 2 – 1 – – – – – – – – – – – – – – – –8 5 3 2 – 1 1 – – – – – – – – – – – – – –9 7 4 3 2 – – 1 1 1 – – – – – – – – – – –

10 10 5 4 3 2 2 – – – 1 1 1 – – – – – – – –

11 13 7 5 4 3 – 2 2 – – – – 1 1 1 1 – – – –12 17 9 6 5 4 3 – – 2 2 – – – – – – 1 1 1 113 21 11 7 6 5 4 3 3 – – 2 2 2 – – – – – – –14 27 14 9 7 6 5 4 4 3 3 – – – 2 2 2 – – – –15 33 17 11 9 7 6 5 – 4 – 3 3 3 – – – 2 2 2 –

16 40 20 14 10 8 7 6 5 5 4 4 – – 3 3 – – – – 217 47 24 16 12 10 8 7 6 6 5 5 4 4 – – 3 3 3 – –18 56 28 19 14 12 10 8 7 7 6 – 5 5 4 4 4 – – 3 319 66 33 22 17 14 11 10 9 8 7 6 6 – 5 5 – 4 4 4 –20 77 39 26 20 16 13 11 10 9 8 7 7 6 6 – 5 5 – – 4

21 89 45 30 23 18 15 13 12 10 9 9 8 7 7 6 6 – 5 5 522 102 51 34 26 21 17 15 13 12 11 10 9 8 8 7 7 6 6 6 –23 116 58 39 29 24 20 17 15 13 12 11 10 9 9 8 8 7 7 – 624 132 66 44 33 27 22 19 17 15 14 12 11 11 10 9 9 8 8 7 725 149 75 50 38 30 25 22 19 17 15 14 13 12 11 10 10 9 9 8 8

26 168 84 56 42 34 28 24 21 19 17 16 14 13 12 12 11 10 10 9 927 188 94 63 47 38 32 27 24 21 19 18 16 15 14 13 12 12 11 10 1028 210 105 70 53 42 35 30 27 24 21 20 18 17 15 14 14 13 12 12 1129 233 117 78 59 47 39 34 30 26 24 22 20 18 17 16 15 14 13 13 1230 258 129 86 65 52 43 37 33 29 26 24 22 20 19 18 17 16 15 14 13

31 284 142 95 71 57 48 41 36 32 29 26 24 22 21 19 18 17 16 15 1532 313 157 105 79 63 53 45 40 35 32 29 27 25 23 21 20 19 18 17 1633 343 172 115 86 69 58 49 43 39 35 32 29 27 25 23 22 21 20 19 1834 375 188 125 94 75 63 54 47 42 38 35 32 29 27 25 24 23 21 20 1935 409 205 137 103 82 69 59 52 46 41 38 35 32 30 28 26 25 23 22 21

36 445 223 149 112 89 75 64 56 50 45 41 38 35 32 30 28 27 25 24 2337 483 242 161 121 97 81 69 61 54 49 44 41 38 35 33 31 29 27 26 2538 523 262 175 131 105 88 75 66 59 53 48 44 41 38 35 33 31 30 28 2739 565 283 189 142 113 95 81 71 63 57 52 48 44 41 38 36 34 32 30 2940 610 305 204 153 122 102 88 77 68 61 56 51 47 44 41 39 36 34 33 31

41 657 329 219 165 132 110 94 83 73 66 60 55 51 47 44 42 39 37 35 3342 706 353 236 177 142 118 101 89 79 71 65 59 55 51 48 45 42 40 38 3643 758 379 253 190 152 127 109 95 85 76 69 64 59 55 51 48 45 43 40 3844 812 406 271 203 163 136 116 102 91 82 74 68 63 58 55 51 48 46 43 4145 868 434 290 217 174 145 124 109 97 87 79 73 67 62 58 55 52 49 46 44

46 928 464 310 232 186 155 133 116 104 93 85 78 72 67 62 58 55 52 49 4747 989 495 330 248 198 165 142 124 110 99 90 83 77 71 66 62 59 55 53 5048 1054 527 352 264 211 176 151 132 118 106 96 88 82 76 71 66 62 59 56 5349 1121 561 374 281 225 187 161 141 125 113 102 94 87 81 75 71 66 63 59 5750 1191 596 397 298 239 199 171 149 133 120 109 100 92 86 80 75 71 67 63 60

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

- 111 -

Easy Skills% 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40

1 – – – – – – – – – – – – – – – – – – – –2 – – – – – – – – – – – – – – – – – – – –3 – – – – – – – – – – – – – – – – – – – –4 – – – – – – – – – – – – – – – – – – – –5 – – – – – – – – – – – – – – – – – – – –

6 – – – – – – – – – – – – – – – – – – – –7 – – – – – – – – – – – – – – – – – – – –8 – – – – – – – – – – – – – – – – – – – –9 – – – – – – – – – – – – – – – – – – – –

10 – – – – – – – – – – – – – – – – – – – –

11 – – – – – – – – – – – – – – – – – – – –12 – – – – – – – – – – – – – – – – – – – –13 1 1 1 1 1 1 – – – – – – – – – – – – – –14 – – – – – – 1 1 1 1 1 1 – – – – – – – –15 – – – – – – – – – – – – 1 1 1 1 1 1 1 –

16 2 2 2 – – – – – – – – – – – – – – – – 117 – – – 2 2 2 2 – – – – – – – – – – – – –18 3 – – – – – – 2 2 2 2 2 – – – – – – – –19 – 3 3 3 3 – – – – – – – 2 2 2 2 2 2 – –20 4 4 – – – 3 3 3 3 – – – – – – – – – 2 2

21 – – 4 4 4 – – – – 3 3 3 3 – – – – – – –22 5 5 5 – – 4 4 4 – – – – – 3 3 3 3 3 – –23 6 – – 5 5 5 – – 4 4 4 4 – – – – – – 3 324 7 6 6 6 – – 5 5 5 – – – 4 4 4 4 4 – – –25 – 7 7 – 6 6 6 – – 5 5 5 5 – – – – 4 4 4

26 8 8 8 7 7 7 – 6 6 6 6 – – 5 5 5 5 – – –27 9 9 9 8 8 8 7 7 7 – – 6 6 6 – – – 5 5 528 10 10 10 9 9 – 8 8 8 7 7 7 7 – 6 6 6 6 – –29 12 11 11 10 10 9 9 9 – 8 8 8 – 7 7 7 – – 6 630 13 12 12 11 11 10 10 10 9 9 9 – 8 8 8 – 7 7 7 7

31 14 13 13 12 12 11 11 11 10 10 10 9 9 9 – 8 8 8 8 –32 15 15 14 14 13 13 12 12 11 11 11 10 10 10 9 9 9 9 – 833 17 16 15 15 14 14 13 13 12 12 12 11 11 11 10 10 10 – 9 934 18 18 17 16 15 15 14 14 13 13 13 12 12 12 11 11 11 10 10 1035 20 19 18 18 17 16 16 15 15 14 14 13 13 13 12 12 12 11 11 11

36 22 21 20 19 18 18 17 16 16 15 15 14 14 14 13 13 13 12 12 1237 23 22 21 21 20 19 18 18 17 17 16 16 15 15 14 14 14 13 13 1338 25 24 23 22 21 21 20 19 19 18 17 17 16 16 15 15 15 14 14 1439 27 26 25 24 23 22 21 21 20 19 19 18 18 17 17 16 16 15 15 1540 30 28 27 26 25 24 23 22 22 21 20 20 19 18 18 17 17 17 16 16

41 32 30 29 28 27 26 25 24 23 22 22 21 20 20 19 19 18 18 17 1742 34 33 31 30 29 28 27 26 25 24 23 23 22 21 21 20 20 19 19 1843 37 35 33 32 31 30 29 28 27 26 25 24 23 23 22 22 21 20 20 1944 39 37 36 34 33 32 31 29 28 28 27 26 25 24 24 23 22 22 21 2145 42 40 38 37 35 34 33 31 30 29 28 28 27 26 25 25 24 23 23 22

46 45 43 41 39 38 36 35 34 32 31 30 29 29 28 27 26 26 25 24 2447 48 45 43 42 40 39 37 36 35 33 32 31 30 30 29 28 27 27 26 2548 51 48 46 44 43 41 40 38 37 36 34 33 32 31 31 30 29 28 28 2749 54 51 49 47 45 44 42 41 39 38 37 36 34 33 33 32 31 30 29 2950 57 55 52 50 48 46 45 43 42 40 39 38 37 36 35 34 33 32 31 30

% 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40

- 112 -

Easy Skills% 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 2051 1264 632 422 316 253 211 181 158 141 127 115 106 98 91 85 79 75 71 67 6452 1340 670 447 335 268 224 192 168 149 134 122 112 104 96 90 84 79 75 71 6753 1418 709 473 355 284 237 203 178 158 142 129 119 110 102 95 89 84 79 75 7154 1500 750 500 375 300 250 215 188 167 150 137 125 116 108 100 94 89 84 79 7555 1585 793 529 397 317 265 227 199 177 159 145 133 122 114 106 100 94 89 84 80

56 1673 837 558 419 335 279 239 210 186 168 153 140 129 120 112 105 99 93 89 8457 1764 882 588 441 353 294 252 221 196 177 161 147 136 126 118 111 104 98 93 8958 1859 930 620 465 372 310 266 233 207 186 169 155 143 133 124 117 110 104 98 9359 1956 978 652 489 392 326 280 245 218 196 178 163 151 140 131 123 116 109 103 9860 2058 1029 686 515 412 343 294 258 229 206 188 172 159 147 138 129 122 115 109 103

61 2162 1081 721 541 433 361 309 271 241 217 197 181 167 155 145 136 128 121 114 10962 2270 1135 757 568 454 379 325 284 253 227 207 190 175 163 152 142 134 127 120 11463 2382 1191 794 596 477 397 341 298 265 239 217 199 184 171 159 149 141 133 126 12064 2497 1249 833 625 500 417 357 313 278 250 227 209 193 179 167 157 147 139 132 12565 2616 1308 872 654 524 436 374 327 291 262 238 218 202 187 175 164 154 146 138 131

66 2739 1370 913 685 548 457 392 343 305 274 249 229 211 196 183 172 162 153 145 13767 2865 1433 955 717 573 478 410 359 319 287 261 239 221 205 191 180 169 160 151 14468 2995 1498 999 749 599 500 428 375 333 300 273 250 231 214 200 188 177 167 158 15069 3129 1565 1043 783 626 522 447 392 348 313 285 261 241 224 209 196 185 174 165 15770 3267 1634 1089 817 654 545 467 409 363 327 297 273 252 234 218 205 193 182 172 164

71 3409 1705 1137 853 682 569 487 427 379 341 310 285 263 244 228 214 201 190 180 17172 3555 1778 1185 889 711 593 508 445 395 356 324 297 274 254 237 223 210 198 188 17873 3705 1853 1235 927 741 618 530 464 412 371 337 309 285 265 247 232 218 206 195 18674 3860 1930 1287 965 772 644 552 483 429 386 351 322 297 276 258 242 228 215 204 19375 4018 2009 1340 1005 804 670 574 503 447 402 366 335 310 287 268 252 237 224 212 201

76 4181 2091 1394 1046 837 697 598 523 465 419 381 349 322 299 279 262 246 233 221 21077 4348 2174 1450 1087 870 725 622 544 484 435 396 363 335 311 290 272 256 242 229 21878 4520 2260 1507 1130 904 754 646 565 503 452 411 377 348 323 302 283 266 252 238 22679 4696 2348 1566 1174 940 783 671 587 522 470 427 392 362 336 314 294 277 261 248 23580 4877 2439 1626 1220 976 813 697 610 542 488 444 407 376 349 326 305 287 271 257 244

81 5062 2531 1688 1266 1013 844 724 633 563 507 461 422 390 362 338 317 298 282 267 25482 5252 2626 1751 1313 1051 876 751 657 584 526 478 438 404 376 351 329 309 292 277 26383 5446 2723 1816 1362 1090 908 778 681 606 545 496 454 419 389 364 341 321 303 287 27384 5645 2823 1882 1412 1129 941 807 706 628 565 514 471 435 404 377 353 333 314 298 28385 5849 2925 1950 1463 1170 975 836 732 650 585 532 488 450 418 390 366 345 325 308 293

86 6058 3029 2020 1515 1212 1010 866 758 674 606 551 505 466 433 404 379 357 337 319 30387 6272 3136 2091 1568 1255 1046 896 784 697 628 571 523 483 448 419 392 369 349 331 31488 6491 3246 2164 1623 1299 1082 928 812 722 650 591 541 500 464 433 406 382 361 342 32589 6714 3357 2238 1679 1343 1119 960 840 746 672 611 560 517 480 448 420 395 373 354 33690 6943 3472 2315 1736 1389 1158 992 868 772 695 632 579 535 496 463 434 409 386 366 348

91 7177 3589 2393 1795 1436 1197 1026 898 798 718 653 599 553 513 479 449 423 399 378 35992 7417 3709 2473 1855 1484 1237 1060 928 825 742 675 619 571 530 495 464 437 413 391 37193 7661 3831 2554 1916 1533 1277 1095 958 852 767 697 639 590 548 511 479 451 426 404 38494 7911 3956 2637 1978 1583 1319 1131 989 879 792 720 660 609 566 528 495 466 440 417 39695 8166 4083 2722 2042 1634 1361 1167 1021 908 817 743 681 629 584 545 511 481 454 430 409

96 8427 4214 2809 2107 1686 1405 1204 1054 937 843 767 703 649 602 562 527 496 469 444 42297 8693 4347 2898 2174 1739 1449 1242 1087 966 870 791 725 669 621 580 544 512 483 458 43598 8964 4482 2988 2241 1793 1494 1281 1121 996 897 815 747 690 641 598 561 528 498 472 44999 9241 4621 3081 2311 1849 1541 1321 1156 1027 925 841 771 711 661 617 578 544 514 487 463

100 9524 4762 3175 2381 1905 1588 1361 1191 1059 953 866 794 733 681 635 596 561 530 502 477

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

- 113 -

Easy Skills% 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 4051 61 58 55 53 51 49 47 46 44 43 41 40 39 38 37 36 35 34 33 3252 64 61 59 56 54 52 50 48 47 45 44 42 41 40 39 38 37 36 35 3453 68 65 62 60 57 55 53 51 49 48 46 45 43 42 41 40 39 38 37 3654 72 69 66 63 60 58 56 54 52 50 49 47 46 45 43 42 41 40 39 3855 76 73 69 67 64 61 59 57 55 53 52 50 49 47 46 45 43 42 41 40

56 80 77 73 70 67 65 62 60 58 56 54 53 51 50 48 47 46 45 43 4257 84 81 77 74 71 68 66 63 61 59 57 56 54 52 51 49 48 47 46 4558 89 85 81 78 75 72 69 67 65 62 60 59 57 55 54 52 51 49 48 4759 94 89 86 82 79 76 73 70 68 66 64 62 60 58 56 55 53 52 51 4960 98 94 90 86 83 80 77 74 71 69 67 65 63 61 59 58 56 55 53 52

61 103 99 94 91 87 84 81 78 75 73 70 68 66 64 62 61 59 57 56 5562 109 104 99 95 91 88 85 82 79 76 74 71 69 67 65 64 62 60 59 5763 114 109 104 100 96 92 89 86 83 80 77 75 73 71 69 67 65 63 62 6064 119 114 109 105 100 97 93 90 87 84 81 79 76 74 72 70 68 66 65 6365 125 119 114 109 105 101 97 94 91 88 85 82 80 77 75 73 71 69 68 66

66 131 125 120 115 110 106 102 98 95 92 89 86 83 81 79 77 75 73 71 6967 137 131 125 120 115 111 107 103 99 96 93 90 87 85 82 80 78 76 74 7268 143 137 131 125 120 116 111 107 104 100 97 94 91 89 86 84 81 79 77 7569 149 143 137 131 126 121 116 112 108 105 101 98 95 93 90 87 85 83 81 7970 156 149 143 137 131 126 121 117 113 109 106 103 99 97 94 91 89 86 84 82

71 163 155 149 143 137 132 127 122 118 114 110 107 104 101 98 95 93 90 88 8672 170 162 155 149 143 137 132 127 123 119 115 112 108 105 102 99 97 94 92 8973 177 169 162 155 149 143 138 133 128 124 120 116 113 109 106 103 101 98 95 9374 184 176 168 161 155 149 143 138 134 129 125 121 117 114 111 108 105 102 99 9775 192 183 175 168 161 155 149 144 139 134 130 126 122 119 115 112 109 106 104 101

76 200 191 182 175 168 161 155 150 145 140 135 131 127 123 120 117 113 111 108 10577 208 198 190 182 174 168 162 156 150 145 141 136 132 128 125 121 118 115 112 10978 216 206 197 189 181 174 168 162 156 151 146 142 137 133 130 126 123 119 116 11379 224 214 205 196 188 181 174 168 162 157 152 147 143 139 135 131 127 124 121 11880 233 222 213 204 196 188 181 175 169 163 158 153 148 144 140 136 132 129 126 122

81 242 231 221 211 203 195 188 181 175 169 164 159 154 149 145 141 137 134 130 12782 251 239 229 219 211 202 195 188 182 176 170 165 160 155 151 146 142 139 135 13283 260 248 237 227 218 210 202 195 188 182 176 171 166 161 156 152 148 144 140 13784 269 257 246 236 226 218 210 202 195 189 183 177 172 167 162 157 153 149 145 14285 279 266 255 244 234 225 217 209 202 195 189 183 178 173 168 163 159 154 150 147

86 289 276 264 253 243 233 225 217 209 202 196 190 184 179 174 169 164 160 156 15287 299 286 273 262 251 242 233 224 217 210 203 196 191 185 180 175 170 166 161 15788 310 296 283 271 260 250 241 232 224 217 210 203 197 191 186 181 176 171 167 16389 320 306 292 280 269 259 249 240 232 224 217 210 204 198 192 187 182 177 173 16890 331 316 302 290 278 268 258 248 240 232 224 217 211 205 199 193 188 183 179 174

91 342 327 313 300 288 277 266 257 248 240 232 225 218 212 206 200 194 189 185 18092 354 338 323 310 297 286 275 265 256 248 240 232 225 219 212 207 201 196 191 18693 365 349 334 320 307 295 284 274 265 256 248 240 233 226 219 213 208 202 197 19294 377 360 344 330 317 305 293 283 273 264 256 248 240 233 227 220 214 209 203 19895 389 372 356 341 327 315 303 292 282 273 264 256 248 241 234 227 221 215 210 205

96 402 384 367 352 338 325 313 301 291 281 272 264 256 248 241 235 228 222 217 21197 414 396 378 363 348 335 322 311 300 290 281 272 264 256 249 242 235 229 223 21898 427 408 390 374 359 345 332 321 310 299 290 281 272 264 257 249 243 236 230 22599 441 421 402 386 370 356 343 331 319 309 299 289 281 272 265 257 250 244 237 232

100 454 433 415 397 381 367 353 341 329 318 308 298 289 281 273 265 258 251 245 239

% 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40

- 114 -

Easy Skills% 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60

1 – – – – – – – – – – – – – – – – – – – –2 – – – – – – – – – – – – – – – – – – – –3 – – – – – – – – – – – – – – – – – – – –4 – – – – – – – – – – – – – – – – – – – –5 – – – – – – – – – – – – – – – – – – – –

6 – – – – – – – – – – – – – – – – – – – –7 – – – – – – – – – – – – – – – – – – – –8 – – – – – – – – – – – – – – – – – – – –9 – – – – – – – – – – – – – – – – – – – –

10 – – – – – – – – – – – – – – – – – – – –

11 – – – – – – – – – – – – – – – – – – – –12 – – – – – – – – – – – – – – – – – – – –13 – – – – – – – – – – – – – – – – – – – –14 – – – – – – – – – – – – – – – – – – – –15 – – – – – – – – – – – – – – – – – – – –

16 1 1 1 1 1 1 – – – – – – – – – – – – – –17 – – – – – – 1 1 1 1 1 1 1 1 1 – – – – –18 – – – – – – – – – – – – – – – 1 1 1 1 119 – – – – – – – – – – – – – – – – – – – –20 2 2 2 2 – – – – – – – – – – – – – – – –

21 – – – – 2 2 2 2 2 2 – – – – – – – – – –22 – – – – – – – – – – 2 2 2 2 2 2 2 – – –23 3 3 3 – – – – – – – – – – – – – – 2 2 224 – – – 3 3 3 3 3 3 – – – – – – – – – – –25 4 – – – – – – – – 3 3 3 3 3 3 – – – – –

26 – 4 4 4 4 4 – – – – – – – – – 3 3 3 3 327 5 – – – – – 4 4 4 4 4 4 – – – – – – – –28 – 5 5 5 5 5 – – – – – – 4 4 4 4 4 4 – –29 6 6 – – – – 5 5 5 5 5 – – – – – – – 4 430 – – 6 6 6 6 6 – – – – 5 5 5 5 5 – – – –

31 7 7 7 7 – – – 6 6 6 6 6 – – – – 5 5 5 532 8 8 – – 7 7 7 7 – – – – 6 6 6 6 6 – – –33 9 – 8 8 8 8 – – 7 7 7 7 7 – – – – 6 6 634 – 9 9 9 9 – 8 8 8 8 8 – – 7 7 7 7 7 – –35 10 10 10 10 – 9 9 9 9 – – 8 8 8 8 – – – 7 7

36 11 11 11 – 10 10 10 10 – 9 9 9 9 – – 8 8 8 8 837 12 12 12 11 11 11 11 – 10 10 10 10 – 9 9 9 9 9 – –38 13 13 13 12 12 12 12 11 11 11 11 – 10 10 10 10 – – 9 939 14 14 14 13 13 13 – 12 12 12 – 11 11 11 11 – 10 10 10 1040 15 15 15 14 14 14 13 13 13 13 12 12 12 12 – 11 11 11 11 –

41 17 16 16 15 15 15 14 14 14 14 13 13 13 13 12 12 12 12 – 1142 18 17 17 17 16 16 16 15 15 15 14 14 14 14 13 13 13 13 12 1243 19 19 18 18 17 17 17 16 16 16 15 15 15 15 14 14 14 – 13 1344 20 20 19 19 19 18 18 17 17 17 16 16 16 16 15 15 15 14 14 1445 22 21 21 20 20 19 19 19 18 18 18 17 17 17 16 16 16 15 15 15

46 23 23 22 22 21 21 20 20 19 19 19 18 18 18 17 17 17 16 16 1647 25 24 23 23 22 22 22 21 21 20 20 20 19 19 18 18 18 18 17 1748 26 26 25 24 24 23 23 22 22 22 21 21 20 20 20 19 19 19 18 1849 28 27 27 26 25 25 24 24 23 23 22 22 22 21 21 21 20 20 19 1950 30 29 28 28 27 26 26 25 25 24 24 23 23 23 22 22 21 21 21 20

% 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60

- 115 -

Easy Skills% 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 6051 31 31 30 29 29 28 27 27 26 26 25 25 24 24 23 23 23 22 22 2252 33 32 32 31 30 30 29 28 28 27 27 26 26 25 25 24 24 24 23 2353 35 34 33 33 32 31 31 30 29 29 28 28 27 27 26 26 25 25 25 2454 37 36 35 35 34 33 32 32 31 30 30 29 29 28 28 27 27 26 26 2555 39 38 37 37 36 35 34 34 33 32 32 31 30 30 29 29 28 28 27 27

56 41 40 39 39 38 37 36 35 35 34 33 33 32 31 31 30 30 29 29 2857 44 42 42 41 40 39 38 37 36 36 35 34 34 33 33 32 31 31 30 3058 46 45 44 43 42 41 40 39 38 38 37 36 36 35 34 34 33 33 32 3159 48 47 46 45 44 43 42 41 40 40 39 38 37 37 36 35 35 34 34 3360 51 49 48 47 46 45 44 43 42 42 41 40 39 39 38 37 37 36 35 35

61 53 52 51 50 49 47 46 46 45 44 43 42 41 41 40 39 38 38 37 3762 56 55 53 52 51 50 49 48 47 46 45 44 43 43 42 41 40 40 39 3863 59 57 56 55 53 52 51 50 49 48 47 46 45 45 44 43 42 42 41 4064 61 60 59 57 56 55 54 53 51 50 49 49 48 47 46 45 44 44 43 4265 64 63 61 60 59 57 56 55 54 53 52 51 50 49 48 47 46 46 45 44

66 67 66 64 63 61 60 59 58 56 55 54 53 52 51 50 49 49 48 47 4667 70 69 67 66 64 63 61 60 59 58 57 56 55 54 53 52 51 50 49 4868 74 72 70 69 67 66 64 63 62 60 59 58 57 56 55 54 53 52 51 5069 77 75 73 72 70 69 67 66 64 63 62 61 60 58 57 56 55 54 54 5370 80 78 76 75 73 72 70 69 67 66 65 63 62 61 60 59 58 57 56 55

71 84 82 80 78 76 75 73 72 70 69 67 66 65 64 62 61 60 59 58 5772 87 85 83 81 79 78 76 75 73 72 70 69 68 66 65 64 63 62 61 6073 91 89 87 85 83 81 79 78 76 75 73 72 70 69 68 67 65 64 63 6274 95 92 90 88 86 84 83 81 79 78 76 75 73 72 71 69 68 67 66 6575 98 96 94 92 90 88 86 84 82 81 79 78 76 75 74 72 71 70 69 67

76 102 100 98 96 93 91 89 88 86 84 82 81 79 78 77 75 74 73 71 7077 107 104 102 99 97 95 93 91 89 87 86 84 83 81 80 78 77 75 74 7378 111 108 106 103 101 99 97 95 93 91 89 87 86 84 83 81 80 78 77 7679 115 112 110 107 105 103 100 98 96 94 93 91 89 87 86 84 83 81 80 7980 119 117 114 111 109 107 104 102 100 98 96 94 93 91 89 88 86 85 83 82

81 124 121 118 116 113 111 108 106 104 102 100 98 96 94 93 91 89 88 86 8582 129 126 123 120 117 115 112 110 108 106 103 101 100 98 96 94 93 91 90 8883 133 130 127 124 122 119 116 114 112 109 107 105 103 101 100 98 96 94 93 9184 138 135 132 129 126 123 121 118 116 113 111 109 107 105 103 101 100 98 96 9585 143 140 137 133 130 128 125 122 120 117 115 113 111 109 107 105 103 101 100 98

86 148 145 141 138 135 132 129 127 124 122 119 117 115 113 111 109 107 105 103 10187 153 150 146 143 140 137 134 131 128 126 123 121 119 117 115 112 111 109 107 10588 159 155 151 148 145 142 139 136 133 130 128 125 123 121 119 116 114 112 111 10989 164 160 157 153 150 146 143 140 138 135 132 130 127 125 123 120 118 116 114 11290 170 166 162 158 155 151 148 145 142 139 137 134 131 129 127 124 122 120 118 116

91 176 171 167 164 160 157 153 150 147 144 141 139 136 133 131 129 126 124 122 12092 181 177 173 169 165 162 158 155 152 149 146 143 140 138 135 133 131 128 126 12493 187 183 179 175 171 167 163 160 157 154 151 148 145 142 140 137 135 133 130 12894 193 189 184 180 176 172 169 165 162 159 156 153 150 147 144 142 139 137 135 13295 200 195 190 186 182 178 174 171 167 164 161 158 155 152 149 146 144 141 139 137

96 206 201 196 192 188 184 180 176 172 169 166 163 159 157 154 151 148 146 143 14197 213 207 203 198 194 189 185 182 178 174 171 168 165 161 159 156 153 150 148 14598 219 214 209 204 200 195 191 187 183 180 176 173 170 166 163 161 158 155 152 15099 226 221 215 211 206 201 197 193 189 185 182 178 175 172 169 166 163 160 157 155

100 233 227 222 217 212 208 203 199 195 191 187 184 180 177 174 171 168 165 162 159

% 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60

- 116 -

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

1 – – – – – – – – – – – – – – – – – – – –2 – – – – – – – – – – – – – – – – – – – –3 – – – – – – – – – – – – – – – – – – – –4 1 – – – – – – – – – – – – – – – – – – –5 2 1 1 – – – – – – – – – – – – – – – – –

6 4 2 – 1 – – – – – – – – – – – – – – – –7 5 3 2 – 1 1 1 – – – – – – – – – – – – –8 8 4 3 2 2 – – 1 1 1 – – – – – – – – – –9 11 6 4 3 – 2 2 – – – 1 1 1 1 – – – – – –

10 15 8 5 4 3 3 – 2 2 – – – – – 1 1 1 1 1 –

11 20 10 7 5 4 4 3 3 – 2 2 2 – – – – – – – 112 25 13 9 7 5 5 4 – 3 3 – – 2 2 2 – – – – –13 32 16 11 8 7 6 5 4 4 – 3 3 3 – – 2 2 2 2 –14 40 20 14 10 8 7 6 5 5 4 4 4 – 3 3 3 – – – 215 49 25 17 13 10 9 7 7 6 5 5 – 4 4 – – 3 3 3 –

16 59 30 20 15 12 10 9 8 7 6 6 5 5 5 4 4 4 – – 317 71 36 24 18 15 12 11 9 8 8 7 6 6 – 5 5 – 4 4 418 84 42 28 21 17 14 12 11 10 9 8 7 7 6 6 6 5 5 5 –19 98 49 33 25 20 17 14 13 11 10 9 9 8 7 7 7 6 6 6 520 115 58 39 29 23 20 17 15 13 12 11 10 9 9 8 8 7 7 – 6

21 133 67 45 34 27 23 19 17 15 14 13 12 11 10 9 9 8 8 7 722 153 77 51 39 31 26 22 20 17 16 14 13 12 11 11 10 9 9 9 823 174 87 58 44 35 29 25 22 20 18 16 15 14 13 12 11 11 10 10 924 198 99 66 50 40 33 29 25 22 20 18 17 16 15 14 13 12 11 11 1025 224 112 75 56 45 38 32 28 25 23 21 19 18 16 15 14 14 13 12 12

26 252 126 84 63 51 42 36 32 28 26 23 21 20 18 17 16 15 14 14 1327 282 141 94 71 57 47 41 36 32 29 26 24 22 21 19 18 17 16 15 1528 314 157 105 79 63 53 45 40 35 32 29 27 25 23 21 20 19 18 17 1629 349 175 117 88 70 59 50 44 39 35 32 30 27 25 24 22 21 20 19 1830 386 193 129 97 78 65 56 49 43 39 36 33 30 28 26 25 23 22 21 20

31 426 213 142 107 86 71 61 54 48 43 39 36 33 31 29 27 26 24 23 2232 469 235 157 118 94 79 67 59 53 47 43 40 37 34 32 30 28 27 25 2433 514 257 172 129 103 86 74 65 58 52 47 43 40 37 35 33 31 29 28 2634 562 281 188 141 113 94 81 71 63 57 52 47 44 41 38 36 34 32 30 2935 613 307 205 154 123 103 88 77 69 62 56 52 48 44 41 39 37 35 33 31

36 667 334 223 167 134 112 96 84 75 67 61 56 52 48 45 42 40 38 36 3437 724 362 242 181 145 121 104 91 81 73 66 61 56 52 49 46 43 41 39 3738 784 392 262 196 157 131 112 98 88 79 72 66 61 56 53 49 47 44 42 4039 848 424 283 212 170 142 122 106 95 85 78 71 66 61 57 53 50 48 45 4340 915 458 305 229 183 153 131 115 102 92 84 77 71 66 61 58 54 51 49 46

41 985 493 329 247 197 165 141 124 110 99 90 83 76 71 66 62 58 55 52 5042 1059 530 353 265 212 177 152 133 118 106 97 89 82 76 71 67 63 59 56 5343 1136 568 379 284 228 190 163 142 127 114 104 95 88 82 76 71 67 64 60 5744 1217 609 406 305 244 203 174 153 136 122 111 102 94 87 82 77 72 68 65 6145 1302 651 434 326 261 217 186 163 145 131 119 109 101 93 87 82 77 73 69 66

46 1391 696 464 348 279 232 199 174 155 140 127 116 107 100 93 87 82 78 74 7047 1484 742 495 371 297 248 212 186 165 149 135 124 115 106 99 93 88 83 79 7548 1580 790 527 395 316 264 226 198 176 158 144 132 122 113 106 99 93 88 84 7949 1681 841 561 421 337 281 241 211 187 169 153 141 130 121 113 106 99 94 89 8550 1786 893 596 447 358 298 256 224 199 179 163 149 138 128 120 112 106 100 94 90

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

- 117 -

Average Skills% 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40

1 – – – – – – – – – – – – – – – – – – – –2 – – – – – – – – – – – – – – – – – – – –3 – – – – – – – – – – – – – – – – – – – –4 – – – – – – – – – – – – – – – – – – – –5 – – – – – – – – – – – – – – – – – – – –

6 – – – – – – – – – – – – – – – – – – – –7 – – – – – – – – – – – – – – – – – – – –8 – – – – – – – – – – – – – – – – – – – –9 – – – – – – – – – – – – – – – – – – – –

10 – – – – – – – – – – – – – – – – – – – –

11 1 1 1 1 – – – – – – – – – – – – – – – –12 – – – – 1 1 1 1 1 1 1 – – – – – – – – –13 – – – – – – – – – – – 1 1 1 1 1 1 1 1 –14 2 2 2 2 – – – – – – – – – – – – – – – 115 – – – – 2 2 2 2 2 – – – – – – – – – – –

16 3 3 3 – – – – – – 2 2 2 2 2 2 – – – – –17 – – – 3 3 3 3 – – – – – – – – 2 2 2 2 218 4 4 4 4 – – – 3 3 3 3 3 – – – – – – – –19 5 5 – – 4 4 4 4 – – – – 3 3 3 3 3 3 – –20 6 6 5 5 5 5 – – 4 4 4 4 4 – – – – – 3 3

21 7 – 6 6 6 – 5 5 5 5 – – – 4 4 4 4 4 – –22 8 7 7 7 – 6 6 6 – – 5 5 5 5 – – – – 4 423 9 8 8 8 7 7 7 7 6 6 6 6 – – 5 5 5 5 5 –24 10 9 9 9 8 8 8 – 7 7 7 – 6 6 6 6 6 – – 525 11 11 10 10 9 9 9 8 8 8 8 7 7 7 7 – – 6 6 6

26 12 12 11 11 11 10 10 9 9 9 9 8 8 8 8 7 7 7 7 727 14 13 13 12 12 11 11 11 10 10 10 9 9 9 – 8 8 8 8 –28 15 15 14 14 13 13 12 12 11 11 11 10 10 10 9 9 9 9 – 829 17 16 16 15 14 14 13 13 13 12 12 11 11 11 10 10 10 10 9 930 19 18 17 17 16 15 15 14 14 13 13 13 12 12 12 11 11 11 10 10

31 21 20 19 18 18 17 16 16 15 15 14 14 13 13 13 12 12 12 11 1132 23 22 21 20 19 19 18 17 17 16 16 15 15 14 14 14 13 13 13 1233 25 24 23 22 21 20 20 19 18 18 17 17 16 16 15 15 14 14 14 1334 27 26 25 24 23 22 21 21 20 19 19 18 18 17 17 16 16 15 15 1535 30 28 27 26 25 24 23 22 22 21 20 20 19 19 18 18 17 17 16 16

36 32 31 29 28 27 26 25 24 23 23 22 21 21 20 20 19 19 18 18 1737 35 33 32 31 29 28 27 26 25 25 24 23 22 22 21 21 20 20 19 1938 38 36 35 33 32 31 30 28 28 27 26 25 24 24 23 22 22 21 21 2039 41 39 37 36 34 33 32 31 30 29 28 27 26 25 25 24 23 23 22 2240 44 42 40 39 37 36 34 33 32 31 30 29 28 27 27 26 25 25 24 23

41 47 45 43 42 40 38 37 36 34 33 32 31 30 29 29 28 27 26 26 2542 51 49 47 45 43 41 40 38 37 36 35 34 33 32 31 30 29 28 28 2743 55 52 50 48 46 44 43 41 40 38 37 36 35 34 33 32 31 30 30 2944 58 56 53 51 49 47 46 44 42 41 40 39 37 36 35 34 33 33 32 3145 62 60 57 55 53 51 49 47 45 44 42 41 40 39 38 37 36 35 34 33

46 67 64 61 58 56 54 52 50 48 47 45 44 43 41 40 39 38 37 36 3547 71 68 65 62 60 58 55 53 52 50 48 47 45 44 43 42 41 40 39 3848 76 72 69 66 64 61 59 57 55 53 51 50 48 47 46 44 43 42 41 4049 81 77 74 71 68 65 63 61 58 57 55 53 51 50 49 47 46 45 44 4350 86 82 78 75 72 69 67 64 62 60 58 56 55 53 52 50 49 47 46 45

% 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40

- 118 -

Average Skills% 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 2051 1896 948 632 474 380 316 271 237 211 190 173 158 146 136 127 119 112 106 100 9552 2009 1005 670 503 402 335 287 252 224 201 183 168 155 144 134 126 119 112 106 10153 2127 1064 709 532 426 355 304 266 237 213 194 178 164 152 142 133 126 119 112 10754 2250 1125 750 563 450 375 322 282 250 225 205 188 174 161 150 141 133 125 119 11355 2377 1189 793 595 476 397 340 298 265 238 217 199 183 170 159 149 140 133 126 119

56 2509 1255 837 628 502 419 359 314 279 251 229 210 193 180 168 157 148 140 133 12657 2646 1323 882 662 530 441 378 331 294 265 241 221 204 189 177 166 156 147 140 13358 2788 1394 930 697 558 465 399 349 310 279 254 233 215 200 186 175 164 155 147 14059 2934 1467 978 734 587 489 420 367 326 294 267 245 226 210 196 184 173 163 155 14760 3086 1543 1029 772 618 515 441 386 343 309 281 258 238 221 206 193 182 172 163 155

61 3243 1622 1081 811 649 541 464 406 361 325 295 271 250 232 217 203 191 181 171 16362 3405 1703 1135 852 681 568 487 426 379 341 310 284 262 244 227 213 201 190 180 17163 3573 1787 1191 894 715 596 511 447 397 358 325 298 275 256 239 224 211 199 189 17964 3745 1873 1249 937 749 625 535 469 417 375 341 313 289 268 250 235 221 209 198 18865 3924 1962 1308 981 785 654 561 491 436 393 357 327 302 281 262 246 231 218 207 197

66 4108 2054 1370 1027 822 685 587 514 457 411 374 343 316 294 274 257 242 229 217 20667 4297 2149 1433 1075 860 717 614 538 478 430 391 359 331 307 287 269 253 239 227 21568 4492 2246 1498 1123 899 749 642 562 500 450 409 375 346 321 300 281 265 250 237 22569 4693 2347 1565 1174 939 783 671 587 522 470 427 392 361 336 313 294 277 261 247 23570 4900 2450 1634 1225 980 817 700 613 545 490 446 409 377 350 327 307 289 273 258 245

71 5114 2557 1705 1279 1023 853 731 640 569 512 465 427 394 366 341 320 301 285 270 25672 5333 2667 1778 1334 1067 889 762 667 593 534 485 445 411 381 356 334 314 297 281 26773 5558 2779 1853 1390 1112 927 794 695 618 556 506 464 428 397 371 348 327 309 293 27874 5789 2895 1930 1448 1158 965 827 724 644 579 527 483 446 414 386 362 341 322 305 29075 6027 3014 2009 1507 1206 1005 861 754 670 603 548 503 464 431 402 377 355 335 318 302

76 6272 3136 2091 1568 1255 1046 896 784 697 628 571 523 483 448 419 392 369 349 331 31477 6522 3261 2174 1631 1305 1087 932 816 725 653 593 544 502 466 435 408 384 363 344 32778 6780 3390 2260 1695 1356 1130 969 848 754 678 617 565 522 485 452 424 399 377 357 33979 7044 3522 2348 1761 1409 1174 1007 881 783 705 641 587 542 504 470 441 415 392 371 35380 7315 3658 2439 1829 1463 1220 1045 915 813 732 665 610 563 523 488 458 431 407 385 366

81 7593 3797 2531 1899 1519 1266 1085 950 844 760 691 633 585 543 507 475 447 422 400 38082 7877 3939 2626 1970 1576 1313 1126 985 876 788 717 657 606 563 526 493 464 438 415 39483 8169 4085 2723 2043 1634 1362 1167 1022 908 817 743 681 629 584 545 511 481 454 430 40984 8468 4234 2823 2117 1694 1412 1210 1059 941 847 770 706 652 605 565 530 499 471 446 42485 8774 4387 2925 2194 1755 1463 1254 1097 975 878 798 732 675 627 585 549 517 488 462 439

86 9087 4544 3029 2272 1818 1515 1299 1136 1010 909 827 758 699 650 606 568 535 505 479 45587 9408 4704 3136 2352 1882 1568 1344 1176 1046 941 856 784 724 672 628 588 554 523 496 47188 9736 4868 3246 2434 1948 1623 1391 1217 1082 974 886 812 749 696 650 609 573 541 513 48789 10071 5036 3357 2518 2015 1679 1439 1259 1119 1008 916 840 775 720 672 630 593 560 531 50490 10415 5208 3472 2604 2083 1736 1488 1302 1158 1042 947 868 802 744 695 651 613 579 549 521

91 10766 5383 3589 2692 2154 1795 1538 1346 1197 1077 979 898 829 769 718 673 634 599 567 53992 11125 5563 3709 2782 2225 1855 1590 1391 1237 1113 1012 928 856 795 742 696 655 619 586 55793 11491 5746 3831 2873 2299 1916 1642 1437 1277 1150 1045 958 884 821 767 719 676 639 605 57594 11866 5933 3956 2967 2374 1978 1696 1484 1319 1187 1079 989 913 848 792 742 698 660 625 59495 12249 6125 4083 3063 2450 2042 1750 1532 1361 1225 1114 1021 943 875 817 766 721 681 645 613

96 12640 6320 4214 3160 2528 2107 1806 1580 1405 1264 1150 1054 973 903 843 790 744 703 666 63297 13039 6520 4347 3260 2608 2174 1863 1630 1449 1304 1186 1087 1003 932 870 815 767 725 687 65298 13446 6723 4482 3362 2690 2241 1921 1681 1494 1345 1223 1121 1035 961 897 841 791 747 708 67399 13862 6931 4621 3466 2773 2311 1981 1733 1541 1387 1261 1156 1067 991 925 867 816 771 730 694

100 14286 7143 4762 3572 2858 2381 2041 1786 1588 1429 1299 1191 1099 1021 953 893 841 794 752 715

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

- 119 -

Average Skills% 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 4051 91 87 83 79 76 73 71 68 66 64 62 60 58 56 55 53 52 50 49 4852 96 92 88 84 81 78 75 72 70 67 65 63 61 60 58 56 55 53 52 5153 102 97 93 89 86 82 79 76 74 71 69 67 65 63 61 60 58 56 55 5454 108 103 98 94 90 87 84 81 78 75 73 71 69 67 65 63 61 60 58 5755 114 109 104 100 96 92 89 85 82 80 77 75 73 70 68 67 65 63 61 60

56 120 115 110 105 101 97 93 90 87 84 81 79 77 74 72 70 68 67 65 6357 126 121 116 111 106 102 98 95 92 89 86 83 81 78 76 74 72 70 68 6758 133 127 122 117 112 108 104 100 97 93 90 88 85 82 80 78 76 74 72 7059 140 134 128 123 118 113 109 105 102 98 95 92 89 87 84 82 80 78 76 7460 147 141 135 129 124 119 115 111 107 103 100 97 94 91 89 86 84 82 80 78

61 155 148 141 136 130 125 121 116 112 109 105 102 99 96 93 91 88 86 84 8262 163 155 149 142 137 131 127 122 118 114 110 107 104 101 98 95 93 90 88 8663 171 163 156 149 143 138 133 128 124 120 116 112 109 106 103 100 97 95 92 9064 179 171 163 157 150 145 139 134 130 125 121 118 114 111 107 105 102 99 97 9465 187 179 171 164 157 151 146 141 136 131 127 123 119 116 113 109 107 104 101 99

66 196 187 179 172 165 158 153 147 142 137 133 129 125 121 118 115 112 109 106 10367 205 196 187 180 172 166 160 154 149 144 139 135 131 127 123 120 117 114 111 10868 214 205 196 188 180 173 167 161 155 150 145 141 137 133 129 125 122 119 116 11369 224 214 205 196 188 181 174 168 162 157 152 147 143 139 135 131 127 124 121 11870 234 223 214 205 196 189 182 175 169 164 159 154 149 145 140 137 133 129 126 123

71 244 233 223 214 205 197 190 183 177 171 165 160 155 151 147 143 139 135 132 12872 254 243 232 223 214 206 198 191 184 178 173 167 162 157 153 149 145 141 137 13473 265 253 242 232 223 214 206 199 192 186 180 174 169 164 159 155 151 147 143 13974 276 264 252 242 232 223 215 207 200 193 187 181 176 171 166 161 157 153 149 14575 287 274 263 252 242 232 224 216 208 201 195 189 183 178 173 168 163 159 155 151

76 299 286 273 262 251 242 233 224 217 210 203 196 191 185 180 175 170 166 161 15777 311 297 284 272 261 251 242 233 225 218 211 204 198 192 187 182 177 172 168 16478 323 309 295 283 272 261 252 243 234 226 219 212 206 200 194 189 184 179 174 17079 336 321 307 294 282 271 261 252 243 235 228 221 214 208 202 196 191 186 181 17780 349 333 319 305 293 282 271 262 253 244 236 229 222 216 209 204 198 193 188 183

81 362 346 331 317 304 293 282 272 262 254 245 238 231 224 217 211 206 200 195 19082 376 359 343 329 316 303 292 282 272 263 255 247 239 232 226 219 213 208 202 19783 389 372 356 341 327 315 303 292 282 273 264 256 248 241 234 227 221 215 210 20584 404 385 369 353 339 326 314 303 292 283 274 265 257 250 242 236 229 223 218 21285 418 399 382 366 351 338 325 314 303 293 284 275 266 259 251 244 238 231 225 220

86 433 414 396 379 364 350 337 325 314 303 294 284 276 268 260 253 246 240 233 22887 448 428 410 392 377 362 349 336 325 314 304 294 286 277 269 262 255 248 242 23688 464 443 424 406 390 375 361 348 336 325 315 305 296 287 279 271 264 257 250 24489 480 458 438 420 403 388 373 360 348 336 325 315 306 297 288 280 273 266 259 25290 496 474 453 434 417 401 386 372 360 348 336 326 316 307 298 290 282 275 268 261

91 513 490 469 449 431 415 399 385 372 359 348 337 327 317 308 300 291 284 277 27092 530 506 484 464 445 428 413 398 384 371 359 348 338 328 318 310 301 293 286 27993 548 523 500 479 460 442 426 411 397 384 371 360 349 338 329 320 311 303 295 28894 566 540 516 495 475 457 440 424 410 396 383 371 360 349 340 330 321 313 305 29795 584 557 533 511 490 472 454 438 423 409 396 383 372 361 350 341 332 323 315 307

96 602 575 550 527 506 487 469 452 436 422 408 395 384 372 362 352 342 333 325 31697 621 593 567 544 522 502 483 466 450 435 421 408 396 384 373 363 353 344 335 32698 641 612 585 561 538 518 498 481 464 449 434 421 408 396 385 374 364 354 345 33799 661 631 603 578 555 534 514 496 478 463 448 434 421 408 397 386 375 365 356 347

100 681 650 622 596 572 550 530 511 493 477 461 447 433 421 409 397 387 376 367 358

% 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40

- 120 -

Average Skills% 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60

1 – – – – – – – – – – – – – – – – – – – –2 – – – – – – – – – – – – – – – – – – – –3 – – – – – – – – – – – – – – – – – – – –4 – – – – – – – – – – – – – – – – – – – –5 – – – – – – – – – – – – – – – – – – – –

6 – – – – – – – – – – – – – – – – – – – –7 – – – – – – – – – – – – – – – – – – – –8 – – – – – – – – – – – – – – – – – – – –9 – – – – – – – – – – – – – – – – – – – –

10 – – – – – – – – – – – – – – – – – – – –

11 – – – – – – – – – – – – – – – – – – – –12 – – – – – – – – – – – – – – – – – – – –13 – – – – – – – – – – – – – – – – – – – –14 1 1 1 1 1 1 1 1 – – – – – – – – – – – –15 – – – – – – – – 1 1 1 1 1 1 1 1 1 1 – –

16 – – – – – – – – – – – – – – – – – – 1 117 2 – – – – – – – – – – – – – – – – – – –18 – 2 2 2 2 2 2 2 – – – – – – – – – – – –19 – – – – – – – – 2 2 2 2 2 2 2 2 2 – – –20 3 3 3 3 – – – – – – – – – – – – – 2 2 2

21 – – – – 3 3 3 3 3 3 – – – – – – – – – –22 4 4 4 – – – – – – – 3 3 3 3 3 3 3 – – –23 – – – 4 4 4 4 4 4 – – – – – – – – 3 3 324 5 5 5 5 – – – – – 4 4 4 4 4 4 – – – – –25 6 – – – 5 5 5 5 5 5 – – – – – 4 4 4 4 4

26 – 6 6 6 6 6 – – – – 5 5 5 5 5 5 – – – –27 7 7 7 7 – – 6 6 6 6 6 6 – – – – 5 5 5 528 8 8 8 – 7 7 7 7 7 – – – 6 6 6 6 6 6 – –29 9 9 – 8 8 8 8 8 – 7 7 7 7 7 7 – – – 6 630 10 10 9 9 9 9 9 – 8 8 8 8 8 – – 7 7 7 7 7

31 11 11 10 10 10 10 – 9 9 9 9 9 – 8 8 8 8 8 – –32 12 12 11 11 11 11 10 10 10 10 10 – 9 9 9 9 9 – 8 833 13 13 12 12 12 12 11 11 11 11 11 10 10 10 10 10 – 9 9 934 14 14 14 13 13 13 12 12 12 12 12 11 11 11 11 – 10 10 10 1035 15 15 15 14 14 14 14 13 13 13 13 12 12 12 12 11 11 11 11 11

36 17 16 16 16 15 15 15 14 14 14 14 13 13 13 13 12 12 12 12 1237 18 18 17 17 17 16 16 16 15 15 15 14 14 14 14 13 13 13 13 1338 20 19 19 18 18 18 17 17 16 16 16 16 15 15 15 14 14 14 14 1439 21 21 20 20 19 19 19 18 18 17 17 17 16 16 16 16 15 15 15 1540 23 22 22 21 21 20 20 20 19 19 18 18 18 17 17 17 17 16 16 16

41 25 24 23 23 22 22 21 21 21 20 20 19 19 19 18 18 18 17 17 1742 26 26 25 25 24 24 23 23 22 22 21 21 20 20 20 19 19 19 18 1843 28 28 27 26 26 25 25 24 24 23 23 22 22 22 21 21 20 20 20 1944 30 29 29 28 28 27 26 26 25 25 24 24 23 23 23 22 22 21 21 2145 32 31 31 30 29 29 28 28 27 27 26 26 25 25 24 24 23 23 23 22

46 34 34 33 32 31 31 30 29 29 28 28 27 27 26 26 25 25 24 24 2447 37 36 35 34 33 33 32 31 31 30 30 29 28 28 27 27 27 26 26 2548 39 38 37 36 36 35 34 33 33 32 31 31 30 30 29 29 28 28 27 2749 41 41 40 39 38 37 36 36 35 34 33 33 32 32 31 31 30 29 29 2950 44 43 42 41 40 39 38 38 37 36 36 35 34 34 33 32 32 31 31 30

% 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60

- 121 -

Average Skills% 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 6051 47 46 45 44 43 42 41 40 39 38 38 37 36 36 35 34 34 33 33 3252 49 48 47 46 45 44 43 42 41 41 40 39 38 38 37 36 36 35 35 3453 52 51 50 49 48 47 46 45 44 43 42 41 41 40 39 38 38 37 37 3654 55 54 53 52 50 49 48 47 46 45 45 44 43 42 41 41 40 39 39 3855 58 57 56 55 53 52 51 50 49 48 47 46 45 45 44 43 42 41 41 40

56 62 60 59 58 56 55 54 53 52 51 50 49 48 47 46 45 45 44 43 4257 65 63 62 61 59 58 57 56 54 53 52 51 50 49 49 48 47 46 45 4558 68 67 65 64 62 61 60 59 57 56 55 54 53 52 51 50 49 49 48 4759 72 70 69 67 66 64 63 62 60 59 58 57 56 55 54 53 52 51 50 4960 76 74 72 71 69 68 66 65 63 62 61 60 59 58 57 56 55 54 53 52

61 80 78 76 74 73 71 69 68 67 65 64 63 62 61 59 58 57 56 55 5562 84 82 80 78 76 75 73 71 70 69 67 66 65 64 62 61 60 59 58 5763 88 86 84 82 80 78 77 75 73 72 71 69 68 67 65 64 63 62 61 6064 92 90 88 86 84 82 80 79 77 75 74 73 71 70 69 67 66 65 64 6365 96 94 92 90 88 86 84 82 81 79 77 76 75 73 72 71 69 68 67 66

66 101 98 96 94 92 90 88 86 84 83 81 79 78 77 75 74 73 71 70 6967 105 103 100 98 96 94 92 90 88 86 85 83 82 80 79 77 76 75 73 7268 110 107 105 103 100 98 96 94 92 90 89 87 85 84 82 81 79 78 77 7569 115 112 110 107 105 103 100 98 96 94 93 91 89 87 86 84 83 81 80 7970 120 117 114 112 109 107 105 103 100 98 97 95 93 91 90 88 86 85 84 82

71 125 122 119 117 114 112 109 107 105 103 101 99 97 95 93 92 90 89 87 8672 131 127 125 122 119 116 114 112 109 107 105 103 101 99 97 96 94 92 91 8973 136 133 130 127 124 121 119 116 114 112 109 107 105 103 102 100 98 96 95 9374 142 138 135 132 129 126 124 121 119 116 114 112 110 108 106 104 102 100 99 9775 147 144 141 137 134 132 129 126 123 121 119 116 114 112 110 108 106 104 103 101

76 153 150 146 143 140 137 134 131 128 126 123 121 119 117 115 112 111 109 107 10577 160 156 152 149 145 142 139 136 134 131 128 126 124 121 119 117 115 113 111 10978 166 162 158 155 151 148 145 142 139 136 133 131 128 126 124 122 119 117 115 11379 172 168 164 161 157 154 150 147 144 141 139 136 133 131 129 126 124 122 120 11880 179 175 171 167 163 160 156 153 150 147 144 141 139 136 133 131 129 127 124 122

81 186 181 177 173 169 166 162 159 155 152 149 147 144 141 139 136 134 131 129 12782 193 188 184 180 176 172 168 165 161 158 155 152 149 146 144 141 139 136 134 13283 200 195 190 186 182 178 174 171 167 164 161 158 155 152 149 146 144 141 139 13784 207 202 197 193 189 185 181 177 173 170 167 163 160 157 154 152 149 146 144 14285 214 209 205 200 195 191 187 183 180 176 173 169 166 163 160 157 154 152 149 147

86 222 217 212 207 202 198 194 190 186 182 179 175 172 169 166 163 160 157 155 15287 230 224 219 214 210 205 201 196 192 189 185 181 178 175 172 168 166 163 160 15788 238 232 227 222 217 212 208 203 199 195 191 188 184 181 178 174 171 168 166 16389 246 240 235 229 224 219 215 210 206 202 198 194 191 187 184 180 177 174 171 16890 255 248 243 237 232 227 222 217 213 209 205 201 197 193 190 186 183 180 177 174

91 263 257 251 245 240 235 230 225 220 216 212 208 204 200 196 193 189 186 183 18092 272 265 259 253 248 242 237 232 228 223 219 214 210 207 203 199 196 192 189 18693 281 274 268 262 256 250 245 240 235 230 226 221 217 213 209 206 202 199 195 19294 290 283 276 270 264 258 253 248 243 238 233 229 224 220 216 212 209 205 202 19895 299 292 285 279 273 267 261 256 250 245 241 236 232 227 223 219 215 212 208 205

96 309 301 294 288 281 275 269 264 258 253 248 244 239 235 230 226 222 218 215 21197 319 311 304 297 290 284 278 272 267 261 256 251 247 242 238 233 229 225 221 21898 328 321 313 306 299 293 287 281 275 269 264 259 254 249 245 241 236 232 228 22599 339 331 323 316 309 302 295 289 283 278 272 267 262 257 253 248 244 239 235 232

100 349 341 333 325 318 311 304 298 292 286 281 275 270 265 260 256 251 247 243 239

% 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60

- 122 -

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

1 – – – – – – – – – – – – – – – – – – – –2 – – – – – – – – – – – – – – – – – – – –3 1 – – – – – – – – – – – – – – – – – – –4 2 1 – – – – – – – – – – – – – – – – – –5 3 2 1 1 1 – – – – – – – – – – – – – – –

6 6 3 2 2 – 1 1 1 – – – – – – – – – – – –7 9 5 3 3 2 2 – – 1 1 1 1 – – – – – – – –8 13 7 5 4 3 – 2 2 – – – – 1 1 1 1 1 – – –9 18 9 6 5 4 3 3 – 2 2 2 – – – – – – 1 1 1

10 24 12 8 6 5 4 4 3 3 3 – 2 2 2 2 – – – – –

11 32 16 11 8 7 6 5 4 4 4 3 3 3 – – 2 2 2 2 212 42 21 14 11 9 7 6 6 5 5 4 4 4 3 3 3 3 – – –13 53 27 18 14 11 9 8 7 6 6 5 5 5 4 4 4 – 3 3 314 66 33 22 17 14 11 10 9 8 7 6 6 6 5 5 5 4 4 4 415 81 41 27 21 17 14 12 11 9 9 8 7 7 6 6 6 5 5 5 –

16 98 49 33 25 20 17 14 13 11 10 9 9 8 7 7 7 6 6 6 517 117 59 39 30 24 20 17 15 13 12 11 10 9 9 8 8 7 7 7 618 139 70 47 35 28 24 20 18 16 14 13 12 11 10 10 9 9 8 8 719 164 82 55 41 33 28 24 21 19 17 15 14 13 12 11 11 10 10 9 920 191 96 64 48 39 32 28 24 22 20 18 16 15 14 13 12 12 11 11 10

21 221 111 74 56 45 37 32 28 25 23 21 19 17 16 15 14 13 13 12 1222 254 127 85 64 51 43 37 32 29 26 24 22 20 19 17 16 15 15 14 1323 290 145 97 73 58 49 42 37 33 29 27 25 23 21 20 19 18 17 16 1524 330 165 110 83 66 55 48 42 37 33 30 28 26 24 22 21 20 19 18 1725 373 187 125 94 75 63 54 47 42 38 34 32 29 27 25 24 22 21 20 19

26 419 210 140 105 84 70 60 53 47 42 39 35 33 30 28 27 25 24 23 2127 469 235 157 118 94 79 67 59 53 47 43 40 37 34 32 30 28 27 25 2428 523 262 175 131 105 88 75 66 59 53 48 44 41 38 35 33 31 30 28 2729 581 291 194 146 117 97 83 73 65 59 53 49 45 42 39 37 35 33 31 3030 643 322 215 161 129 108 92 81 72 65 59 54 50 46 43 41 38 36 34 33

31 710 355 237 178 142 119 102 89 79 71 65 60 55 51 48 45 42 40 38 3632 781 391 261 196 157 131 112 98 87 79 71 66 61 56 53 49 46 44 42 4033 856 428 286 214 172 143 123 107 96 86 78 72 66 62 58 54 51 48 46 4334 936 468 312 234 188 156 134 117 104 94 86 78 72 67 63 59 56 52 50 4735 1021 511 341 256 205 171 146 128 114 103 93 86 79 73 69 64 61 57 54 52

36 1111 556 371 278 223 186 159 139 124 112 101 93 86 80 75 70 66 62 59 5637 1207 604 403 302 242 202 173 151 135 121 110 101 93 87 81 76 71 68 64 6138 1307 654 436 327 262 218 187 164 146 131 119 109 101 94 88 82 77 73 69 6639 1413 707 471 354 283 236 202 177 157 142 129 118 109 101 95 89 84 79 75 7140 1524 762 508 381 305 254 218 191 170 153 139 127 118 109 102 96 90 85 81 77

41 1641 821 547 411 329 274 235 206 183 165 150 137 127 118 110 103 97 92 87 8342 1764 882 588 441 353 294 252 221 196 177 161 147 136 126 118 111 104 98 93 8943 1894 947 632 474 379 316 271 237 211 190 173 158 146 136 127 119 112 106 100 9544 2029 1015 677 508 406 339 290 254 226 203 185 170 157 145 136 127 120 113 107 10245 2170 1085 724 543 434 362 310 272 242 217 198 181 167 155 145 136 128 121 115 109

46 2318 1159 773 580 464 387 332 290 258 232 211 194 179 166 155 145 137 129 122 11647 2472 1236 824 618 495 412 354 309 275 248 225 206 191 177 165 155 146 138 131 12448 2634 1317 878 659 527 439 377 330 293 264 240 220 203 189 176 165 155 147 139 13249 2802 1401 934 701 561 467 401 351 312 281 255 234 216 201 187 176 165 156 148 14150 2977 1489 993 745 596 497 426 373 331 298 271 249 229 213 199 187 176 166 157 149

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

- 123 -

Hard Skills% 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40

1 – – – – – – – – – – – – – – – – – – – –2 – – – – – – – – – – – – – – – – – – – –3 – – – – – – – – – – – – – – – – – – – –4 – – – – – – – – – – – – – – – – – – – –5 – – – – – – – – – – – – – – – – – – – –

6 – – – – – – – – – – – – – – – – – – – –7 – – – – – – – – – – – – – – – – – – – –8 – – – – – – – – – – – – – – – – – – – –9 1 1 1 – – – – – – – – – – – – – – – – –

10 – – – 1 1 1 1 1 1 1 1 – – – – – – – – –11 – – – – – – – – – – – 1 1 1 1 1 1 1 1 112 2 2 2 2 2 2 – – – – – – – – – – – – – –13 3 – – – – – 2 2 2 2 2 2 – – – – – – – –14 – 3 3 3 3 3 – – – – – – 2 2 2 2 2 2 2 215 4 4 4 4 – – 3 3 3 3 3 3 – – – – – – – –

16 5 5 5 – 4 4 4 4 4 – – – 3 3 3 3 3 3 – –17 6 6 6 5 5 5 5 – – 4 4 4 4 4 – – – – 3 318 7 7 7 6 6 6 6 5 5 5 5 5 – – 4 4 4 4 4 419 8 8 8 7 7 7 7 6 6 6 6 – 5 5 5 5 5 5 – –20 10 9 9 8 8 8 8 7 7 7 7 6 6 6 6 6 – – 5 5

21 11 11 10 10 9 9 9 8 8 8 8 7 7 7 7 7 6 6 6 622 13 12 12 11 11 10 10 10 9 9 9 8 8 8 8 8 7 7 7 723 14 14 13 13 12 12 11 11 10 10 10 10 9 9 9 9 8 8 8 824 16 15 15 14 14 13 13 12 12 11 11 11 10 10 10 10 9 9 9 925 18 17 17 16 15 15 14 14 13 13 13 12 12 11 11 11 11 10 10 10

26 20 20 19 18 17 17 16 15 15 14 14 14 13 13 12 12 12 12 11 1127 23 22 21 20 19 19 18 17 17 16 16 15 15 14 14 14 13 13 13 1228 25 24 23 22 21 21 20 19 19 18 17 17 16 16 15 15 15 14 14 1429 28 27 26 25 24 23 22 21 21 20 19 19 18 18 17 17 16 16 15 1530 31 30 28 27 26 25 24 23 23 22 21 21 20 19 19 18 18 17 17 17

31 34 33 31 30 29 28 27 26 25 24 23 23 22 21 21 20 20 19 19 1832 38 36 34 33 32 31 29 28 27 27 26 25 24 23 23 22 22 21 21 2033 41 39 38 36 35 33 32 31 30 29 28 27 26 26 25 24 24 23 22 2234 45 43 41 39 38 36 35 34 33 32 31 30 29 28 27 26 26 25 24 2435 49 47 45 43 41 40 38 37 36 35 33 32 31 31 30 29 28 27 27 26

36 53 51 49 47 45 43 42 40 39 38 36 35 34 33 32 31 31 30 29 2837 58 55 53 51 49 47 45 44 42 41 39 38 37 36 35 34 33 32 31 3138 63 60 57 55 53 51 49 47 46 44 43 41 40 39 38 37 36 35 34 3339 68 65 62 59 57 55 53 51 49 48 46 45 43 42 41 40 39 38 37 3640 73 70 67 64 61 59 57 55 53 51 50 48 47 45 44 43 42 41 40 39

41 79 75 72 69 66 64 61 59 57 55 53 52 50 49 47 46 45 44 43 4242 84 81 77 74 71 68 66 63 61 59 57 56 54 52 51 49 48 47 46 4543 91 87 83 79 76 73 71 68 66 64 62 60 58 56 55 53 52 50 49 4844 97 93 89 85 82 79 76 73 70 68 66 64 62 60 58 57 55 54 53 5145 104 99 95 91 87 84 81 78 75 73 70 68 66 64 62 61 59 58 56 55

46 111 106 101 97 93 90 86 83 80 78 75 73 71 69 67 65 63 61 60 5847 118 113 108 103 99 96 92 89 86 83 80 78 75 73 71 69 67 66 64 6248 126 120 115 110 106 102 98 95 91 88 85 83 80 78 76 74 72 70 68 6649 134 128 122 117 113 108 104 101 97 94 91 88 85 83 81 78 76 74 72 7150 142 136 130 125 120 115 111 107 103 100 97 94 91 88 86 83 81 79 77 75

% 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40

- 124 -

Hard Skills% 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 2051 3159 1580 1053 790 632 527 452 395 351 316 288 264 243 226 211 198 186 176 167 15852 3348 1674 1116 837 670 558 479 419 372 335 305 279 258 240 224 210 197 186 177 16853 3545 1773 1182 887 709 591 507 444 394 355 323 296 273 254 237 222 209 197 187 17854 3750 1875 1250 938 750 625 536 469 417 375 341 313 289 268 250 235 221 209 198 18855 3962 1981 1321 991 793 661 566 496 441 397 361 331 305 283 265 248 234 221 209 199

56 4182 2091 1394 1046 837 697 598 523 465 419 381 349 322 299 279 262 246 233 221 21057 4410 2205 1470 1103 882 735 630 552 490 441 401 368 340 315 294 276 260 245 233 22158 4646 2323 1549 1162 930 775 664 581 517 465 423 388 358 332 310 291 274 259 245 23359 4890 2445 1630 1223 978 815 699 612 544 489 445 408 377 350 326 306 288 272 258 24560 5143 2572 1715 1286 1029 858 735 643 572 515 468 429 396 368 343 322 303 286 271 258

61 5405 2703 1802 1352 1081 901 773 676 601 541 492 451 416 387 361 338 318 301 285 27162 5675 2838 1892 1419 1135 946 811 710 631 568 516 473 437 406 379 355 334 316 299 28463 5954 2977 1985 1489 1191 993 851 745 662 596 542 497 458 426 397 373 351 331 314 29864 6242 3121 2081 1561 1249 1041 892 781 694 625 568 521 481 446 417 391 368 347 329 31365 6539 3270 2180 1635 1308 1090 935 818 727 654 595 545 503 468 436 409 385 364 345 327

66 6846 3423 2282 1712 1370 1141 978 856 761 685 623 571 527 489 457 428 403 381 361 34367 7162 3581 2388 1791 1433 1194 1024 896 796 717 652 597 551 512 478 448 422 398 377 35968 7487 3744 2496 1872 1498 1248 1070 936 832 749 681 624 576 535 500 468 441 416 395 37569 7822 3911 2608 1956 1565 1304 1118 978 870 783 712 652 602 559 522 489 461 435 412 39270 8167 4084 2723 2042 1634 1362 1167 1021 908 817 743 681 629 584 545 511 481 454 430 409

71 8522 4261 2841 2131 1705 1421 1218 1066 947 853 775 711 656 609 569 533 502 474 449 42772 8887 4444 2963 2222 1778 1482 1270 1111 988 889 808 741 684 635 593 556 523 494 468 44573 9263 4632 3088 2316 1853 1544 1324 1158 1030 927 843 772 713 662 618 579 545 515 488 46474 9649 4825 3217 2413 1930 1609 1379 1207 1073 965 878 805 743 690 644 604 568 537 508 48375 10045 5023 3349 2512 2009 1675 1435 1256 1117 1005 914 838 773 718 670 628 591 559 529 503

76 10452 5226 3484 2613 2091 1742 1494 1307 1162 1046 951 871 804 747 697 654 615 581 551 52377 10870 5435 3624 2718 2174 1812 1553 1359 1208 1087 989 906 837 777 725 680 640 604 573 54478 11299 5650 3767 2825 2260 1884 1615 1413 1256 1130 1028 942 870 808 754 707 665 628 595 56579 11740 5870 3914 2935 2348 1957 1678 1468 1305 1174 1068 979 904 839 783 734 691 653 618 58780 12191 6096 4064 3048 2439 2032 1742 1524 1355 1220 1109 1016 938 871 813 762 718 678 642 610

81 12654 6327 4218 3164 2531 2109 1808 1582 1406 1266 1151 1055 974 904 844 791 745 703 666 63382 13128 6564 4376 3282 2626 2188 1876 1641 1459 1313 1194 1094 1010 938 876 821 773 730 691 65783 13614 6807 4538 3404 2723 2269 1945 1702 1513 1362 1238 1135 1048 973 908 851 801 757 717 68184 14112 7056 4704 3528 2823 2352 2016 1764 1568 1412 1283 1176 1086 1008 941 882 831 784 743 70685 14623 7312 4875 3656 2925 2438 2089 1828 1625 1463 1330 1219 1125 1045 975 914 861 813 770 732

86 15145 7573 5049 3787 3029 2525 2164 1894 1683 1515 1377 1263 1165 1082 1010 947 891 842 798 75887 15679 7840 5227 3920 3136 2614 2240 1960 1743 1568 1426 1307 1207 1120 1046 980 923 872 826 78488 16226 8113 5409 4057 3246 2705 2318 2029 1803 1623 1476 1353 1249 1159 1082 1015 955 902 854 81289 16785 8393 5595 4197 3357 2798 2398 2099 1865 1679 1526 1399 1292 1199 1119 1050 988 933 884 84090 17358 8679 5786 4340 3472 2893 2480 2170 1929 1736 1578 1447 1336 1240 1158 1085 1022 965 914 868

91 17943 8972 5981 4486 3589 2991 2564 2243 1994 1795 1632 1496 1381 1282 1197 1122 1056 997 945 89892 18541 9271 6181 4636 3709 3091 2649 2318 2061 1855 1686 1546 1427 1325 1237 1159 1091 1031 976 92893 19152 9576 6384 4788 3831 3192 2736 2394 2128 1916 1742 1596 1474 1368 1277 1197 1127 1064 1008 95894 19776 9888 6592 4944 3956 3296 2826 2472 2198 1978 1798 1648 1522 1413 1319 1236 1164 1099 1041 98995 20414 10207 6805 5104 4083 3403 2917 2552 2269 2042 1856 1702 1571 1459 1361 1276 1201 1135 1075 1021

96 21066 10533 7022 5267 4214 3511 3010 2634 2341 2107 1916 1756 1621 1505 1405 1317 1240 1171 1109 105497 21731 10866 7244 5433 4347 3622 3105 2717 2415 2174 1976 1811 1672 1553 1449 1359 1279 1208 1144 108798 22410 11205 7470 5603 4482 3735 3202 2802 2490 2241 2038 1868 1724 1601 1494 1401 1319 1245 1180 112199 23103 11552 7701 5776 4621 3851 3301 2888 2567 2311 2101 1926 1778 1651 1541 1444 1359 1284 1216 1156

100 23810 11905 7937 5953 4762 3969 3402 2977 2646 2381 2165 1985 1832 1701 1588 1489 1401 1323 1254 1191

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

- 125 -

Hard Skills% 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 4051 151 144 138 132 127 122 117 113 109 106 102 99 96 93 91 88 86 84 81 7952 160 153 146 140 134 129 124 120 116 112 108 105 102 99 96 93 91 89 86 8453 169 162 155 148 142 137 132 127 123 119 115 111 108 105 102 99 96 94 91 8954 179 171 164 157 150 145 139 134 130 125 121 118 114 111 108 105 102 99 97 9455 189 181 173 166 159 153 147 142 137 133 128 124 121 117 114 111 108 105 102 100

56 200 191 182 175 168 161 155 150 145 140 135 131 127 123 120 117 114 111 108 10557 210 201 192 184 177 170 164 158 153 147 143 138 134 130 126 123 120 117 114 11158 222 212 202 194 186 179 173 166 161 155 150 146 141 137 133 130 126 123 120 11759 233 223 213 204 196 189 182 175 169 163 158 153 149 144 140 136 133 129 126 12360 245 234 224 215 206 198 191 184 178 172 166 161 156 152 147 143 139 136 132 129

61 258 246 235 226 217 208 201 194 187 181 175 169 164 159 155 151 147 143 139 13662 271 258 247 237 227 219 211 203 196 190 184 178 172 167 163 158 154 150 146 14263 284 271 259 249 239 229 221 213 206 199 193 187 181 176 171 166 161 157 153 14964 298 284 272 261 250 241 232 223 216 209 202 196 190 184 179 174 169 165 161 15765 312 298 285 273 262 252 243 234 226 218 211 205 199 193 187 182 177 173 168 164

66 326 312 298 286 274 264 254 245 237 229 221 214 208 202 196 191 186 181 176 17267 342 326 312 299 287 276 266 256 247 239 232 224 218 211 205 199 194 189 184 18068 357 341 326 312 300 288 278 268 259 250 242 234 227 221 214 208 203 198 192 18869 373 356 341 326 313 301 290 280 270 261 253 245 238 231 224 218 212 206 201 19670 389 372 356 341 327 315 303 292 282 273 264 256 248 241 234 227 221 215 210 205

71 406 388 371 356 341 328 316 305 294 285 275 267 259 251 244 237 231 225 219 21472 424 404 387 371 356 342 330 318 307 297 287 278 270 262 254 247 241 234 228 22373 442 422 403 386 371 357 344 331 320 309 299 290 281 273 265 258 251 244 238 23274 460 439 420 403 386 372 358 345 333 322 312 302 293 284 276 269 261 254 248 24275 479 457 437 419 402 387 373 359 347 335 325 314 305 296 287 280 272 265 258 252

76 498 476 455 436 419 402 388 374 361 349 338 327 317 308 299 291 283 276 268 26277 518 495 473 453 435 419 403 389 375 363 351 340 330 320 311 302 294 287 279 27278 539 514 492 471 452 435 419 404 390 377 365 354 343 333 323 314 306 298 290 28379 560 534 511 490 470 452 435 420 405 392 379 367 356 346 336 327 318 309 302 29480 581 555 531 508 488 469 452 436 421 407 394 381 370 359 349 339 330 321 313 305

81 603 576 551 528 507 487 469 452 437 422 409 396 384 373 362 352 342 333 325 31782 626 597 571 547 526 505 487 469 453 438 424 411 398 387 376 365 355 346 337 32983 649 619 592 568 545 524 505 487 470 454 440 426 413 401 389 379 368 359 350 34184 672 642 614 588 565 543 523 504 487 471 456 441 428 416 404 392 382 372 362 35385 697 665 636 610 585 563 542 523 505 488 472 457 444 431 418 407 396 385 375 366

86 722 689 659 632 606 583 561 541 523 505 489 474 459 446 433 421 410 399 389 37987 747 713 682 654 628 604 581 560 541 523 506 490 476 462 448 436 424 413 403 39288 773 738 706 677 650 625 601 580 560 541 524 508 492 478 464 451 439 427 417 40689 800 763 730 700 672 646 622 600 579 560 542 525 509 494 480 467 454 442 431 42090 827 789 755 724 695 668 643 620 599 579 560 543 526 511 496 483 470 457 446 434

91 855 816 781 748 718 691 665 641 619 599 579 561 544 528 513 499 485 473 461 44992 883 843 807 773 742 714 687 663 640 619 599 580 562 546 530 516 502 488 476 46493 912 871 833 798 767 737 710 684 661 639 618 599 581 564 548 532 518 504 492 47994 942 899 860 824 792 761 733 707 682 660 638 618 600 582 566 550 535 521 508 49595 973 928 888 851 817 786 757 730 704 681 659 638 619 601 584 568 552 538 524 511

96 1004 958 916 878 843 811 781 753 727 703 680 659 639 620 602 586 570 555 541 52797 1035 988 945 906 870 836 805 777 750 725 701 680 659 640 621 604 588 572 558 54498 1068 1019 975 934 897 862 830 801 773 747 723 701 680 660 641 623 606 590 575 56199 1101 1051 1005 963 925 889 856 826 797 771 746 722 701 680 661 642 625 608 593 578

100 1134 1083 1036 993 953 916 882 851 822 794 769 745 722 701 681 662 644 627 611 596

% 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40

- 126 -

Hard Skills% 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60

1 – – – – – – – – – – – – – – – – – – – –2 – – – – – – – – – – – – – – – – – – – –3 – – – – – – – – – – – – – – – – – – – –4 – – – – – – – – – – – – – – – – – – – –5 – – – – – – – – – – – – – – – – – – – –

6 – – – – – – – – – – – – – – – – – – – –7 – – – – – – – – – – – – – – – – – – – –8 – – – – – – – – – – – – – – – – – – – –9 – – – – – – – – – – – – – – – – – – – –

10 – – – – – – – – – – – – – – – – – – – –

11 1 – – – – – – – – – – – – – – – – – – –12 – 1 1 1 1 1 1 1 1 1 1 1 – – – – – – – –13 – – – – – – – – – – – – 1 1 1 1 1 1 1 114 – – – – – – – – – – – – – – – – – – – –15 2 2 2 2 2 2 2 2 – – – – – – – – – – – –

16 – – – – – – – – 2 2 2 2 2 2 2 2 2 2 – –17 3 3 3 3 3 3 – – – – – – – – – – – – 2 218 – – – – – – 3 3 3 3 3 3 3 3 – – – – – –19 4 4 4 4 4 4 4 – – – – – – – 3 3 3 3 3 320 5 5 5 5 – – – 4 4 4 4 4 4 4 4 – – – – –

21 6 6 – – 5 5 5 5 5 5 – – – – – 4 4 4 4 422 7 – 6 6 6 6 6 6 – – 5 5 5 5 5 5 5 – – –23 8 7 7 7 7 7 7 – 6 6 6 6 6 6 – – – 5 5 524 9 8 8 8 8 8 – 7 7 7 7 7 7 – 6 6 6 6 6 625 10 9 9 9 9 9 8 8 8 8 8 8 – 7 7 7 7 7 7 –

26 11 10 10 10 10 10 9 9 9 9 9 9 8 8 8 8 8 8 – 727 12 12 11 11 11 11 10 10 10 10 10 10 9 9 9 9 9 9 8 828 13 13 13 12 12 12 12 11 11 11 11 11 10 10 10 10 10 10 9 929 15 14 14 14 13 13 13 13 12 12 12 12 11 11 11 11 11 11 10 1030 16 16 15 15 15 14 14 14 14 13 13 13 13 12 12 12 12 12 11 11

31 18 17 17 17 16 16 16 15 15 15 14 14 14 14 13 13 13 13 13 1232 20 19 19 18 18 17 17 17 16 16 16 16 15 15 15 14 14 14 14 1433 21 21 20 20 20 19 19 18 18 18 17 17 17 16 16 16 16 15 15 1534 23 23 22 22 21 21 20 20 20 19 19 18 18 18 18 17 17 17 16 1635 25 25 24 24 23 23 22 22 21 21 21 20 20 19 19 19 18 18 18 18

36 28 27 26 26 25 25 24 24 23 23 22 22 21 21 21 20 20 20 19 1937 30 29 29 28 27 27 26 26 25 25 24 24 23 23 22 22 22 21 21 2138 32 32 31 30 30 29 28 28 27 27 26 26 25 25 24 24 23 23 23 2239 35 34 33 33 32 31 31 30 29 29 28 28 27 27 26 26 25 25 24 2440 38 37 36 35 34 34 33 32 32 31 30 30 29 29 28 28 27 27 26 26

41 41 40 39 38 37 36 35 35 34 33 33 32 31 31 30 30 29 29 28 2842 44 42 42 41 40 39 38 37 36 36 35 34 34 33 33 32 31 31 30 3043 47 46 45 44 43 42 41 40 39 38 38 37 36 36 35 34 34 33 33 3244 50 49 48 47 46 45 44 43 42 41 40 40 39 38 37 37 36 35 35 3445 53 52 51 50 49 48 47 46 45 44 43 42 41 41 40 39 39 38 37 37

46 57 56 54 53 52 51 50 49 48 47 46 45 44 43 43 42 41 40 40 3947 61 59 58 57 55 54 53 52 51 50 49 48 47 46 45 45 44 43 42 4248 65 63 62 60 59 58 57 55 54 53 52 51 50 49 48 48 47 46 45 4449 69 67 66 64 63 61 60 59 58 57 55 54 53 52 51 51 50 49 48 4750 73 71 70 68 67 65 64 63 61 60 59 58 57 56 55 54 53 52 51 50

% 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60

- 127 -

Hard Skills% 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 6051 78 76 74 72 71 69 68 66 65 64 62 61 60 59 58 57 56 55 54 5352 82 80 78 77 75 73 72 70 69 67 66 65 64 62 61 60 59 58 57 5653 87 85 83 81 79 78 76 74 73 71 70 69 67 66 65 64 63 62 61 6054 92 90 88 86 84 82 80 79 77 75 74 73 71 70 69 67 66 65 64 6355 97 95 93 91 89 87 85 83 81 80 78 77 75 74 73 71 70 69 68 67

56 102 100 98 96 93 91 89 88 86 84 82 81 79 78 77 75 74 73 71 7057 108 105 103 101 98 96 94 92 90 89 87 85 84 82 81 79 78 77 75 7458 114 111 109 106 104 101 99 97 95 93 92 90 88 87 85 83 82 81 79 7859 120 117 114 112 109 107 105 102 100 98 96 95 93 91 89 88 86 85 83 8260 126 123 120 117 115 112 110 108 105 103 101 99 98 96 94 92 91 89 88 86

61 132 129 126 123 121 118 115 113 111 109 106 104 102 101 99 97 95 94 92 9162 139 136 132 129 127 124 121 119 116 114 112 110 108 106 104 102 100 98 97 9563 146 142 139 136 133 130 127 125 122 120 117 115 113 111 109 107 105 103 101 10064 153 149 146 142 139 136 133 131 128 125 123 121 118 116 114 112 110 108 106 10565 160 156 153 149 146 143 140 137 134 131 129 126 124 122 119 117 115 113 111 109

66 167 163 160 156 153 149 146 143 140 137 135 132 130 127 125 123 121 119 117 11567 175 171 167 163 160 156 153 150 147 144 141 138 136 133 131 128 126 124 122 12068 183 179 175 171 167 163 160 156 153 150 147 144 142 139 137 134 132 130 127 12569 191 187 182 178 174 171 167 163 160 157 154 151 148 145 143 140 138 135 133 13170 200 195 190 186 182 178 174 171 167 164 161 158 155 152 149 146 144 141 139 137

71 208 203 199 194 190 186 182 178 174 171 168 164 161 158 155 153 150 147 145 14372 217 212 207 202 198 194 190 186 182 178 175 171 168 165 162 159 156 154 151 14973 226 221 216 211 206 202 198 193 190 186 182 179 175 172 169 166 163 160 157 15574 236 230 225 220 215 210 206 202 197 193 190 186 183 179 176 173 170 167 164 16175 245 240 234 229 224 219 214 210 205 201 197 194 190 187 183 180 177 174 171 168

76 255 249 244 238 233 228 223 218 214 210 205 201 198 194 191 187 184 181 178 17577 266 259 253 248 242 237 232 227 222 218 214 210 206 202 198 195 191 188 185 18278 276 270 263 257 252 246 241 236 231 226 222 218 214 210 206 202 199 195 192 18979 287 280 274 267 261 256 250 245 240 235 231 226 222 218 214 210 206 203 199 19680 298 291 284 278 271 266 260 254 249 244 240 235 231 226 222 218 214 211 207 204

81 309 302 295 288 282 276 270 264 259 254 249 244 239 235 231 226 222 219 215 21182 321 313 306 299 292 286 280 274 268 263 258 253 248 244 239 235 231 227 223 21983 333 325 317 310 303 296 290 284 278 273 267 262 257 253 248 244 239 235 231 22784 345 336 329 321 314 307 301 294 288 283 277 272 267 262 257 252 248 244 240 23685 357 349 341 333 325 318 312 305 299 293 287 282 276 271 266 262 257 253 248 244

86 370 361 353 345 337 330 323 316 310 303 297 292 286 281 276 271 266 262 257 25387 383 374 365 357 349 341 334 327 320 314 308 302 296 291 286 280 276 271 266 26288 396 387 378 369 361 353 346 339 332 325 319 313 307 301 296 290 285 280 276 27189 410 400 391 382 373 365 358 350 343 336 330 323 317 311 306 300 295 290 285 28090 424 414 404 395 386 378 370 362 355 348 341 334 328 322 316 310 305 300 295 290

91 438 428 418 408 399 391 382 374 367 359 352 346 339 333 327 321 315 310 305 30092 453 442 432 422 413 404 395 387 379 371 364 357 350 344 338 332 326 320 315 31093 468 456 446 436 426 417 408 399 391 384 376 369 362 355 349 342 336 331 325 32094 483 471 460 450 440 430 421 412 404 396 388 381 374 367 360 354 347 341 336 33095 498 487 475 464 454 444 435 426 417 409 401 393 386 379 372 365 359 352 346 341

96 514 502 490 479 469 458 449 439 430 422 414 406 398 391 384 377 370 364 358 35297 531 518 506 494 483 473 463 453 444 435 427 418 411 403 396 389 382 375 369 36398 547 534 522 510 498 488 477 467 458 449 440 431 423 415 408 401 394 387 380 37499 564 551 538 526 514 503 492 482 472 463 453 445 436 428 421 413 406 399 392 386

100 581 567 554 542 530 518 507 497 486 477 467 458 450 441 433 426 418 411 404 397

% 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60

- 128 -

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

1 – – – – – – – – – – – – – – – – – – – –2 1 – – – – – – – – – – – – – – – – – – –3 2 1 1 – – – – – – – – – – – – – – – – –4 4 2 – 1 1 – – – – – – – – – – – – – – –5 6 3 2 2 2 1 1 1 1 1 – – – – – – – – – –

6 11 6 4 3 3 2 2 2 – – 1 1 1 1 1 1 – – – –7 17 9 6 5 4 3 3 3 2 2 2 2 – – – – 1 1 1 18 25 13 9 7 5 5 4 4 3 3 3 – 2 2 2 2 2 – – –9 35 18 12 9 7 6 5 5 4 4 4 3 3 3 3 – – 2 2 2

10 48 24 16 12 10 8 7 6 6 5 5 4 4 4 4 3 3 3 3 3

11 64 32 22 16 13 11 10 8 8 7 6 6 5 5 5 4 4 4 4 412 83 42 28 21 17 14 12 11 10 9 8 7 7 6 6 6 5 5 5 513 105 53 35 27 21 18 15 14 12 11 10 9 9 8 7 7 7 6 6 614 131 66 44 33 27 22 19 17 15 14 12 11 11 10 9 9 8 8 7 715 161 81 54 41 33 27 23 21 18 17 15 14 13 12 11 11 10 9 9 9

16 196 98 66 49 40 33 28 25 22 20 18 17 16 14 14 13 12 11 11 1017 234 117 78 59 47 39 34 30 26 24 22 20 18 17 16 15 14 13 13 1218 278 139 93 70 56 47 40 35 31 28 26 24 22 20 19 18 17 16 15 1419 327 164 109 82 66 55 47 41 37 33 30 28 26 24 22 21 20 19 18 1720 381 191 127 96 77 64 55 48 43 39 35 32 30 28 26 24 23 22 21 20

21 441 221 147 111 89 74 63 56 49 45 41 37 34 32 30 28 26 25 24 2322 508 254 170 127 102 85 73 64 57 51 47 43 40 37 34 32 30 29 27 2623 580 290 194 145 116 97 83 73 65 58 53 49 45 42 39 37 35 33 31 2924 659 330 220 165 132 110 95 83 74 66 60 55 51 48 44 42 39 37 35 3325 745 373 249 187 149 125 107 94 83 75 68 63 58 54 50 47 44 42 40 38

26 837 419 279 210 168 140 120 105 93 84 77 70 65 60 56 53 50 47 45 4227 938 469 313 235 188 157 134 118 105 94 86 79 73 67 63 59 56 53 50 4728 1046 523 349 262 210 175 150 131 117 105 96 88 81 75 70 66 62 59 56 5329 1162 581 388 291 233 194 166 146 130 117 106 97 90 83 78 73 69 65 62 5930 1286 643 429 322 258 215 184 161 143 129 117 108 99 92 86 81 76 72 68 65

31 1419 710 473 355 284 237 203 178 158 142 129 119 110 102 95 89 84 79 75 7132 1561 781 521 391 313 261 223 196 174 157 142 131 121 112 105 98 92 87 83 7933 1712 856 571 428 343 286 245 214 191 172 156 143 132 123 115 107 101 96 91 8634 1872 936 624 468 375 312 268 234 208 188 171 156 144 134 125 117 111 104 99 9435 2042 1021 681 511 409 341 292 256 227 205 186 171 158 146 137 128 121 114 108 103

36 2222 1111 741 556 445 371 318 278 247 223 202 186 171 159 149 139 131 124 117 11237 2413 1207 805 604 483 403 345 302 269 242 220 202 186 173 161 151 142 135 127 12138 2613 1307 871 654 523 436 374 327 291 262 238 218 201 187 175 164 154 146 138 13139 2825 1413 942 707 565 471 404 354 314 283 257 236 218 202 189 177 167 157 149 14240 3048 1524 1016 762 610 508 436 381 339 305 278 254 235 218 204 191 180 170 161 153

41 3282 1641 1094 821 657 547 469 411 365 329 299 274 253 235 219 206 194 183 173 16542 3528 1764 1176 882 706 588 504 441 392 353 321 294 272 252 236 221 208 196 186 17743 3787 1894 1263 947 758 632 541 474 421 379 345 316 292 271 253 237 223 211 200 19044 4057 2029 1353 1015 812 677 580 508 451 406 369 339 313 290 271 254 239 226 214 20345 4340 2170 1447 1085 868 724 620 543 483 434 395 362 334 310 290 272 256 242 229 217

46 4636 2318 1546 1159 928 773 663 580 516 464 422 387 357 332 310 290 273 258 244 23247 4944 2472 1648 1236 989 824 707 618 550 495 450 412 381 354 330 309 291 275 261 24848 5267 2634 1756 1317 1054 878 753 659 586 527 479 439 406 377 352 330 310 293 278 26449 5603 2802 1868 1401 1121 934 801 701 623 561 510 467 431 401 374 351 330 312 295 28150 5953 2977 1985 1489 1191 993 851 745 662 596 542 497 458 426 397 373 351 331 314 298

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

- 129 -

Very Hard Skills% 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40

1 – – – – – – – – – – – – – – – – – – – –2 – – – – – – – – – – – – – – – – – – – –3 – – – – – – – – – – – – – – – – – – – –4 – – – – – – – – – – – – – – – – – – – –5 – – – – – – – – – – – – – – – – – – – –

6 – – – – – – – – – – – – – – – – – – – –7 1 1 1 1 – – – – – – – – – – – – – – – –8 – – – – 1 1 1 1 1 1 1 1 1 1 – – – – – –9 2 2 2 – – – – – – – – – – – 1 1 1 1 1 1

10 3 – – 2 2 2 2 2 2 2 2 – – – – – – – – –

11 – 3 3 3 3 3 3 – – – – 2 2 2 2 2 2 2 2 212 4 4 4 4 4 4 – 3 3 3 3 3 3 3 – – – – – –13 5 5 5 5 5 5 4 4 4 4 4 4 – – 3 3 3 3 3 314 7 6 6 6 6 6 5 5 5 5 5 5 4 4 4 4 4 4 4 415 8 8 7 7 7 7 6 6 6 6 6 6 5 5 5 5 5 5 5 –

16 10 9 9 9 8 8 8 7 7 7 7 7 6 6 6 6 6 6 – 517 12 11 11 10 10 9 9 9 9 8 8 8 8 7 7 7 7 7 6 618 14 13 13 12 12 11 11 10 10 10 9 9 9 9 8 8 8 8 8 719 16 15 15 14 14 13 13 12 12 11 11 11 10 10 10 10 9 9 9 920 19 18 17 16 16 15 15 14 14 13 13 12 12 12 11 11 11 11 10 10

21 21 21 20 19 18 17 17 16 16 15 15 14 14 13 13 13 12 12 12 1222 25 24 23 22 21 20 19 19 18 17 17 16 16 15 15 15 14 14 14 1323 28 27 26 25 24 23 22 21 20 20 19 19 18 18 17 17 16 16 15 1524 32 30 29 28 27 26 25 24 23 22 22 21 20 20 19 19 18 18 17 1725 36 34 33 32 30 29 28 27 26 25 25 24 23 22 22 21 21 20 20 19

26 40 39 37 35 34 33 31 30 29 28 27 27 26 25 24 24 23 23 22 2127 45 43 41 40 38 37 35 34 33 32 31 30 29 28 27 27 26 25 25 2428 50 48 46 44 42 41 39 38 37 35 34 33 32 31 30 30 29 28 27 2729 56 53 51 49 47 45 44 42 41 39 38 37 36 35 34 33 32 31 30 3030 62 59 56 54 52 50 48 46 45 43 42 41 39 38 37 36 35 34 33 33

31 68 65 62 60 57 55 53 51 49 48 46 45 43 42 41 40 39 38 37 3632 75 71 68 66 63 61 58 56 54 53 51 49 48 46 45 44 43 42 41 4033 82 78 75 72 69 66 64 62 60 58 56 54 52 51 49 48 47 46 44 4334 90 86 82 78 75 72 70 67 65 63 61 59 57 56 54 52 51 50 48 4735 98 93 89 86 82 79 76 73 71 69 66 64 62 61 59 57 56 54 53 52

36 106 101 97 93 89 86 83 80 77 75 72 70 68 66 64 62 61 59 57 5637 115 110 105 101 97 93 90 87 84 81 78 76 74 71 69 68 66 64 62 6138 125 119 114 109 105 101 97 94 91 88 85 82 80 77 75 73 71 69 67 6639 135 129 123 118 113 109 105 101 98 95 92 89 86 84 81 79 77 75 73 7140 146 139 133 127 122 118 113 109 106 102 99 96 93 90 88 85 83 81 79 77

41 157 150 143 137 132 127 122 118 114 110 106 103 100 97 94 92 89 87 85 8342 168 161 154 147 142 136 131 126 122 118 114 111 107 104 101 98 96 93 91 8943 181 173 165 158 152 146 141 136 131 127 123 119 115 112 109 106 103 100 98 9544 194 185 177 170 163 157 151 145 140 136 131 127 123 120 116 113 110 107 105 10245 207 198 189 181 174 167 161 155 150 145 140 136 132 128 124 121 118 115 112 109

46 221 211 202 194 186 179 172 166 160 155 150 145 141 137 133 129 126 122 119 11647 236 225 215 206 198 191 184 177 171 165 160 155 150 146 142 138 134 131 127 12448 251 240 229 220 211 203 196 189 182 176 170 165 160 155 151 147 143 139 136 13249 267 255 244 234 225 216 208 201 194 187 181 176 170 165 161 156 152 148 144 14150 284 271 259 249 239 229 221 213 206 199 193 187 181 176 171 166 161 157 153 149

% 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40

- 130 -

Very Hard Skills% 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 2051 6317 3159 2106 1580 1264 1053 903 790 702 632 575 527 486 452 422 395 372 351 333 31652 6696 3348 2232 1674 1340 1116 957 837 744 670 609 558 516 479 447 419 394 372 353 33553 7090 3545 2364 1773 1418 1182 1013 887 788 709 645 591 546 507 473 444 418 394 374 35554 7499 3750 2500 1875 1500 1250 1072 938 834 750 682 625 577 536 500 469 442 417 395 37555 7923 3962 2641 1981 1585 1321 1132 991 881 793 721 661 610 566 529 496 467 441 417 397

56 8363 4182 2788 2091 1673 1394 1195 1046 930 837 761 697 644 598 558 523 492 465 441 41957 8819 4410 2940 2205 1764 1470 1260 1103 980 882 802 735 679 630 588 552 519 490 465 44158 9292 4646 3098 2323 1859 1549 1328 1162 1033 930 845 775 715 664 620 581 547 517 490 46559 9780 4890 3260 2445 1956 1630 1398 1223 1087 978 890 815 753 699 652 612 576 544 515 48960 10286 5143 3429 2572 2058 1715 1470 1286 1143 1029 936 858 792 735 686 643 606 572 542 515

61 10809 5405 3603 2703 2162 1802 1545 1352 1201 1081 983 901 832 773 721 676 636 601 569 54162 11349 5675 3783 2838 2270 1892 1622 1419 1261 1135 1032 946 873 811 757 710 668 631 598 56863 11907 5954 3969 2977 2382 1985 1701 1489 1323 1191 1083 993 916 851 794 745 701 662 627 59664 12484 6242 4162 3121 2497 2081 1784 1561 1388 1249 1135 1041 961 892 833 781 735 694 658 62565 13078 6539 4360 3270 2616 2180 1869 1635 1454 1308 1189 1090 1006 935 872 818 770 727 689 654

66 13691 6846 4564 3423 2739 2282 1956 1712 1522 1370 1245 1141 1054 978 913 856 806 761 721 68567 14323 7162 4775 3581 2865 2388 2047 1791 1592 1433 1303 1194 1102 1024 955 896 843 796 754 71768 14973 7487 4991 3744 2995 2496 2139 1872 1664 1498 1362 1248 1152 1070 999 936 881 832 789 74969 15644 7822 5215 3911 3129 2608 2235 1956 1739 1565 1423 1304 1204 1118 1043 978 921 870 824 78370 16334 8167 5445 4084 3267 2723 2334 2042 1815 1634 1485 1362 1257 1167 1089 1021 961 908 860 817

71 17044 8522 5682 4261 3409 2841 2435 2131 1894 1705 1550 1421 1312 1218 1137 1066 1003 947 898 85372 17774 8887 5925 4444 3555 2963 2540 2222 1975 1778 1616 1482 1368 1270 1185 1111 1046 988 936 88973 18525 9263 6175 4632 3705 3088 2647 2316 2059 1853 1685 1544 1425 1324 1235 1158 1090 1030 975 92774 19297 9649 6433 4825 3860 3217 2757 2413 2145 1930 1755 1609 1485 1379 1287 1207 1136 1073 1016 96575 20090 10045 6697 5023 4018 3349 2870 2512 2233 2009 1827 1675 1546 1435 1340 1256 1182 1117 1058 1005

76 20904 10452 6968 5226 4181 3484 2987 2613 2323 2091 1901 1742 1608 1494 1394 1307 1230 1162 1101 104677 21740 10870 7247 5435 4348 3624 3106 2718 2416 2174 1977 1812 1673 1553 1450 1359 1279 1208 1145 108778 22598 11299 7533 5650 4520 3767 3229 2825 2511 2260 2055 1884 1739 1615 1507 1413 1330 1256 1190 113079 23479 11740 7827 5870 4696 3914 3355 2935 2609 2348 2135 1957 1807 1678 1566 1468 1382 1305 1236 117480 24381 12191 8127 6096 4877 4064 3483 3048 2709 2439 2217 2032 1876 1742 1626 1524 1435 1355 1284 1220

81 25307 12654 8436 6327 5062 4218 3616 3164 2812 2531 2301 2109 1947 1808 1688 1582 1489 1406 1332 126682 26256 13128 8752 6564 5252 4376 3751 3282 2918 2626 2387 2188 2020 1876 1751 1641 1545 1459 1382 131383 27228 13614 9076 6807 5446 4538 3890 3404 3026 2723 2476 2269 2095 1945 1816 1702 1602 1513 1434 136284 28224 14112 9408 7056 5645 4704 4032 3528 3136 2823 2566 2352 2172 2016 1882 1764 1661 1568 1486 141285 29245 14623 9749 7312 5849 4875 4178 3656 3250 2925 2659 2438 2250 2089 1950 1828 1721 1625 1540 1463

86 30289 15145 10097 7573 6058 5049 4327 3787 3366 3029 2754 2525 2330 2164 2020 1894 1782 1683 1595 151587 31358 15679 10453 7840 6272 5227 4480 3920 3485 3136 2851 2614 2413 2240 2091 1960 1845 1743 1651 156888 32452 16226 10818 8113 6491 5409 4636 4057 3606 3246 2951 2705 2497 2318 2164 2029 1909 1803 1708 162389 33570 16785 11190 8393 6714 5595 4796 4197 3730 3357 3052 2798 2583 2398 2238 2099 1975 1865 1767 167990 34715 17358 11572 8679 6943 5786 4960 4340 3858 3472 3156 2893 2671 2480 2315 2170 2043 1929 1828 1736

91 35885 17943 11962 8972 7177 5981 5127 4486 3988 3589 3263 2991 2761 2564 2393 2243 2111 1994 1889 179592 37081 18541 12361 9271 7417 6181 5298 4636 4121 3709 3371 3091 2853 2649 2473 2318 2182 2061 1952 185593 38303 19152 12768 9576 7661 6384 5472 4788 4256 3831 3483 3192 2947 2736 2554 2394 2254 2128 2016 191694 39552 19776 13184 9888 7911 6592 5651 4944 4395 3956 3596 3296 3043 2826 2637 2472 2327 2198 2082 197895 40828 20414 13610 10207 8166 6805 5833 5104 4537 4083 3712 3403 3141 2917 2722 2552 2402 2269 2149 2042

96 42131 21066 14044 10533 8427 7022 6019 5267 4682 4214 3831 3511 3241 3010 2809 2634 2479 2341 2218 210797 43461 21731 14487 10866 8693 7244 6209 5433 4829 4347 3951 3622 3344 3105 2898 2717 2557 2415 2288 217498 44819 22410 14940 11205 8964 7470 6403 5603 4980 4482 4075 3735 3448 3202 2988 2802 2637 2490 2359 224199 46205 23103 15402 11552 9241 7701 6601 5776 5134 4621 4201 3851 3555 3301 3081 2888 2718 2567 2432 2311

100 47620 23810 15874 11905 9524 7937 6803 5953 5292 4762 4330 3969 3664 3402 3175 2977 2802 2646 2507 2381

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

- 131 -

Very Hard Skills% 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 4051 301 288 275 264 253 243 234 226 218 211 204 198 192 186 181 176 171 167 162 15852 319 305 292 279 268 258 248 240 231 224 216 210 203 197 192 186 181 177 172 16853 338 323 309 296 284 273 263 254 245 237 229 222 215 209 203 197 192 187 182 17854 358 341 327 313 300 289 278 268 259 250 242 235 228 221 215 209 203 198 193 18855 378 361 345 331 317 305 294 283 274 265 256 248 241 234 227 221 215 209 204 199

56 399 381 364 349 335 322 310 299 289 279 270 262 254 246 239 233 227 221 215 21057 420 401 384 368 353 340 327 315 305 294 285 276 268 260 252 245 239 233 227 22158 443 423 404 388 372 358 345 332 321 310 300 291 282 274 266 259 252 245 239 23359 466 445 426 408 392 377 363 350 338 326 316 306 297 288 280 272 265 258 251 24560 490 468 448 429 412 396 381 368 355 343 332 322 312 303 294 286 278 271 264 258

61 515 492 470 451 433 416 401 387 373 361 349 338 328 318 309 301 293 285 278 27162 541 516 494 473 454 437 421 406 392 379 367 355 344 334 325 316 307 299 291 28463 567 542 518 497 477 458 441 426 411 397 385 373 361 351 341 331 322 314 306 29864 595 568 543 521 500 481 463 446 431 417 403 391 379 368 357 347 338 329 321 31365 623 595 569 545 524 503 485 468 451 436 422 409 397 385 374 364 354 345 336 327

66 652 623 596 571 548 527 508 489 473 457 442 428 415 403 392 381 371 361 352 34367 683 652 623 597 573 551 531 512 494 478 463 448 435 422 410 398 388 377 368 35968 713 681 651 624 599 576 555 535 517 500 483 468 454 441 428 416 405 395 384 37569 745 712 681 652 626 602 580 559 540 522 505 489 475 461 447 435 423 412 402 39270 778 743 711 681 654 629 605 584 564 545 527 511 495 481 467 454 442 430 419 409

71 812 775 742 711 682 656 632 609 588 569 550 533 517 502 487 474 461 449 438 42772 847 808 773 741 711 684 659 635 613 593 574 556 539 523 508 494 481 468 456 44573 883 843 806 772 741 713 687 662 639 618 598 579 562 545 530 515 501 488 475 46474 919 878 839 805 772 743 715 690 666 644 623 604 585 568 552 537 522 508 495 48375 957 914 874 838 804 773 745 718 693 670 649 628 609 591 574 559 543 529 516 503

76 996 951 909 871 837 804 775 747 721 697 675 654 634 615 598 581 565 551 536 52377 1036 989 946 906 870 837 806 777 750 725 702 680 659 640 622 604 588 573 558 54478 1077 1028 983 942 904 870 837 808 780 754 729 707 685 665 646 628 611 595 580 56579 1119 1068 1021 979 940 904 870 839 810 783 758 734 712 691 671 653 635 618 603 58780 1161 1109 1061 1016 976 938 903 871 841 813 787 762 739 718 697 678 659 642 626 610

81 1206 1151 1101 1055 1013 974 938 904 873 844 817 791 767 745 724 703 684 666 649 63382 1251 1194 1142 1094 1051 1010 973 938 906 876 847 821 796 773 751 730 710 691 674 65783 1297 1238 1184 1135 1090 1048 1009 973 939 908 879 851 826 801 778 757 736 717 699 68184 1344 1283 1228 1176 1129 1086 1046 1008 974 941 911 882 856 831 807 784 763 743 724 70685 1393 1330 1272 1219 1170 1125 1084 1045 1009 975 944 914 887 861 836 813 791 770 750 732

86 1443 1377 1317 1263 1212 1165 1122 1082 1045 1010 978 947 918 891 866 842 819 798 777 75887 1494 1426 1364 1307 1255 1207 1162 1120 1082 1046 1012 980 951 923 896 872 848 826 805 78488 1546 1476 1411 1353 1299 1249 1202 1159 1120 1082 1047 1015 984 955 928 902 878 854 833 81289 1599 1526 1460 1399 1343 1292 1244 1199 1158 1119 1083 1050 1018 988 960 933 908 884 861 84090 1654 1578 1510 1447 1389 1336 1286 1240 1198 1158 1120 1085 1052 1022 992 965 939 914 891 868

91 1709 1632 1561 1496 1436 1381 1330 1282 1238 1197 1158 1122 1088 1056 1026 997 970 945 921 89892 1766 1686 1613 1546 1484 1427 1374 1325 1279 1237 1197 1159 1124 1091 1060 1031 1003 976 951 92893 1824 1742 1666 1596 1533 1474 1419 1368 1321 1277 1236 1197 1161 1127 1095 1064 1036 1008 983 95894 1884 1798 1720 1648 1583 1522 1465 1413 1364 1319 1276 1236 1199 1164 1131 1099 1069 1041 1015 98995 1945 1856 1776 1702 1634 1571 1513 1459 1408 1361 1318 1276 1238 1201 1167 1135 1104 1075 1047 1021

96 2007 1916 1832 1756 1686 1621 1561 1505 1453 1405 1360 1317 1277 1240 1204 1171 1139 1109 1081 105497 2070 1976 1890 1811 1739 1672 1610 1553 1499 1449 1402 1359 1317 1279 1242 1208 1175 1144 1115 108798 2135 2038 1949 1868 1793 1724 1660 1601 1546 1494 1446 1401 1359 1319 1281 1245 1212 1180 1150 112199 2201 2101 2009 1926 1849 1778 1712 1651 1594 1541 1491 1444 1401 1359 1321 1284 1249 1216 1185 1156

100 2268 2165 2071 1985 1905 1832 1764 1701 1643 1588 1537 1489 1444 1401 1361 1323 1288 1254 1222 1191

% 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40

- 132 -

Very Hard Skills% 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60

1 – – – – – – – – – – – – – – – – – – – –2 – – – – – – – – – – – – – – – – – – – –3 – – – – – – – – – – – – – – – – – – – –4 – – – – – – – – – – – – – – – – – – – –5 – – – – – – – – – – – – – – – – – – – –

6 – – – – – – – – – – – – – – – – – – – –7 – – – – – – – – – – – – – – – – – – – –8 – – – – – – – – – – – – – – – – – – – –9 1 1 1 1 1 1 1 – – – – – – – – – – – – –

10 – – – – – – – 1 1 1 1 1 1 1 1 1 1 1 1 1

11 2 – – – – – – – – – – – – – – – – – – –12 – 2 2 2 2 2 2 2 2 2 2 2 – – – – – – – –13 3 3 3 – – – – – – – – – 2 2 2 2 2 2 2 214 – – – 3 3 3 3 3 3 3 3 3 3 – – – – – – –15 4 4 4 4 4 4 4 4 – – – – – 3 3 3 3 3 3 3

16 5 5 5 5 5 5 – – 4 4 4 4 4 4 4 4 4 4 – –17 6 6 6 6 6 6 5 5 5 5 5 5 5 5 5 – – – 4 418 7 7 7 7 7 7 6 6 6 6 6 6 6 6 – 5 5 5 5 519 8 8 8 8 8 8 7 7 7 7 7 7 7 7 6 6 6 6 6 620 10 10 9 9 9 9 9 8 8 8 8 8 8 8 7 7 7 7 7 7

21 11 11 11 11 10 10 10 10 9 9 9 9 9 9 9 8 8 8 8 822 13 13 12 12 12 12 11 11 11 11 10 10 10 10 10 10 9 9 9 923 15 14 14 14 13 13 13 13 12 12 12 12 11 11 11 11 11 10 10 1024 17 16 16 15 15 15 15 14 14 14 13 13 13 13 12 12 12 12 12 1125 19 18 18 17 17 17 16 16 16 15 15 15 15 14 14 14 14 13 13 13

26 21 20 20 20 19 19 18 18 18 17 17 17 16 16 16 15 15 15 15 1427 23 23 22 22 21 21 20 20 20 19 19 19 18 18 18 17 17 17 16 1628 26 25 25 24 24 23 23 22 22 21 21 21 20 20 20 19 19 19 18 1829 29 28 28 27 26 26 25 25 24 24 23 23 22 22 22 21 21 21 20 2030 32 31 30 30 29 28 28 27 27 26 26 25 25 24 24 23 23 23 22 22

31 35 34 33 33 32 31 31 30 29 29 28 28 27 27 26 26 25 25 25 2432 39 38 37 36 35 34 34 33 32 32 31 31 30 29 29 28 28 27 27 2733 42 41 40 39 39 38 37 36 35 35 34 33 33 32 32 31 31 30 30 2934 46 45 44 43 42 41 40 39 39 38 37 36 36 35 35 34 33 33 32 3235 50 49 48 47 46 45 44 43 42 41 41 40 39 38 38 37 36 36 35 35

36 55 53 52 51 50 49 48 47 46 45 44 43 42 42 41 40 39 39 38 3837 59 58 57 55 54 53 52 51 50 49 48 47 46 45 44 44 43 42 41 4138 64 63 61 60 59 57 56 55 54 53 52 51 50 49 48 47 46 46 45 4439 69 68 66 65 63 62 61 59 58 57 56 55 54 53 52 51 50 49 48 4840 75 73 71 70 68 67 65 64 63 61 60 59 58 57 56 55 54 53 52 51

41 81 79 77 75 73 72 70 69 67 66 65 64 62 61 60 59 58 57 56 5542 87 84 83 81 79 77 76 74 72 71 70 68 67 66 65 63 62 61 60 5943 93 91 89 87 85 83 81 79 78 76 75 73 72 71 69 68 67 66 65 6444 99 97 95 93 91 89 87 85 83 82 80 79 77 76 74 73 72 70 69 6845 106 104 101 99 97 95 93 91 89 87 86 84 82 81 79 78 77 75 74 73

46 114 111 108 106 104 101 99 97 95 93 91 90 88 86 85 83 82 80 79 7847 121 118 115 113 110 108 106 103 101 99 97 96 94 92 90 89 87 86 84 8348 129 126 123 120 118 115 113 110 108 106 104 102 100 98 96 95 93 91 90 8849 137 134 131 128 125 122 120 117 115 113 110 108 106 104 102 101 99 97 95 9450 146 142 139 136 133 130 127 125 122 120 117 115 113 111 109 107 105 103 101 100

% 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60

- 133 -

Very Hard Skills% 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 6051 155 151 147 144 141 138 135 132 129 127 124 122 120 117 115 113 111 109 108 10652 164 160 156 153 149 146 143 140 137 134 132 129 127 124 122 120 118 116 114 11253 173 169 165 162 158 155 151 148 145 142 140 137 134 132 129 127 125 123 121 11954 183 179 175 171 167 164 160 157 154 150 148 145 142 139 137 134 132 130 128 12555 194 189 185 181 177 173 169 166 162 159 156 153 150 147 145 142 139 137 135 133

56 204 200 195 191 186 182 178 175 171 168 164 161 158 155 153 150 147 145 142 14057 216 210 206 201 196 192 188 184 180 177 173 170 167 164 161 158 155 153 150 14758 227 222 217 212 207 202 198 194 190 186 183 179 176 173 169 166 164 161 158 15559 239 233 228 223 218 213 209 204 200 196 192 189 185 182 178 175 172 169 166 16360 251 245 240 234 229 224 219 215 210 206 202 198 195 191 188 184 181 178 175 172

61 264 258 252 246 241 235 230 226 221 217 212 208 204 201 197 194 190 187 184 18162 277 271 264 258 253 247 242 237 232 227 223 219 215 211 207 203 200 196 193 19063 291 284 277 271 265 259 254 249 243 239 234 229 225 221 217 213 209 206 202 19964 305 298 291 284 278 272 266 261 255 250 245 241 236 232 227 223 220 216 212 20965 319 312 305 298 291 285 279 273 267 262 257 252 247 243 238 234 230 226 222 218

66 334 326 319 312 305 298 292 286 280 274 269 264 259 254 249 245 241 237 233 22967 350 342 334 326 319 312 305 299 293 287 281 276 271 266 261 256 252 247 243 23968 366 357 349 341 333 326 319 312 306 300 294 288 283 278 273 268 263 259 254 25069 382 373 364 356 348 341 333 326 320 313 307 301 296 290 285 280 275 270 266 26170 399 389 380 372 363 356 348 341 334 327 321 315 309 303 297 292 287 282 277 273

71 416 406 397 388 379 371 363 356 348 341 335 328 322 316 310 305 300 294 289 28572 434 424 414 404 395 387 379 371 363 356 349 342 336 330 324 318 312 307 302 29773 452 442 431 422 412 403 395 386 379 371 364 357 350 344 337 331 325 320 314 30974 471 460 449 439 429 420 411 403 394 386 379 372 365 358 351 345 339 333 328 32275 490 479 468 457 447 437 428 419 410 402 394 387 380 373 366 359 353 347 341 335

76 510 498 487 476 465 455 445 436 427 419 410 402 395 388 381 374 367 361 355 34977 531 518 506 495 484 473 463 453 444 435 427 419 411 403 396 389 382 375 369 36378 552 539 526 514 503 492 481 471 462 452 444 435 427 419 411 404 397 390 384 37779 573 560 547 534 522 511 500 490 480 470 461 452 443 435 427 420 412 405 398 39280 595 581 567 555 542 531 519 508 498 488 479 469 461 452 444 436 428 421 414 407

81 618 603 589 576 563 551 539 528 517 507 497 487 478 469 461 452 444 437 429 42282 641 626 611 597 584 571 559 547 536 526 515 505 496 487 478 469 461 453 446 43883 665 649 634 619 606 592 580 568 556 545 534 524 514 505 496 487 478 470 462 45484 689 672 657 642 628 614 601 588 576 565 554 543 533 523 514 504 496 487 479 47185 714 697 681 665 650 636 623 610 597 585 574 563 552 542 532 523 514 505 496 488

86 739 722 705 689 674 659 645 632 619 606 594 583 572 561 551 541 532 523 514 50587 765 747 730 713 697 682 668 654 640 628 615 604 592 581 571 560 551 541 532 52388 792 773 755 738 722 706 691 677 663 650 637 625 613 601 591 580 570 560 551 54189 819 800 781 763 746 730 715 700 686 672 659 646 634 622 611 600 589 579 569 56090 847 827 808 789 772 755 739 724 709 695 681 668 655 643 632 620 610 599 589 579

91 876 855 835 816 798 781 764 748 733 718 704 691 678 665 653 641 630 619 609 59992 905 883 863 843 825 807 789 773 757 742 728 714 700 687 675 663 651 640 629 61993 935 912 891 871 852 833 815 798 782 767 752 737 723 710 697 684 672 661 650 63994 965 942 920 899 879 860 842 824 808 792 776 761 747 733 720 707 694 682 671 66095 996 973 950 928 908 888 869 851 834 817 801 786 771 757 743 730 717 704 692 681

96 1028 1004 980 958 937 916 897 878 860 843 827 811 795 781 767 753 740 727 715 70397 1061 1035 1011 988 966 945 925 906 887 870 853 836 821 805 791 777 763 750 737 72598 1094 1068 1043 1019 996 975 954 934 915 897 879 862 846 830 815 801 787 773 760 74799 1127 1101 1075 1051 1027 1005 984 963 943 925 906 889 872 856 841 826 811 797 784 771

100 1162 1134 1108 1083 1059 1036 1014 993 972 953 934 916 899 882 866 851 836 822 808 794

% 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60

- 134 -