The Minstrel's Song: A Complex Mathematical Model

This model represents a mathematician's second attempt at making a mathematical model, and as such is very detailed, complex, and at times hard to keep track of. It is being kept on the web primarily as a courtesy to people who are already using it. If you are not a heavy gamer, and are not used to complex mathematical models, I strongly suggest that you use this simpler model. This document may still be useful, as a wealth of detail about mechanical devices and other creations, but newcomers are warned that using this as an actual model for game play may be difficult.


Section I: General model

Section I A: Getting Started


The parts of this document are as follows:

Another document, "From zero", introduces the concept of role play and deals with all of the non-numerical parts of getting started; this document tells how to deal with numbers and dice.

For basic introduction and getting the feel for the model:

Section I B attempts to explain some of the basic concepts. Section IV develops a sample character sheet, a sheet used to store basic information useful to play; it demonstrates what a player goes through in order to set things up. Section II F gives some numbers to use as reference points, for questions like "What should be the difficulty for thus-and-such?" Section III gives a quick key to abbreviations used throughout the work.

For developping a character sheet:

Section II A tells how to generate a character's attributes — numerical ratings that tell how talented a character is in various areas — and section II B tells how to adjust them for age, gender, and race. Section II D gives the basic list of skills and tells how they are to be adjusted by attributes. Section II H gives starting experience, and section II G tells how much experience it takes to raise a skill to a certain level.

For modelling play:

Section II I tells how, when a character attempts an action, to roll dice to decide whether the character, with skill A, succeeds at an action with difficulty B. Section II J deals with combat and damage. Section II K deals with random encounters of animals and people, and describes what animals are in the world. Section II L deals with equipment.

Optional rules and Other:

There are several optional rules which may be used to enhance play and give it more detail. Section I C is the first such section, dealing with skills ratings. Section II C gives miscellaneous numbers about the races. Section II E gives numbers referenced in II C. Section II M gives rules about the time taken for various actions, and performing actions simultaneously. Section V comments on the model.


Section I B: The Basic Idea


This is essentially a skill-based model, a modified version of another model to use dice. It requires the use of two six-sided dice of different colors — for the sake of simplicity, the two dice will be referrered to as r (red) and b (blue), and read as producing numbers ranging from 1 to 6. For example, 6*r+b would be read as ten times the number on the red die, plus the number on the blue die, which would in effect produce a random number from 7 to 42. It is, while not necessary, helpful in some cases to have two ten-sided dice.

In general for skills, attributes, ratings, etc., a 0 is average, and the number (positive or negative) tells how far above or below average that creature is. The scale is exponential; 10 points correspond to doubling/halving. So someone with a strength of 20 and a dexterity of -10 would have a strength of 2*2=4 times average, while someone with a dexterity of -10 would be half as dexterous as the average person. The game generally uses the attributes in the form given — essentially, how to adjust an average ability — and doesn't really deal with an absolute scale.

A character's skill will have an av (adjusted value), equal to the bs (base skill), minus the skill's dl (difficulty of learning), plus the character's al (ability to learn), plus the gaa (governing attributes addend). When the character attempts an action, the skill's difficulty will be subtracted from the av, and then dice will be rolled to see if the attempt was successful.

If an action is being taken against another character (for example, haggling), that person's av is the difficulty.


Section I C: Additional Rules


Some skills are related to each other by an ld (learning difference). If skill X and skill Y are related by an ld of 5, then a character's bs (exclusive of experience) in skill x is at least the number five less than his bs in skill Y. So a character who had a bs of 15 in skill X would have a minimum bs of 10 in skill Y. The ld's are additive (if X and Y have ld 5 and Y and Z have ld 10, X and Z have ld 15), but explicitly listed differences supercede the values that are calculated from additivity. If there are two or more ld's contributing point values to a specific skill, and/or a nonzero untrained base, the total is not the sum of the point values. It is the maximum.

Learning may take place under a tutor who has a skill of at least the skill level that the character is training to; in that case, the learning is at half price. The experience given starting characters takes this tutelage into account.


Section II: Charts

Section II A: Attributes


Several random numbers generated as r - b: the number on the red die, less the number on the blue die.

These values are numbered n1 through n36.

The attributes are read roughly as how far above or below the average they are: a +10 would be a fair amount above average (twice the average), while -10 would be moderately below average (half the average), with zero being average. The maximum possible is 25, and the minimum -25.

Here are the calculated attributes:

ag (Agility)		n1+n2+n3+n4+n5
al (Ability to Learn)	n1+n6+n7+n8+n9
ch (Charisma)		n1+n6+n10+n11+n12
co (Constitution)	n13+n14+n15+n16+n17
de (Dexterity)		n1+n2+n3+n18+n19
in (Intelligence)	n1+n6+n7+n20+n21
kn (Knowledge)		n1+n6+n7+n22+n23
me (Memory)		n1+n6+n7+n24+n25
pe (Perception)		n1+n6+n26+n27+n28
sp (Speed)		n1+n2+n29+n30+n31
st (Strength)		n13+n14+n32+n33+n34
wi (Wisdom)		n1+n6+n7+n35+n36

Section II B: Attribute Adjustments


All adjustments are addends: they are added to a character's base attribute. All adjustments are 0 unless otherwise specified.

Attribute:     ag  al  ch  co  de  in  kn  me  pe  sp  st  wi

Race: Nor'krin 0 0 0 0 0 0 3 5 0 0 5 0 Tuz 0 0 0 5 0 0 0 0 0 0 10 0 Urvanovestilli 0 0 2 0 5 5 2 3 0 0 -10 0 Yedidia 0 0 5 0 0 3 0 0 10 0 0 0 Jec 0 0 0 0 0 0 0 0 0 0 0 0 Shal 0 0 0 0 0 2 0 0 0 -5 0 5 Janra 20 0 5 0 0 4 0 0 2 5 5 0

Gender: Male 0 0 0 0 0 0 0 0 0 0 5 0 Female 0 0 0 0 2 0 0 0 5 0 -5 0

Age: Child 5 10 2 10 0 -8 5 0 10 10 -4 -10 Young Adult 5 5 0 5 5 0 -4 0 5 5 5 0 Middle Aged 0 0 0 0 0 0 0 0 0 0 0 3 Old -4 -4 0 -4 -4 -3 5 -3 -4 -4 -4 5 Extremely Old -10 -10 0 -10 -10 -5 5 -8 -10 -10 -10 10


Section II C: Racial Non-Attribute Statistics.


A character's actual lifespan is calculated by multiplying the racial base by his constitution (constitution not adjusted for race, gender, or age), except for the border between child and young adult, which is not adjusted. For example, a Janra with a non-adjusted log of constitution of .8 would become a young adult at 16, middle aged at 41, old at 73, and extremely old at 89. A character will die of old age at an age of his maximum adjusted lifespan times the square root of x1, where x1 is uniformly distributed over [0,1].

Age:		Child	Young Adult	Middle Aged	Old	Extremely Old
Nor'krin	0-15	16-30		31-60		61-90	91-120
Tuz		0-15	16-25		26-40		41-50	51-60
Urvanovestilli	0-30	31-100		101-300		301-400	401-500
Yedidia		0-20	21-50		51-120		121-160	161-200
Jec		0-15	16-30		31-60		61-90	91-120
Shal		0-50	51-200		201-600		601-800	801-1000
Janra		0-15	16-50		51-90		91-110	111-120

Speed of movement is given in both miles per hour and feet per second. A character's speed of movement is equal to the racial base multiplied by his speed, adjusted for age and gender but not race. Females suffer a 10% speed penalty.

Speed: mph:	Walk	Jog	Sprint	fps:	Walk	Jog	Sprint
Nor'krin	2	4	14		2	5	21
Tuz		1	2	8		2	3	12
Urvanovestilli	3	5	20		4	7	29
Yedidia		2	3	12		2	4	18
Jec		2	4	14		2	5	21
Shal		1	2	6		1	2	9
Janra		5	7	30		7	11	44

Adult height is normally distributed with mean m and standard deviation s.

Height:	Male:	m	s	Female:	m	s
Nor'krin	6'6"	3"		5'8"	3"
Tuz		4'6"	2"		4'3"	2"
Urvanovestilli	5'2"	1.5"		4'8"	1.5"
Yedidia		5'4"	2.5"		4'6"	2"
Jec		5'6"	2.5"		5'2"	2"
Shal		5'6"	2"		5'2"	1.5"
Janra		6'0"	3"		5'6"	3"

As is adult weight:

Weight: Male:	m	s	Female:	m	s
Nor'krin	200#	29#		150#	25#
Tuz		200#	28#		150#	22#
Urvanovestilli	100#	9#		70#	7#
Yedidia		150#	22#		100#	14#
Jec		130#	18#		110#	13#
Shal		145#	16#		125#	11#
Janra		150#	23#		130#	22#

Section II D: Skills


Here is a listing of skills/areas of knowledge/abilities. It is meant to be illustrative rather than exclusive. (Partially borrowed from AD&D)

Following most skills are: untrained base (general, and then with values for specific races following, separated by commas if need be: (N)or'krin, (T)uz, (U)rvanovestilli, (Y)edidia, Je(C), (S)hal, and (J)anra); dl; base time (s=seconds, m=minutes, h=hours, d=days; w=weeks; y=years. A hyphen ('-') for untrained base means that an untrained character is incapable of attempting that skill. A trailing c means that an action is continuous and must be checked with that frequency — for example, moving silently); gaa elements.

An untrained attribute of 0 does not mean that a character is incapable of performing that action. It means that he has no special training above what is common.

The gaa element is the number of times that an attribute is to be added. For example, st 2, co 1 would mean that the gaa is twice the character's strength plus his constitution.

(Other comments may follow as appropriate.)

Acquisition, 0, J 10; 0; 1d; ch 1, pe 1
Acrobatics/Tumbling 0, Y 10, J 20; 0; 2 s; ag 1, st 1
Acting 0; 0; 30 m; ch 1
Ambidexterity costs 5 points
Animal Handling 0, Y 20, C 10; 0; 5 m; ch 1
Animal Lore 0, Y 20; 0; 1 m; kn 1
Animal Training 0, Y 10; 0; 3 w; -
Anatomy 0, U 10, Y 10; 0; 1 m; kn 1
Anthropology -, U 10; 0; 1 m; in 1, kn 1, me 1
Appraisal 10, U 20; 0; 1 m; pe 1
Artistic Skill (Specific Medium) 0; 0; 1 d; in 1
Attack (Specific Weapon) 0, N Axe 10, N Knife 10, N Longbow 20, T Crossbow 10, T Dagger 20, J Dagger 10; 0; Axe 2 s, Crossbow 30 s, Dagger (Hand to Hand) 2 s, Fist 1 s, Halberd 8 s, Lance 15 s, Longbow 5 s, Longsword 5 s, Mace 7 s, Rapier 3 s, Shortsword 3 s, Two-Handed Sword 10 s; Hand to Hand de 1, sp 1, st 1 (Lance strength of mount), Missle de 1, sp 1 — Note: Hand to Hand and Missle are each generalizations of attack; if a character wishes to generalize to all weapons, the cost is dl 15 instead of 10.
Balance 0, J 20; 0; 1 s; ag 1
Biology 0, U 10; 0; in 1; 1 m; kn 1, me 1
Blacksmith 0; 0; 1 h; de 1
Blind Action 0, Y 10, S 20, J 10; 0; pe 1 — if a check is made for blind action, an action may be taken blind at twice the normal difficulty.
Bowyer/Fletcher 0; 0; 1 d; de 1
Brewing 0; 0; 1 w; -
Building 0; 0; 5 w; de 1
Carving 0; 0; 30 m; de 1
Carpentry 0; 0; 1 w; de 1
Catch 0; 0; 1 s; de 1
Ceremonies 0, U 10; 0; 1 h; kn 1
Charioteering 0; 0; 5mc; ag 1
Chemistry 0, U 10, Y 10; 0; 30 m; in 1, kn 1, me 1
Climbing 0, J 10; 0; 1 m(c); ag 1, st 1 — this must be checked every 20 feet.
Clockwork Device Craftsmanship/Engineering 0, U 20; 0; 1 d; de 1, in 1
Cobbling 0; 0; 1 h; de 1
Cooking 0; 0; 1 h; -
Cold Tolerance 0, N 20, C 10, J 10; 0; 1 wc; co 1
Cultures (specific culture) 0, U 5, J 10; 0; 1 m; kn 1
Dancing 0, U 10, Y 20, J 15; 0; 5 mc; ag 1
Dodge 0, Y 10, J 10; 0; 1 s; ag 1, sp 1 — if a character attempts to dodge in the middle of an action, that action is lost. Dodging may, of course, be executed concurrently with other actions with both actions at double difficulty. The difficulty of hitting a dodging creature is the difficulty of normally hitting the creature plus the creature's dodge value.
Doublejointedness costs 5
Endurance 0, N 20, T 10, J 10; 0; 15mc; st 1, co 1 — if a character fails an endurance check after fifteen minutes of vigorous activity, he is exhausted and will have all actions at double difficulty until he has rested (not sleep necessarily — sitting or other inactivity) for twice the duration of the exercise. If a second endurance check is failed, all actions are at four times normal difficulty until aforementioned rest time is taken; if a third check is failed, the character falls asleep and sleeps for five times the duration of activity.
Engineering 0, U 10; 0; 1 h; in 1
Etiquette 0, U 10; 0; 1 m; kn 1
Farmer 0, C 20; 0; 1 y; kn 1
Fencing (specific weapon) 0, U rapier or possibly other weapon 20; 5; as per attack/parry (dodge); as per attack/parry (dodge)
Fire-Building 0; 0; 15 m; de 1
Fisher 0; 0; 1 h; pe 1
Gambling 0, U 10, Y 10; 0; 5 m; pe 1
Gardening 0, Y 20; 0; 5 w; -
Gem Cutting 0; 0; 1 h; de 1
Geography 0, U 10, J 10; 0; 1 m; kn 1
Guess Actions — guess from looking at a person what he will do next. 0, U 10, Y 20; 0; 2 s; pe 1
Haggling 0; 0; 5 m; ch 1, pe 1
Hear Noises — hear almost silent noises. 0, Y 20; 0; 1 m; pe 1
Heat Tolerance 0, T 20, Y 10, S 20, J 10; 0; 1 w; co 1
Heraldry 0, U 10; 0; 1 m; kn 1
Herbalism 0, U 10, Y 15; 0; 15 m; kn 1
Hide 0, Y 10, J 10; 0; 10 s; ag 1, pe 1
History 0, U 10, J 5; 0; 5 m; kn 1
Hunting 0, N 20, T 20, Y 10; 10; 1 h; pe 1
Illusionism 0; 0; 1 m; de 1
Improvisation (Musical) 0, Y 20, J 10; 0; 5mc; in 1
Incense Making 0, Y 10; 0; 1d; -
Janra-Ball — incomprehensible to members of other races. -, J 20; 0; 10 mc; ag 1, al 1, de 1, in 1, me 1, pe 1, sp 1, st 1
Jewelry Work 0; 0; 1 d; de 1
Juggling -; 0; 1 mc; de 1
Jumping 0, J 10; 0; 2 s; ag 1, st 1
Jury-Rigging 0, J 10; 0; 5 m; in 1
Keen Eyesight 0, U 20, Y 10; 0; 5 s; pe 1
Languages (Specific Language(s)) 0, J 5; 0, U 10, C -10; 1 mc; kn 1 — of course, the language(s) the character grew up speaking are free with a native proficiency.
Leadership 0, U 10; 0; 1 d; ch 1
Leather Working 0; 0; 1 h; de 1
Literature 10, U 20; 0; 15 m; kn 1
Mapmaking -; 0; 1 d; kn 1
Massage 0, Y 10, S 20; 0; 10 mc; de 1
Mathematics -, U 20; 0; 15 m; in 2
Mediation 0; 0; 1 h; ch 1, in 1, pe 1
Medicine 0, U 10, Y 10, J 10; 0; 10 m; kn 1
Mining 0; 0; 1 d; -
Move Silently 0, Y 10, S 10, J 10; 0; 1 mc; ag 1, pe 1
Musical Composition 0, Y 10; 0; 1h; in 1
Musical Instrument (Specific Instrument) 0, U 10 (one specific), Y 10 (one specific); 0; 5mc; de 1
Navigation 0; 0; 1 d; pe 1
Open Locks -; 0; 5 m; de 1, pe 1
Persuasion 0; 0; 30 m; ch 1, in 1
Philosophy 0, U 20; 0; 10 m; in 1, kn 1
Physics -, U 10; 0; 10 m; in 1
Poetry Composition 0; 0; 1 h; in 1
Pole Vault 0, J 10; 0; 10 s; ag 1
Pottery Making 0; 0; 10 m; de 1
Public Speaking 0, U 10, J 10; 0; 30 m; in 1, ch 1
Pyrotechnics -, U 10; 0; 1 h; in 1
Reading/Writing -, U 20; -10; 10 mc; in 1
Read Emotion 0, Y 10 (+5 to both Yedidia and non-Yedidia females); 0; 15 s; pe 1
Repair 0, U 10; 0; 30 m; in 1
Riding (Specific Animal) 0, U Horse 20, Y All 20; 0; 10 mc; ag 1
Rope Use 0; 0; 20 s; de 1
Sailing 0; 0; 1 d; -
Search 0; 0; 5 m; pe 1
Shouting — shout loudly and prolongedly without tiring vocal chords. 0, T 10; 0; 5 mc; -
Singing 10, Y 30; 0; 10 mc; ch 1
Smell Creature — smell what creatures are around and have passed by. 0, Y 10; 0; 10 s; pe 1
Sports 0, T 10, J 10; 0; 30 m; ag 1, st 1
Stonemasonry 0; 0; 1 d; -
Storytelling 0; 0; 1 h; ch 1, in 1
Strategy Games 0; 0; 1 h; in 1
Swimming 0, Y 10, S 10, J 20; 0; 15 mc; ag 1, st 1
Symbolic Lore 0, N 20, U 10, C 20; 0; 1 m; kn 1
Tactics 0, U 10; 0; 1; 10 m; in 1, pe 1
Tailoring 0; 10 1 d; de 1
Technology Identification 0, U 20, J 10; 0; 1m; in 1, kn 1
Technology Use 0, U 20, J 10; 0; 1 m; in 1, kn 1
Theology 10, U 20; 0; 10 m; in 1, kn 1
Throw 0; 0; 3 s; de 1
Tightrope Walking 0, J 20; 0; 10 sc; ag 1, sp 1
Tracking 0, T 10, Y 20; 0; 5 mc; pe 1
Trivia 0, U 20, J 20; 0; 1 m; kn 1
Ventriloquism -; 0; 15 sc; -
Weather Sense 0, Y 10; 0; 5 s; pe 1
Weaving 0; 0; 1 h; de 1
Wilderness Survival 0, N 20, T 15, Y 20, J 10; 0; 1 dc; pe 1
Withdrawing/Meditation -, S 20; 1; 1 h; wi 1
Woodlore 0, Y 20, S 10; 0; 1 m; kn 1, wi 1
Wrestling 0, T 20, J 10; 0; 1 mc; ag 1, sp 1, st 1 — a wrestling match can have three states — neutral, one character has advantage, one character has pinned. It starts out neutral, and each minute it goes one increment in favor of the character who wins the check.


Section II E: Learning Differences


Learning differences are an optional rule which players may take advantage of to gain higher skills. Calculating every possible attribute is not necessary; players may simply use what they choose to look for and find in order to gain higher effective skills.

Below are lds for skills, in dictionary order. Unlisted pairs of skills have no ld except as possibly calculable through chains.

The format is skill, skill, ld.

Acquisition, Persuasion, 15
Acrobatics/Tumbling, Balance, 10
Acrobatics/Tumbling, Climbing, 25
Acrobatics/Tumbling, Dancing, 10
Acrobatics/Tumbling, Dodge, 10
Acrobatics/Tumbling, Fencing, 10
Acrobatics/Tumbling, Jumping, 10
Acrobatics/Tumbling, Move Silently, 25
Acrobatics/Tumbling, Pole Vault, 10
Acrobatics/Tumbling, Riding, 15
Acrobatics/Tumbling, Swimming, 15
Acrobatics/Tumbling, Tightrope Walking, 10
Acrobatics/Tumbling, Wrestling, 10
Acting, Public Speaking, 10
Acting, Storytelling, 5
Anatomy, Massage, 15
Anatomy, Medicine, 10
Animal Handling, Animal Training, 15
Animal Lore, Wood Lore, 10
Anthropology, Cultures, 10
Attack, Attack (other weapon which is also hand-to-hand/also missle), 10
Attack, Balance, 10
Attack, Dancing, 10
Attack, Hunting, 15
Attack, Riding, 15
Attack, Tightrope Walking, 10
Attack, Wrestling 10
Balance, Charioteering, 10
Balance, Climbing, 15
Balance, Dancing, 15
Balance, Pole Vault, 15
Balance, Riding, 10
Balance, Tightrope Walking, 5
Balance, Wrestling, 15
Biology, Herbalism, 15
Biology, Medicine, 10
Blind Action, Hear Noises, 10
Bowyer/Fletcher, Carving, 15
Bowyer/Fletcher, Carpentry, 15
Building, Carpentry, 10
Building, Masonry, 10
Carving, Carpentry, 15
Catch, Juggling, 25
Ceremonies, Heraldry, 15
Chemistry, Herbalism, 10
Chemistry, Pyrotechnics, 10
Climbing, Dancing, 15
Clockwork Device Craftsmanship, Engineering, 10
Cultures, Languages, 35
Dancing, Dodge, 10
Dancing, Fencing, 10
Dodge, Wrestling 10
Engineering, Mathematics, 10
Etiquette, Heraldry, 15
Fencing, Balance, 10
Fencing, Riding, 15
Fencing, Tightrope Walking, 10
Fencing, Wrestling, 10
Fisher, Hunting, 25
Gambling, Guess Actions 10
Gambling, Strategy Games, 15
Gem Cutting, Jewelry Making, 15
Guess Actions, Haggling, 15
Guess Actions, Read Emotion, 5
Herbalism, Incense Making, 10
Herbalism, Medicine, 10
Hide, Hunting, 15
History, Literature, 15
History, Trivia, 10
Hunting, Move Silently, 15
Hunting, Tracking, 10
Hunting, Wilderness Survival, 15
Improvisation, Musical Composition, 10
Juggling, Throw, 25
Jury-Rigging, Repair, 15
Keen Eyesight, Search, 10
Map Making, Navigation, 15
Massage, Medicine, 15
Philosophy, Theology, 10
Public Speaking, Storytelling, 10
Search, Tracking, 10
Strategy Games, Tactics, 10
Tailoring, Weaving, 15


Section II F: Skill Levels and Sample Difficulties


An unadjusted skill is as follows:

Untrained: 0
Just beginning: 10
Dabbler: 20
Moderately skilled: 30
Proficient: 40
Expert: 50
Virtuoso: 60
Exceptional: 70
World Class: 80
Greatest Alive: 90
Greatest of All Time: 100

The following are examples of actions of specific difficulties for archery, hiding, languages, rope walking, and wilderness survival. They are intended to serve as a guide to setting general difficulties for actions. Common sense should be used to apply to other skills; throwing, for example, will not have anywhere near the range and accuracy of archery.

Very easy: -40
Archery: shooting a barrel 20 feet away.
Hiding: hiding in a darkened storeroom full of miscellaneous garbage, while clad in black.
Languages: "Hello." Greetings, numbers, etc. Extremely thick accent.
Rope walking: walking across a plank a foot wide.
Wilderness survival: surviving in a Yedidia orchard.

Easy: -20
Archery: shooting a barrel 20 yards away.
Hiding: hiding in a darkened forest, while clad in black/brown/green.
Languages: "Where is the bathroom?" Basic phrases (phrase book style). Accent that can be moderately easily understood by someone used to dealing with foreigners.
Rope walking: walking across a plank half a foot wide.
Wilderness survival: surviving in a Yedidia forest, where fruitful trees and water are reasonably easy to come by, but there are no hostile inhabitants.

Moderate: 0
Archery: shooting an unsuspecting boar 20 yards away.
Hiding: hiding in a forest in normal daylight, while clad in black/brown/green.
Languages: "I don't want this one. I want that one." Short sentences using very simple vocabulary. Normal accent which does not hinder comprehension.
Rope walking: walking across a plank three inches wide.
Wilderness survival: surviving in a Jec forest, where there is nothing hostile, but food and water are not so easy to come by, and the forest may get cold at night.

Difficult: 40
Archery: shooting a running boar 20 feet away.
Hiding: hiding in a forest at dusk, while clad in clothing that does not blend in.
Languages: "I'm glad to hear that you're feeling better. Do you have any idea how the snake got into your house?" Slightly slowed normal sentences using words that would be in the vocabulary of a child. Accent which only shows itself occasionally, or is generally present but faint.
Rope Walking: walking across a tight rope.
Wilderness survival: surviving on the border of the Tuz forest, where the creatures are potentially hostile.

Very Difficult: 80
Archery: shooting a running boar 20 yards away.
Hiding: hiding in a forest in full daylight, while clad in clothing that does not blend in.
Languages: Free, accentless conversation as a native speaker would, using an adult's vocabulary.
Rope walking: walking across a slack rope.
Wilderness survival: surviving in the heart of the Tuz forest, where creatures tend to be hostile and tough.

Extremely Difficult: 120
Archery: shooting a flying bird 20 yards away.
Hiding: hiding in a low cut field or a bare room, fully lit, wearing clothing that does not blend in. Concealing yourself where there aren't any obvious hiding places.
Languages: Technical discussions using complex sentence structure, unusual grammatical features, and vocabulary that most adults wouldn't know. Conversing with some Urvanovestilli philosophers.
Rope walking: sprinting across a tight rope.
Wilderness survival: Surviving in the Ice Peaks in the middle of winter, where the temperature is frigid and wild animals and other food is almost impossible to find.


Section II G: Experience Gains


The basic unit of adventure is the quest. Upon completion of a quest, each character will receive 2 experience points, adjusted as follows (minimum of 0) for role playing, skill use/adventuring competence/party helpfulness, and moral virtue:

Exceptionally poor: -2 Poor: -1 Normal: 0 Good: +1 Exceptionally good: +2

A bonus of 1 point is awarded for an action that solves a substantial part of the quest.

So a character who had role played well, used his skills clumsily, and had shown exceptional heroism and virtue would receive 2 + 1 - 1 + 2 = 4 ep for the quest.

(No animal may gain experience.)

Experience may be devoted to some small subfield of a specific skill: specialization. Learning a specialization costs half as much (has half the ldf (learning difficulty factor)) as/of learning the whole skill. Learning the rest of a skill, up to an area less than or equal to the level of specialization, costs half as much as learning from scratch. There are also generalizations of skill (for example, languages as a generalization of a specific language, or musical instruments as a generalization of a specific instrument), which have twice the ldf of the specific skill. A generalization of a skill already learned would cost half as much as learning the generalization from scratch, IE exactly as much as the skill cost. (This applies, of course, only to as many ep as were placed in the specific skill beforehand). A generalization must be a specific and closely related group of skills; a "combat skills" generalization which included anatomy, archery, dodge, horseback riding, and longsword would be inappropriate.

Experience points may be used to increase skills as follows: a current skill's base skill's exponent is looked up (see section II I). To raise a skill to a new level: look up the exponent of the desired new base skill. The experience point cost is the difference. For example, let's say that a character has a current skill bs of 34 and 2 ep. The exponent of 34 is 11. He adds the 2 experience points, bringing the exponent to 13. The log of 13 is 37, so he has a new skill bs of 37. (It would have cost him 1 point to make the same increase for a specialization, or 4 points to do so for a generalization.)


Section II H: Starting experience


Initial experience is devoted with the character's al adjusted for everything but age.

Age:		Child	Young Adult	Middle Aged	Old	Extremely Old
Points:		20	30		40		50	60

Here are starting experience allocations for the 10 roles outlined in the general description. 10 ep will be distributed; multiply by 2 for a child, 3 for a young adult, 4 for a middle aged person, 5 for someone who is old, and 6 for someone who is extremely old. If there is/are one or two races given for a role, the experience allocation assumes the untrained bases for that race(s). (A character may have experience devoted any way that is desired; this is an example.) Most starting characters will be young adults.Acrobatic Scout: Hear Noise 1.5, Hide 2, Move Silently 2, Open Locks 2, Rope Use .5, Search 2.

Archer: Archery 10.

Bard: Geography 1.5, Hero's Tales 1, Mediation .5, Musical Instrument 2, Persuasion 2, Singing 1, Storytelling 1, Trivia 1.

Hunter: Attack (one missle weapon) 2, Hunting 5, Tracking 2, Woodlore 1.

Interpreter: Acquisition 1, Etiquette 1, Haggling 1, Languages 6, Persuasion 1.

Jack-of-All-Trades: Attack .4, Blind Action .4, Climb .4, Dodge .4, Endurance .4, Fire-Building .4, Guess Actions .4, Haggling .4, Hide .4, Hunting .4, Jump .4, Jury-Rig or Repair .4, Languages 2.4, Move Silently .4, Open Locks .4, Rope Handling .4, Search .4, Smell Creature .4, Tracking .4, Wilderness Survival .4.

MacGyver Chemistry 1, Engineering 1, Hide 1, Jury-Rig 5, Move Silently 1, Search 1.

Perceiver Blind Action 1, Guess Actions 3, Hear Noises 1, Keen Eyesight 1, Read Emotion 1, Search 1, Smell Creature 1, Tracking 1, Weather Sense 1.

Scholar Geography 3, History 3, Languages 3, Literature 1.

Wayfarer Acquisition .3, Attack (one weapon) .2, Blind Action .2, Climb .2, Dodge .2, Endurance .2, Etiquette .3, Fire-Building .2, Geography .5, Guess Actions .2, Haggling .4, Hero's Tales .3, Hide .2, Hunting .2, Jump .2, Jury-Rig or Repair .2, Languages 2.4, Mediation .1, Move Silently .2, Musical Instrument .3, Open Locks .2, Persuasion 1, Rope Handling .2, Search .2, Singing .3, Smell Creature .2, Storytelling .2, Tracking .2, Trivia .3, Wilderness Survival .2.

Woodsman Animal Handling 1, Animal Training 1, Hunting 1, Tracking 1, Wilderness Survival 1, Woodlore 5.


Section II I: Dice and Basic Tables


The first table given will be the exponential table. The left column gives the (approximate) log of the right, and the right column gives the exponent of the left.

-	0

-50 .03 -49 .03 -48 .04 -47 .04 -46 .04 -45 .04 -44 .05 -43 .05 -42 .05 -41 .06 -40 .06 -39 .07 -38 .07 -37 .08 -36 .08 -35 .09 -34 .09 -33 .10 -32 .11 -31 .12 -30 .13 -29 .13 -28 .14 -27 .15 -26 .16 -25 .18 -24 .19 -23 .20 -22 .22 -21 .23 -20 .25 -19 .27 -18 .29 -17 .31 -16 .33 -15 .35 -14 .38 -13 .41 -12 .44 -11 .47 -10 .50 -9 .54 -8 .57 -7 .62 -6 .66 -5 .71 -4 .76 -3 .81 -2 .87 -1 .93 0 1.0 1 1.1 2 1.1 3 1.2 4 1.3 5 1.4 6 1.5 7 1.6 8 1.7 9 1.9 10 2.0 11 2.1 12 2.3 13 2.5 14 2.6 15 2.8 16 3.0 17 3.2 18 3.5 19 3.7 20 4.0 21 4.3 22 4.6 23 4.9 24 5.3 25 5.7 26 6.1 27 6.5 28 7.0 29 7.5 30 8.0 31 8.6 32 9.2 33 9.8 34 11 35 11 36 12 37 13 38 14 39 15 40 16 41 17 42 18 43 20 44 21 45 23 46 24 47 26 48 28 49 30 50 32 51 34 52 37 53 39 54 42 55 45 56 49 57 52 58 56 59 60 60 64 61 69 62 74 63 79 64 84 65 91 66 97 67 104 68 111 69 119 70 128 71 137 72 147 73 158 74 169 75 181 76 194 77 208 78 223 79 239 80 256 81 274 82 294 83 315 84 338 85 362 86 388 87 416 88 446 89 448 90 512 91 549 92 588 93 630 94 676 95 724 96 776 97 832 98 891 99 955 100 1024 101 1097 102 1176 103 1261 104 1351 105 1448 106 1552 107 1663 108 1783 109 1911 110 2048 111 2195 112 2353 113 2521 114 2702 115 2896 116 3104 117 3327 118 3566 119 3822 120 4096 121 4390 122 4705 123 5043 124 5405 125 5793 126 6208 127 6654 128 7132 129 7643 130 8192 131 8— 132 9410 133 10,086 134 10,809 135 11,585 136 12,417 137 13,308 138 14,263 139 15,287 140 16,384 141 17,560 142 18,820 143 20,171 144 21,619 145 23,170 146 24,834 147 26,616 148 28,526 149 30,573 150 32,768

Here is the basic check table. When a character attempts an action, the success index is calculated as the difficulty subtracted from his av, and the two dice (red and blue) are rolled. The check value is (6*r)+b: six times the number on the red die, plus the value on the blue die. The following table gives the minimum value this result must have for the character to succeed at the attempt.

For example, if a character with an av of 57 attempts a skill of difficulty 23, he has a success index of 34. The red die yields a 1 and the blue die yields a 6, so the check value is (6*1)+6 = 12, which by the table requires a minimum success index of 25. His success index is greater than or equal to what it needed to be, so he succeeds at the check.

Check Value	Success Index
7		Roll again, with success index 61 higher.
8		45
9		37
10		32
11		28
12		25
13		22
14		19
15		17
16		15
17		13
18		11
19		9
20		7
21		6
22		4
23		2
24		1
25		-1
26		-2
27		-4
28		-6
29		-7
30		-9
31		-11
32		-13
33		-15
34		-17
35		-19
36		-22
37		-25
38		-28
39		-32
40		-37
41		-45
42		Roll again, with success index 61 lower

Section II J: Combat


All characters* have a maximum health value of co+st+ag+an, where an is one half the character's adjusted anatomy skill, rounded down. Skills and attributes of an injured creature function at a penalty equal to the difference between their maximum health value and their current health value. So, for example, an animal with a maximum health value of 55 and a current health value of 31 has skills functioning at a penalty of 24 points.

All creatures take damage as follows: the damage is looked up on the log/exponent table, and its exponent (the value that occurs to the right of the damage) is looked up. The same is done for the creature's current health value. The exponent of the damage is subtracted from the exponent of the current health value. If the value is zero or less, the creature loses consciousness or dies at the game master's discretion. If the value is more than zero, its log is taken and becomes the creature's new health value (rounded up).

So, for example, if the animal mentioned with a current health value of 24 points takes an 8 point damage wound, the exponent of 24 is 5.3, and the exponent of 8 is 1.7. They are subtracted to yield 3.6; the log of 3.6 is 18, so the creature's new health value is 18.

Damage* for a successful attack is inflicted at a value of r+st+wa+de+an+po, where r is the value show by rolling the red die, wa is the weapon addend of the weapon, and po is the poison value of the poison (if any) or other special attack. (Damage for a successful backstab, catching the target unaware, is r+st+wa+de+(2*an)+po.) If a creature is injured in the course of taking an action, it may complete the action at skill and attribute values for when the action was begun, and the injury will take effect on skills and attributes when the action is completed.

An injured creature will regenerate at a rate of -50+(2*co)+st+ms per day, where ms is the medical skill of the creature or other caretaker. The regeneration works as the exact opposite of a wound.

An unarmed character has a wa of -10.

* A creature which has no anatomy skill does not receive agility or anatomy adjustments to health value, or anatomy or dexterity adjustments to damage.


Section II K: Animals and Random Encounters


With many of the rolls, the number is a random number 1-10 or 1-100. Common sense should tell which is appropriate where. If 10-sided dice are not available, 1-10 can be generated with red and blue as will be given below; 1-100 can be generated using 1-10's for each digit, or as below with an additional die, yellow ('y'):

1-10: roll (6*r)+b-6:

1-10: read as is. 11-20: subtract 10. 21-30: subtract 20. 31-36: reroll.

1-100: roll (36*r)+(6*y)+b-42:

1-100: read as is. 101-200: subtract 100. 201-216: reroll.

In many cases, one of the possibilities indicated is "special". Special means that either

1: the game master should decide something special, which is preferable, or 2: if the game master can't or doesn't want to, he should reroll for another outcome.

Roll for whether an encounter occurs, and what kind:

			N	T	U	Y	J	S
Encounter occurs	1	1-5	1-3	1-5	1-2	1-4
Encounter is	1	animal	animal	animal	animal	animal	animal
2			animal	animal	animal	animal	animal	animal
3			animal	animal	animal	animal	animal	animal
4			animal	animal	animal	animal	animal	person
5			animal	animal	animal	person	animal	person
6			animal	person	person	person	animal	person
7			person	person	person	person	person	person
8			geographical feature	geographical feature
9			weather	weather	weather	weather	weather	weather
10			special	special	special	special	special	special

Percentile Roll Chart for Random Animal Encounter (N designates the Nor'krin land, and so on):

				N	T	U	Y	J	S
1: Acid Slime Mold			1
2: Acid Spitter				2
3: Anteater				3	1-2	1-2		103
4: Bear					4-5			1
5: Behemoth				6
6: Boar					7	3-5	3	2-3
7: Bulette				8	6
8: Caribou			1-10				4-5
9: Carnivorous Log			9
10: Carnivorous Tree			10
11: Cobra				11
12: Colorspray						4-6	6	4-7
13: Crocodile				12-13
14: Cuddler					7	7-11	7	8-11
15: Deer			11-15	14	8-12	12-13	8-17
16: Dog					15	13	14	18
17: Duck					14	15-16	19-28	12-14
18: Fog Thing				16-17
19: Furred Serpent			18	15-16	17-18	29-30	15-16
20: Garter Snake				17	19-20	31	17
21: Giant Aphid				19
22: Giant Firefly			20		21-22
23: Giant Land Lobster			21
24: Giant Scorpion			22-23
25: Giant Viper				24
26: Giant Walking Stick			25
27: Giant Wasp				26
28: Giant Webthrower			27
29: Glower						23-25		18-20
30: Gorilla				28		26		21
31: Griffon				29	18		32
32: Hawk				30	19	27	33-34
33: Hedgehog				31	20-21	28-29	35	22-24
34: Hnakra				32
35: Horse			16-25	33-34	22-24	30-31	36-37
36: Hoverfeather			35	25-26	32	38	25
37: Hummingbird					27	33	39	26
38: Iceflyer			26-39
39: Icestriker			40-49
40: Ironram			50	36-37	28
41: Jewel Serpent			38	29
42: Jumpcling					30	34-35		27-30
43: Jumper				39-40	31	36	40	31
44: Kriit			51-41	41	32		41
45: Land Octopus			42		37		32-33
46: Lavishnatim				43	33	38-39		34
47: Leviathan				44
48: Mile Long Snake			45			42
49: Milshh					34	40-42		35-38
50: Mimic					35	43-46	43-44	39-42
51: Miroir					36-37	47		43
52: Mishraim				46-47		48	45-46	44-47
53: Monkey					38	49	47	48-49
54: Mouse					39	50	48-52	50
55: Muckdweller				48-49
56: Obstructor				50
57: Ostrich				51	40		53-55
58: Owl					52	41	51	56-58
59: Panther				53
60: Parrot					42	52	59-60	51-55
61: Platypus					43	53	60-61
62: Poison Quilled Porcupine		54-55
63: Porcupine				56	44	54-55	61-62
64: Prairie Dog					45	56	63
65: Rabbit			55-74		46-55	57	64-73	56-59
66: Ram					57-58	56-57	58	76-78
67: Ricochet				59	58	59	79
68: Roc					60
69: Rock Crusher			61
70: Rock Thrower			62
71: Rodent of Unusual Size		63-64	59		80
72: Sand Trapper			65
73: Sea Serpent				66
74: Shocker				67
75: Skunk					60-63	60	81	60
76: Sloth						61		61-70
77: Soft Rolling Stone				64-65	62	82-83	71-74
78: Sparrow					66	63	84	75-77
79: Spinstar				68	67	64		78
80: Stegosaurus				69-70
81: Stinging Insect			70-71
82: Stoneshell				72		65
83: Strider				73	68-71	66
84: Swamp Thing				74
85: Tail Spikethrower			75
86: Tar Baby				76
87: Terrask				77
88: Thousand Legged Roller		78	72-76	67	85	79-80
89: Ticklebug						68-72		81
90: Torpor Beast			79-80
91: Translucent Frog			81	77-79	73-74	86	82-83
92: Trin				82	80	75	87	84
93: Turtle				83-84	81	76	88-90	85-88
94: Tyrannosaurus Rex			85
95: Warm Fuzzy					82-83	77-80	91	89-92
96: Water Sprite					81
97: Wind Hummer				86	84-85
98: Wolf			75-84	87-88	86	82-83	92
99: Wyvern				89-90	87		93
100: Game Master's Creation	85-88	91	88	84-85	94	93-94
101: Nor'krin Encounter			92	89-90	86-87	95	95
102: Tuz Encounter		89-90		91-91	88-89	96	96
103: Urvanovestilli Encounter	91-92	93		90-92	97	97
104: Yedidia Encounter		93-94	94	92-93		98	98
105: Jec Encounter		95-96	95	94-95	93-95		99
106: Shal Encounter		97-98	96	96-97	96-97	99
107: Encounter, Doubled Attributes 99-100 97-100 98-100	98-100	100	100

Animal behavior at an encounter is as follows; a number generated in the range of 1-10 tells how it behaves ('special' indicating that the game master should either create a special behavior on the part of the animal, or else simply reroll):

#  Feisty	Herbivore	Pet		Predator	Small Predator
1: attack	attack		attack		attack		attack
2: attack	attack		curious		attack		curious
3: attack	curious		curious		attack		flee
4: attack	flee		flee		curious		flee
5: attack	flee		flee		flee		flee
6: curious	friendly	friendly	friendly	flee
7: flee		ignore		friendly	sneak attack	friendly
8: ignore	ignore		friendly	sneak attack	sneak attack
9: sneak attack	ignore		friendly	sneak attack	sneak attack
10: special	special		special		special		special

Animal age and sex are rolled separately: 1-2 child, 3-6 young, 7-8 middle aged, 9 old, 10 very old; 1-5 male, 6-10 female.

Animal Descriptions

All animals have the following skills: attack 30 (1 s; de 1, sp 1, st 1), blind action 20, dodge 30, hear noises 20, hide 30, move silently 30, and smell creature 20. All predators and small predators can hunt 30, smell creature 30, track 30. Name, attributes, behavior type (feisty, herbivore, pet, predator, small predator), descriptions, comments, and special abilities follow.

Constitution, in some cases, may not indicate exceptional health on the part of the creature, but rather some sort of natural armor.

The attributes are (no is number appearing, a * next to po represents a nonpoisonous special attack):

1: Acid Slime Mold
no	po	wa	ag	co	de	pe	sp	st
1	20*	0	20	10	10	10	20	10
Predator, 4-8' long, not injured by cutting or bludgeoning.  Special damage is
acid.  (It looks like a pale green blob)

2: Acid Spitter no po wa ag co de pe sp st 1 20* 0 20 20 20 10 10 30 Predator. 5' high. This creature has a thick torso and head on four stumpy legs, and a tough black hide. Its special damage is acid.

3: Anteater no po wa ag co de pe sp st 1 0 0 10 10 10 10 10 0 Herbivore. As in real life.

4: Bear no po wa ag co de pe sp st 1 0 0 20 30 10 -10 0 40 Feisty. Grizzly in the Tuz land, polar in Nor'krin land, black elsewhere.

5: Behemoth no po wa ag co de pe sp st 1 0 0 10 30 20 -10 -10 70 Herbivore. As in Job.

6: Boar no po wa ag co de pe sp st 1 0 0 20 10 10 10 10 25 Feisty. As in real life.

7: Bulette no po wa ag co de pe sp st 1 0 0 0 30 10 10 10 30 Predator. 8-10' long. Land shark. A tough, sharklike creature that burrows through earth and has short, strong legs. The hide may be sold for 500 au.

8: Caribou no po wa ag co de pe sp st 30 0 0 10 10 10 10 10 30 Herbivore. As in real life.

9: Carnivorous Log no po wa ag co de pe sp st 1 0 0 10 20 10 0 10 30 Predator. An animal that looks like a large fallen log. When stepped on, large tentacles will shoot out and drag towards teeth and jaws.

10: Carnivorous Tree no po wa ag co de pe sp st 1 0 0 10 20 10 10 10 40 Predator. Like a carnivorous log, but uses branches instead of tentacles.

11: Cobra no po wa ag co de pe sp st 1 30 -10 10 10 10 10 30 -10 Predator. As in real life.

12: Colorspray no po wa ag co de pe sp st 1 0* -20 10 10 10 10 10 -10 Pet. A short, 2' football shaped, multicolored creature with several orifices on its back. A very affectionate pet which will spray brightly colored paints on someone it likes.

13: Crocodile no po wa ag co de pe sp st 1 0 0 10 30 10 10 10 30 Predator. As in real life.

14: Cuddler no po wa ag co de pe sp st 1 0 -40 10 0 10 10 0 -20 Pet. A soft, 1' black, furred, round creature that cuddles like a Shal and will occasionally squirt water.

15: Deer no po wa ag co de pe sp st 1 0 0 30 10 10 20 10 20 Herbivore. As in real life.

16: Dog no po wa ag co de pe sp st 10 0 0 10 10 10 10 10 20 Predator. As in real life.

17: Duck no po wa ag co de pe sp st 5 0 -20 10 10 10 10 10 -20 Herbivore. As in real life.

18: Fog-Thing no po wa ag co de pe sp st 1 0 0 20 10 10 10 10 40 Predator. a 10' tall beast which emits dense fog, obscuring vision in its vicinity.

19: Furred Serpent no po wa ag co de pe sp st 1 0 0 10 10 10 10 10 0 Pet. 2-20' long, with soft, sometimes brown fur.

20: Garder Snake no po wa ag co de pe sp st 1 0 0 10 10 10 10 10 -50 Pet. As in real life.

21: Giant Aphid no po wa ag co de pe sp st 1 0 0 10 30 10 10 10 30 Predator. 8' tall if unearthed, in a depressed sand trap hidden by a thin camouflaged cover.

22: Giant Firefly no po wa ag co de pe sp st 20 0 -30 10 10 10 10 10 0 Herbivore. 4' tall, Fly 5.

23: Giant Land Lobster no po wa ag co de pe sp st 1 0 0 10 50 10 0 -10 50 Feisty. 20-30' long.

24: Giant Scorpion no po wa ag co de pe sp st 1 30 10 10 30 10 10 10 20 Feisty. 5' long.

25: Giant Viper no po wa ag co de pe sp st 1 30 0 10 10 10 20 10 50 Predator. 50'-200' long.

26: Giant Walking Stick no po wa ag co de pe sp st 1 20* 0 0 10 10 0 10 -10 Small Predator. 3' long, 2' tall. Poison does not cause damage, but hinders for one day as if damage had occurred.

27: Giant Wasp no po wa ag co de pe sp st 1 30 0 0 10 10 10 10 10 Feisty. 18" long.

28: Giant Webthrower no po wa ag co de pe sp st 1 20* 0 10 20 10 20 20 25 Predator. A 10' long spider; special attack is throwing webs which do not injure but impair physical action as if injury had occurred.

29: Glower no po wa ag co de pe sp st 1 0 0 10 10 10 20 10 20 Pet. A phosphorescent half sized bear.

30: Gorilla no po wa ag co de pe sp st 10 0 0 25 10 10 10 10 30 Herbivore. As in real life. Climb 10.

31: Griffon no po wa ag co de pe sp st 1 0 0 25 20 10 20 20 30 Predator. 8' long. Half eagle (Fly 10), half lion, loves horsemeat.

32: Hawk no po wa ag co de pe sp st 1 0 -10 10 10 10 10 10 0 Small Predator. As in real life.

33: Hedgehog no po wa ag co de pe sp st 1 0 0 10 10 10 10 10 -10 Herbivore. As in real life.

34: Hnakra no po wa ag co de pe sp st 1 0 0 25 30 10 25 20 50 Predator. An aquatic creature (Swim 10), a great armored shark/sea serpent 50-100' long. As in C.S. Lewis's _Out_of_the_Silent_Planet_

35: Horse no po wa ag co de pe sp st 30 0 0 20 10 10 10 10 30 Herbivore. As in real life.

36: Hoverfeather no po wa ag co de pe sp st 1 0 -10 20 10 10 10 10 0 Herbivore. A 3' ball of eyes and feathered wings (golden, black, brown, or white).

37: Hummingbird no po wa ag co de pe sp st 1 0 -10 30 10 20 25 40 -50 Herbivore. As in real life.

38: Iceflyer no po wa ag co de pe sp st 1 0 -10 10 10 10 10 10 0 Predator. A 6' white arctic bird of prey (Fly 10).

39: Icestriker no po wa ag co de pe sp st 1 20* 0 10 10 25 20 10 10 Predator. A toothed, clawed 20' acid spitting bird of prey (Fly 10).

40: Ironram no po wa ag co de pe sp st 1 0 0 0 20 10 0 10 40 Feisty. A 15' long, piglike furred beast that rams with its bony head.

41: Jewel Serpent no po wa ag co de pe sp st 1 40 0 25 20 10 10 10 30 Predator. A red, 5-20' serpent with an immense red jewel between its eyes which has a phosphorescent glow that lasts until an hour after its death. The gem is worth 5,000 gold, or 10,000 if it is still glowing.

42: Jumpcling no po wa ag co de pe sp st 2 0 0 10 20 20 30 10 -30 Pet. A 6" beast with many paws that will jump and cling to a person.

43: Jumper no po wa ag co de pe sp st 20 0 -10 50 10 10 10 10 30 Herbivore. A 4' long beam with two opposite feet that it jumps and bounces off with. (Jump 10)

44: Kriit no po wa ag co de pe sp st 1 20* 0 10 10 30 20 15 0 Predator. A 5' tall, long-armed beast that spits acid from behind trees.

45: Land Octopus no po wa ag co de pe sp st 1 0* 0 10 10 10 10 10 20 Feisty. 8-20' spread. Like an octopus, but squirts ink — can temporarily blind.

46: Lavishnatim no po wa ag co de pe sp st 1 0 -20 25 10 20 10 10 -10 Pet. An incredibly curious, 2' rodentlike creature.

47: Leviathan no po wa ag co de pe sp st 1 40* 0 20 40 10 -10 10 80 Feisty. As in Job. Special attack is breathe fire.

48: Mile Long Snake no po wa ag co de pe sp st 1 0 0 10 10 10 10 10 80 Herbivore(-like). A 20' high snake a mile long

49: Milshh no po wa ag co de pe sp st 1 0 -20 20 10 10 30 20 -20 Pet. A short, 18", round, eyeless catlike creature with long, golden fur, and eight short legs ending in round paws.

50: Mimic no po wa ag co de pe sp st 1 0 -10 10 10 10 25 10 -20 Pet. A monkeylike creature that will follow and imitate a person.

51: Mirior no po wa ag co de pe sp st 1 0 -10 10 0 10 10 10 0 Herbivore. A humanoid form with mirrorlike skin.

52: Mishraim no po wa ag co de pe sp st 1 0 -10 10 10 10 0 10 30 Pet. Like a giant 5' anteater, but with a shorter snout.

53: Monkey no po wa ag co de pe sp st 10 0 -30 20 10 20 10 10 -10 Herbivore. As in real life.

54: Mouse no po wa ag co de pe sp st 1 0 -10 10 10 10 10 10 -50 Herbivore. As in real life.

55: Muckdweller no po wa ag co de pe sp st 1 0 0 30 10 10 10 10 30 Predator. A black, tentacled, four legged beast that waits in the muck and then draws things down in order to drown and/or eat.

56: Obstructor no po wa ag co de pe sp st 1 0 0 30 20 20 20 0 50 Predator. A giant (20') eight armed apelike creature which will use branches, rocks, etc. to form a barrier around prey before throwing rocks at it.

57: Ostrich no po wa ag co de pe sp st 1 0 0 -10 0 0 0 30 25 Herbivore. As in real life.

58: Owl no po wa ag co de pe sp st 1 0 -10 10 10 10 10 10 0 Small Predator. As in real life.

59: Panther no po wa ag co de pe sp st 1 0 0 30 10 20 30 10 30 Predator. Climb 5. As in real life.

60: Parrot no po wa ag co de pe sp st 1 0 -10 20 10 10 10 25 -30 Pet. Fly 5. As in real life.

61: Platypus no po wa ag co de pe sp st 1 0 0 10 10 10 10 10 -10 Herbivore. As in real life.

62: Poison Quilled Porcupine no po wa ag co de pe sp st 1 30 0 10 10 10 10 10 0 Herbivore. Like a real porcupine, but three feet long, and, if struck hand-to-hand without appropriate armor, will automatically hit attacker. (When it attacks, its attack does not do poison damage.)

63: Porcupine no po wa ag co de pe sp st 1 0 0 10 10 10 10 10 -20 Herbivore. As in real life.

64: Prairie Dog no po wa ag co de pe sp st 10 0 0 10 10 10 10 10 -15 Herbivore. As in real life.

65: Rabbit no po wa ag co de pe sp st 1 0 -10 20 10 10 20 25 -30 Herbivore. As in real life.

66: Ram no po wa ag co de pe sp st 1 0 0 10 10 10 10 10 20 Herbivore. As in real life.

67: Ricochet no po wa ag co de pe sp st 1 0 0 30 10 10 20 40 20 Herbivore. A fast, 12 legged (equally spaced) 1' red-brown creature that quickly bounces off trees and everything else if threatened.

68: Roc no po wa ag co de pe sp st 1 0 -10 0 10 10 20 -20 70 Predator. 100' tall. A giant bird of prey (Fly 10) that eats panthers.

69: Rock Crusher no po wa ag co de pe sp st 1 0 0 -10 30 0 0 -20 80 Herbivore(-like). A giant (40') creature with stony skin that sits and eats rocks.

70: Rock Thrower no po wa ag co de pe sp st 1 0 0 10 10 20 20 10 20 Feisty. A beast with four legs alternated with four arms, throwing rocks.

71: Rodent of Unusual Size no po wa ag co de pe sp st 1 0 0 300 10 10 20 25 10 Predator. As in The Princess Bride.

72: Sand Trapper no po wa ag co de pe sp st 1 0 0 10 10 20 10 30 30 Predator. 10-15' high. Lives in sand and shoots up a green tentacle to drag in prey.

73: Sea Serpent no po wa ag co de pe sp st 1 0 0 20 20 10 10 0 40 Herbivore(-like). 20-40' long, swim 10.

74: Shocker no po wa ag co de pe sp st 1 40* 10 20 20 10 10 10 30 Predator. An immense (10') deep green to blue lizard with slimy black tentacles that deliver a powerful electric shock, capable of throwing many creatures. Any creature hit by a shocker and taking over 10% damage will be disrupted in the action it was completing, drop what it was holding, and forget what it was doing/be momentarily disoriented. Thick clothing may function as armor against a shocker's attack, as the electrical damage only takes place if electrical contact occurs.

75: Skunk no po wa ag co de pe sp st 1 0* -10 10 10 10 10 10 -20 Herbivore. As in real life. (Special attack, as in real life.)

76: Sloth no po wa ag co de pe sp st 1 0 -20 10 10 10 10 -20 -15 Pet. As in real life.

77: Soft Rolling Stone no po wa ag co de pe sp st 1 0 -30 0 20 0 -30 -10 -30 Pet. A rolling creature that looks like a round, mossy stone. Warm and friendly.

78: Sparrow no po wa ag co de pe sp st 20 0 -20 20 10 10 10 10 -50 Herbivore. As in real life (Fly 10).

79: Spinstar no po wa ag co de pe sp st 50 0 0 30 10 10 10 10 -30 Pet. A blue (tinged with red) 9" land starfish which whitish feet at the end of each limb and a feeding orifice on one side. Moves by rolling.

80: Stegosaurus no po wa ag co de pe sp st 1 0 0 0 40 -20 -30 -10 50 Herbivore. As in real life.

81: Stinging Insect no po wa ag co de pe sp st 1000 30 -50 25 25 10 25 20 -30 Feisty. A swarm as in real life.

82: Stoneshell no po wa ag co de pe sp st 1 0 0 10 80 10 10 10 10 Herbivore. A creature with a stonehard shell, 10' tall.

83: Strider no po wa ag co de pe sp st 1 0 0 25 25 10 10 30 20 Predator. 7' tall. A predator which moves incredibly quickly (85 mph). It is jet black, has long, strong, thin legs, and will try to run prey into trees.

84: Swamp Thing no po wa ag co de pe sp st 1 0 0 20 10 10 10 10 50 Predator. A huge malodorous mass of beast. 20-50'

85: Tail Spikethrower no po wa ag co de pe sp st 1 20 0 10 20 20 10 10 30 Predator. 9' long. Like a scorpion, but throws poisoned spikes.

86: Tar Baby no po wa ag co de pe sp st 1 0 -10 -30 30 10 10 0 10 Feisty. A black, tar-covered beast. Any weapon or limb which strikes it will stick and require an hour to free.

87: Terrask no po wa ag co de pe sp st 1 0 0 10 80 10 10 10 100 Feisty. An immense, dinosaurian creature (200' tall), pale grey to black at different spots.

88: Thousand Legged Roller no po wa ag co de pe sp st 1 0 0 25 10 10 20 30 30 Herbivore. Great multi-colored 6' ball covered with legs, by which it rolls.

89: Ticklebug no po wa ag co de pe sp st 1 0 0 10 10 30 30 10 -30 Pet. A little, 6" furry creature (white, gold, tan, orange, calico, grey, brown, red, or black) with long whiskers, fond of touching other creatures very lightly.

90: Torpor Beast no po wa ag co de pe sp st 1 40* 0 10 10 10 10 10 10 Predator. A beast with four limbs and a spiked trunk — spikes inject a potent sleeping poison.

91: Translucent Frog no po wa ag co de pe sp st 1 0 -10 25 10 10 10 10 10 Herbivore. An animal such that you can see into its body to look at its inner workings.

92: Trin no po wa ag co de pe sp st 30 0 -20 30 10 10 10 10 -10 Herbivore. This beast is short, round, and flat, with tan fur.

93: Turtle no po wa ag co de pe sp st 1 0 0 -10 60 0 0 -30 10 Herbivore. As in real life.

94: Tyrannosaurus Rex no po wa ag co de pe sp st 1 0 0 -10 10 10 0 -10 60 Predator. As in real life.

95: Warm Fuzzy no po wa ag co de pe sp st 1 0 -30 10 10 10 30 0 -20 Pet. Same colors as a ticklebug, round, 8", with very long, very soft fur. Can climb (Climb 2) very comfortably and snuggle for hours. Used like teddybears.

96: Water Sprite no po wa ag co de pe sp st 25 0 -20 50 10 10 10 10 -10 Herbivore. An extremely shy and beautiful form that comes out once a year to dance in the moonlight.

97: Wind Hummer no po wa ag co de pe sp st 1 30 0 50 10 10 10 20 -40 Feisty. 1' tall. A quick, translucent (Dodge 50, Fly 40), stinging creature.

98: Wolf no po wa ag co de pe sp st 20 0 0 10 10 20 10 10 20 Predator. As in real life.

99: Wyvern no po wa ag co de pe sp st 1 30 0 20 20 10 10 10 25 Predator. A flying (10', Fly 10), red-brown stinging reptilian predator.

100: Game Master's Creation

Random Person Encounters:

In general, 1-10 people will be encountered. (Hermits will always be encountered alone.) Several factors/scales are given (race, profession, Myers-Briggs personality type, etc.); the GM need only generate as much information as he needs to get an idea of how to play it.

Random personal encounters are, in essence, an opportunity to role play social interaction, and should be played as such. While there are other possibilities, such as trading for equipment or information, the game master should focus on making the encounter an interaction with interesting people who will make play more interesting.

These tables are for encounters out in the wild — generally, parties of people who are mostly adventurers. Encounters in a city or village should be different.

Character race and roles	N	T	U	Y	J	S
1: Janra Acrobat		1	1	1	1	1	1
2: Janra Acrobatic Scout	2	2	2	2	2	2
3: Janra Actor			3	3	3	3	3	3
4: Janra Archer			4	4	4	4	4	4
5: Janra Bard			5	5	5	5	5	5
6: Janra Dancer			6	6	6	6	6	6
7: Janra Hermit			7	7	7	7	7	7
8: Janra Homemaker		8-12	8-12	8-12	8-12	8-12	8-12
9: Janra Hunter			13	13	13	13	13	13
10: Janra Idiot			14	14	14	14	14	14
11: Janra Interpreter		15	15	15	15	15	15
12: Janra Jack-of-all-Trades	16	16	16	16	16	16
13: Janra Juggler		17	17	17	17	17	17
14: Janra MacGyver		18	18	18	18	18	18
15: Janra Masseuse		19	19	19	19	19	19
16: Janra Perceiver		20	20	20	20	20	20
17: Janra Scholar		21	21	21	21	21	21
18: Janra Singer		22	22	22	22	22	22
19: Janra Storyteller		23	23	23	23	23	23
20: Janra Wayfarer		24	24	24	24	24	24
21: Janra Woodsman		25	25	25	25	25	25
22: Jec Archer			26	26	26	26	26	26
23: Jec Baker							27
24: Jec Bard			27	27	27	27	28	27
25: Jec Blacksmith						29
26: Jec Cobbler							30
27: Jec Farmer							31-35
28: Jec Fisherman						36-37
29: Jec Hermit							38
30: Jec Homemaker						39-48
31: Jec Hunter			28	28	28	28	49	28
32: Jec Idiot							50
33: Jec Merchant						51-52
34: Jec Sage							53
35: Jec Stonemason						54
36: Jec Storyteller						55
37: Jec Wayfarer		29	29	29	29	56	29
38: Jec Weaver							57
39: Jec Woodsman		30	30	30	30	58	30
40: Nor'krin Archer		31-33	31	31	31	59	31
41: Nor'krin Bard		34-36	32	32	32	60	32
42: Nor'krin Hermit		37
43: Nor'krin Homemaker		38-47
44: Nor'krin Hunter		48-50	33	33	33	61	33
45: Nor'krin Idiot		51
46: Nor'krin Wayfarer		52-53	34	34	34	62	34
47: Shal Bard				35	35	35	63	35
48: Shal Farmer						36		36-37
49: Shal Gardener					37		38-40
50: Shal Hermit								41
51: Shal Homemaker					38		42-51
52: Shal Idiot								52
53: Shal Masseuse					39		53
54: Shal Poet								54
55: Shal Sage						40		55-56
56: Shal Woodsman		54	36	36	41	64	57-59
57: Tuz Archer			55	37-39	37	42	65	60
58: Tuz Blacksmith			40-41
59: Tuz Hermit				42
60: Tuz Homemaker			43-52
61: Tuz Hunter			56	53-55	38	43	66	61
62: Tuz Idiot				56
63: Tuz Scout			57	57-58	38	43	66	61
64: Tuz Stonemason			59
65: Tuz Woodsman		58	60-62	40	48	68	63
66: Tuz Wrestler			63
67: Urvanovestilli Archer	59	64	41	49	69	64
68: Urvanovestilli Artist			42
69: Urvanovestilli Bard		60	65	43	50	70	65
70: Urvanovestilli Dancer			44
71: Urvanovestilli Dual Profession 61	66	45	51	71	66
	(roll twice, ignoring non-Urvanovestilli rolls.)
72: Urvanovestilli Goldsmith			46
73: Urvanovestilli Hermit			47
74: Urvanovestilli Homemaker			48-57
75: Urvanovestilli Hunter	62	67	58	52	72	67
76: Urvanovestilli Idiot			59
77: Urvanovestilli Interpreter	63	68	60	53	73	68
78: Urvanovestilli Jack-of-all-Trades 64 69	61	54	74	69
79: Urvanovestilli Noble			62
80: Urvanovestilli Renaissance Man 65	70	63	55	75	70
81: Urvanovestilli Repairman			64
82: Urvanovestilli Scholar	66	71	65	56	76	71
83: Urvanovestilli Servant			66
84: Urvanovestilli Specialist			67
85: Urvanovestilli Wayfarer	67	72	68	57	77	72
86: Urvanovestilli Weaver			69
87: Yedidia Animal Handler		73	70	58-59	78	73
88: Yedidia Bard		68-69	74	71	60-61	79	74
89: Yedidia Herbalist			75	72	62-63	80	75-76
90: Yedidia Hermit					64
91: Yedidia Homemaker				73	65-74		77
92: Yedidia Hunter		70	76	74	75-76	81	78
93: Yedidia Idiot					77
94: Yedidia Jack-of-all-Trades	71	77	75	78	82	79
95: Yedidia Masseuse				76	79		80
96: Yedidia Perceiver		72	78	77	78	82	79
97: Yedidia Singer				78	82		82
98: Yedidia Woodsman		73	79	79	83-84	84	83-84
99: Roll once to determine race, then a second time to determine profession
				74	80	80	85	85	85
100: Special			75-84	81-90	81-90	86-95	86-95	86-95
101: Nor'krin Encounter			91	91	96	96	95
102: Tuz Encounter		85-86		92-94	98	98	98
103: Urvanovestilli Encounter	87-91	91-94		98	98	98
104: Yedidia Encounter		92-93	95-97	95-97		99	99
105: Jec Encounter		94-99	98	98-99	99		100
106: Shal Encounter		100	99-100	100	100	100

Myers-Briggs Personality Type:
Shal: 1-3 Extrovert, 4-10 Introvert; Other: 1-7 Extrovert, 8-10 Introvert 1-6 Sensing, 7-10 INtuitive
Male: 1-6 Thinking, 7-10 Feeling; Female 1-4 Thinking, 5-10 Feeling. 1-5 Judging, 6-10 Perceiving

Handedness: Janra 01-75 left, 76-95 ambidexterous, 96-100 right; other 01-94 right, 95-99 left, 100 ambidexterous

Birth Order: 1-3 first, 4-6 middle, 7-9 last, 10 only


Section II L: Equipment, Devices, Chemicals, Herbs, and Money


In the monetary system, 1 gold sovereign (au) = 2 electrum sceptres (el) = 8 silver crowns (si) = 64 copper pennies (cu) = 256 iron tips (fe). Price is variable; a device could easily be sold for twice or half its listed cost here. All coins are of the same weight; 64 of them weigh a pound.

Adventuring equipment as a rule is scarce and difficult to acquire. The ad (acquirement difficulty) given for equipment is e (easy), m (moderate), d (difficult), vd (very difficult), and ed (extremely difficult). The races in whose homeland the items are easily found are designated by first initial ('J' denoting Jec rather than Janra, as the Janra have no homeland); items may be found in other lands, but at a difficulty one notch higher (so difficult becomes very difficult, etc.).

The following are illustrations of devices and equipment available. Other equipment in the same spirit (as described in the game master's introduction, section IV) is encouraged with game master discretion. Each device is slightly different; they may well have modifications (such as a tiny hidden compartment). There should ideally be thousands of unique devices, of which the listed examples are but a tiny hint. Chemical prices, unless otherwise specified, are per fluid ounce, and herbs per ounce. Chemicals which temporarily affect attributes do *not* affect st and co contributions to health value.

Armor made not out of steel but out of special alloys may be found, at one notch higher ad and ten times the price, with all the protection but only half the penalties. When armor reduces damage by a fixed percentage, it should be read as the exponent of the damage which is reduced.

Animals (trained or otherwise friendly) may be acquired at a difficulty of the sum of the squares of their attributes, for half the ad if their behavior type is pet, ad for behavior type herbivore, twice the ad for behavior type small predator, three times the ad for behavior type predator, and four times the ad for behavior type feisty.

What is listed is specifically equipment which will be useful to adventurers. There are an infinitude of other objects which exist — clockwork devices which are built up to perform various tasks (such as play music or be a moving model of the solar system) much as a computer programmer assembles instructions to make a program; herbs which act as spices, or which, when drunk as a tea, have a mild narcotic effect (which herbs are carefully and temperately used, just like alcohol), or chemicals which, when mixed, turn a complex rainbow of scintillating colors — and they would take forever to list. Here is a simple example of what may be useful to adventurers, to give the game master a feel for the spirit of creation.

Devices and Equipment

Cost	ad	Name
5 au	m	Axe/Hatchet (wa 0) (N, T, U, Y, J, S)
3 au	d	Backpack (T, U, Y)
20 au	d	Belaying Device, automatic — a springloaded box with a harness
		at one end, a crank on the side, and which shoots out a
		grappling hook.  This device catches a climber who falls,
		preventing injury, and allowing him to try again if he slips a
		grip (thereby effectively doubling climbing skill).  (U)
4 au	d	Camouflage cloak — usually forest green, dark grey, or black,
		occasionally brown, these can lower the difficulty of hiding by
		one notch (T, U, Y, C)
8 au	d	Cat's Claw — an angled iron or steel clawed boot attachment
		and glove which is highly effective at attaching to climbing
		surfaces; someone wearing a Cat's Claw has a climbing skill
		increased by 10.  (T, U)
50 au	d	Chain Mail: -20 to sharp damage suffered, and -5 to blunt
		damage; 5-st penalty to ag, de, sp; -20 to Move Silently.  (U)
		(For instance, a character with st -5 would suffer a penalty of
		10 to ag, de, sp).
500 au	vd	Chain Mail, "feather": -15 to sharp damage and -3 to blunt
		damage; -10 to Move Silently.  (U)
5-20 au	m	Chest, Locked, Reinforced — size varies with price (T, U, J)
5 au	d	Cloth tape — 50 yards (U)
400 au	vd	Collapsible rowboat — skeleton of iron bars and joints, and
		oil skin surface, when taken apart and packed away, fit in a
		large back pack.  (U)
3 au	d	Compass (U)
10 au	m	Crossbow (wa 0 Urvanovestilli, 10 Tuz; strength difficulty to
		load 0 Urvanovestilli, 10 Tuz) (T, U)
200 au	vd	Crossbow, Pump-Action — a pumping action loads the next bolt
		so that the time to load and shoot is 5s instead of 30s.  (wa
		0, loading requires action of strength difficulty 0)
400 au	vd	Crossbow, Spray — a cup on the front of the bowstring holds
		20 bolts which, when fired, fan out in a spray.  wa 10, and
		effectively increases firer's skill/accuracy by 10.  (But
		cannot be gainfully used with a telescopic sight)
3 cu	m	Crossbow Bolt (T, U)
1 au	d	Crossbow Bolt, Exploding (+20 to wa) (U)
1 au	d	Crossbow Bolt, Harpoon — a fine wire or silk cord is coiled
		inside the shell, and an end can be attached to the crossbow or
		other anchor.
1 au	d	Crossbow Bolt, Poison Injecting (U)
5 au	d	Crowbar (T, U)
2 au	m	Dagger (wa 0 hand to hand, -10 thrown) (N, T, U, J)
80 au	vd	Dagger, Obsidian, Razor-edged (wa 5 hand to hand, -5 thrown)
		(U)
40 au	vd	Dagger, Poison Injecting (wa 0) (U)
60 au	vd	Directional mechanical listening device — a pair of binoculars
		for the ears.  It has a sight and a hard parabolic surface with
		a tube which goes to the ears at the focus — incoming sound
		from the direction it faces is echoed into the tube and heard
		with exceptional sensitivity.
15 au	d	Earhorn — effectively doubles hear noises skill
2000 au	ed	Firestar — a longsword with a hollow, insulated handle and a
		network of veins inside the blade leading to a porous surface
		which will be covered in burning oil (po 20, hotter oil doing
		more damage possibly available upon searching).
25 au	d	Fishing Rod, collapsible (U)
6 au	d	Goggles, Waterproof (U)
2 au	d	Grappling Hook (T, U)
1 el	d	Gunpowder (U)
30 au	d	Halberd (wa 15) (T, U)
200 au	d	Hang Glider (U)
600 au	vd	Hang Glider, Collapsible — can collapse to backpack size and
		pop out at the push of a button (U)
60 au	d	Herbal/Chemical Medicine kit — medicines allow an injured
		character to heal faster.  (Easy medical skill check to avoid
		causing damage (prevents healing that day), difficult medical
		skill check to double rate of healing) (U, Y)
3000 au	vd	Hot Air Baloon (U)
150 au	d	Hummer — a small device which emits a high and low pitched hum
		(inaudible to humans) which is 90% likely to repel wandering
		animals.  (U)
1000 au	vd	Jack/Rabbit Tool — This device has two hardened steel prongs,
		each shaped like a flattened chisel, and a crank which, when
		turned, will slowly (over the course of a few minutes) cause
		the prongs to push apart with very powerful force (100 times
		the strength of the using character), sufficient to easily
		force most doors and chests open.  (U)
10,000 au ed	Juggernaut — a movable room and armored vehicle, capable of
		going over all sorts of terrain at the average jog speed for
		the party inside, which seats 4-8.  A very good place to sleep
		in a Tuz forest.  (U)
1 au	e	Knife (wa -3 hand to hand, -8 thrown) (N, T, U, Y, J, S)
120 au	vd	Ladder, Collapsible — expands at the push of a button, and
		can be collapsed to an object 18"x8"x4".  (U)
40 au	d	Lance (wa 3) (T, U)
5 au	e	Lantern (T, U, J)
10 au	d	Lantern, parabolic mirror — beam of light comes out focused in
		one direction.  (U)
10 au	e	Leather Vest: -7 to sharp damage, -3 to blunt damage, no
		penalties (N, T)
5 au	d	Lighter — like a cigarette lighter, but with a wick and oil
		instead of butane.  (U)
30 au	d	Lock Picks (U)
10 au	m	Longbow (N, T, U)
1 si	m	Longbow Arrow (N, T, U)
10 au	d	Longsword (wa 10) (T, U)
5 au	d	Mace (wa 5) (T)
1000 au ed      Manual of Skill (specific skill) — A Manual of Skill contains
		instructions and insights into one particular skill, so that
		after a month's usage a character will gain five experience
		points in that skill.  Unless the game master explicitly
		specifies otherwise, all manuals of skill when found will be
		in extremely poor condition and will fall apart and be
		completely unusable after one character has used it once. (U)
80 au	d	Medical Kit — allows a character's medical skill to function
		in caring for the healing of another. (U)
10 au	d	Periscope (U)
2 au	m	Pickaxe (T, U, J)
100 au	d	Plate Armor, heavy: -30 to sharp damage, -20 to blunt damage,
		penalties 20-st to ag, de, sp; -20 to Move Silently.  (T, U)
200 au	vd	Plate Armor, light: -15 to sharp damage, -10 to blunt damage,
		5-st penalties to ag, de, sp; -20 to Move Silently.  (U)
50 au	vd	Pneumatic-Powered Liquid Sprayer, glass coated inside.  Some
		are powered by compressed gas cartridges; some are powered by
		pumping to build up pressure.  (U)
15 au	m	Rapier (wa 5) (U)
500 au	vd	Reference Manual (specific skill) — A reference manual, when
		consulted, allows a character to make a skill check as if he
		had five ep more (adjusted for gaa but not al) after one
		hour's consultation in preparation for that specific check,
		and as if he had ten ep more after one day's consultation.
1 au	d	Robe, many-pocketed (U, Y, J)
1 au    m       Rope, 50' (N, T, U, Y, C) 50
50 au   d       Rope, 50', silk (much thinner, smaller, and stronger than a
		normal rope).  (U)
350 au	vd	Self Contained Underwater Breathing Apparatus (U)
100 au	vd	Sewing Machine, portable (U)
10 au	d	Shield — its usage skill (block, works exactly like dodge) has
		dl .5.  (T, U)
3 au	m	Slide Rule (U)
3 au	d	Snorkel (U)
2	d	Soft cloth/leather boots/shoes — effectively increases
		wearer's move silently skill by 10.  (U, Y, S)
10,000 au ed    Spider Silk Robe: -30 sharp damage, -5 blunt damage; no
		associated penalties.  (U)
30 au	d	Springboard — with running start, doubles jump skill.  (U)
300 au  vd      Staff, Rocket Launching — launches rockets that explode in 5
		yard r+50-damage fireball)  (U)
50-200 au d	Swiss Army Knife (U)
1 au	vd	Syringe (U)
10 au   d       Telescope, 10x magnification (U)
100 au  64      Telescope, 100x magnification (U)
500 au  vd      Telescope, zoom, 10-250x magnification (U)
50 au   d       Telescopic Crossbow sight — allows for a shot taking twice the
		time and prone to have accuracy increased by 50 if installed on
		Urvanovestilli crossbow and adjusted with a difficult clockwork
		device craftsmanship/engineering check.  (U)
200 au	vd	Tent, framed — collapses to fit inside a moderately sized
		backpack.  (U)
1 au    e       Tinderbox (N, T, U, Y, J, S)
20 au	e	Tool Kit (U)
50 au   d       Two-handed sword (wa 20) (T, U)
10 au	m	Watch (U)
1 au	m	Waterskin (N, T, U, Y, C, S)
15 au	m	Winter Clothing — lowers cold tolerance difficulties one
		notch.  (N, U, C)
1	d	Wire, steel, 5 yards
10 au	d	Wire Saw (U)

Non-Herbal Chemicals

500 au	ed	Adrenaline serum.  One ounce of this hormone per hundred pounds
		of body weight will affect attributes with the following
		adjustments: ag+5, al+15, ch-10, de-5, kn-8, me-8, pe+8, sp+10,
		st+15, wi-15.  At the time of being injected, the injectee must
		make one constitution check, of difficulty equal to ten times
		the number of ounces of adrenaline injected per hundred pounds
		of body weight.  If this check is failed, then the hormone
		causes him to run in fear from any threat until it wears off.
		(Note that this reduces wisdom as quickly as it increases
		strength; a character with wisdom reduced to .1 or less is no
		longer under the control of the player.)  Also, adrenaline
		causes an injured creature (as long as it's still alive) to
		function as if not injured.
100 au	ed	Anabolic steroids.  One ounce of this, appropriately diluted
		and spread over a year with vigorous exercise, will increase
		strength by 2.  (After the year, no further steroid use of that
		level will bring increase.  Increased steroid use will act on
		the base strength, unadjusted by steroids).  The *cube* of the
		number of ounces is subtracted from constitution.
1 au	d	Docility Drug (po 10) — this and other drugs take effect when
		the drug "damage" combined with actual damage brings an animal
		below zero health value (U)
5 au	64	Docility Drug (po 20) (U)
25 au	vd	Docility Drug (po 30) (U)
125 au	1024	Docility Drug (po 40) (U)
625 au	ed	Docility Drug (po 50) (U)
1 si	d	Glue (U)
1 au	vd	Glue, exceptional strength (if allowed to set, is usually
		stronger than the materials it has bonded together) (U)
8 au	vd	Nitric Acid — comes in a glass container (one of few
		substances it will not eat through), with a tiny eyedropper.
		(U)
2 au	vd	Compressed Gas Cartridge (U)
1 cu	e	Lantern Oil (T, U, J)
1 el	d	Lantern Oil, Extra Bright — when burnt in a lantern, can
		illuminate a room as brightly as daylight. (U)
1 au	d	Poison (po 10) (U)
5 au	64	Poison (po 20) (U)
25 au	vd	Poison (po 30) (U)
125 au	1024	Poison (po 40) (U)
625 au	ed	Poison (po 50) (U)
2 au    d       Roman Candle (U)
1 au	d	Sleeping Drug (po 10) — this and other drugs take effect when
		the drug "damage" combined with actual damage brings an animal
		below zero health value (U)
5 au	64	Sleeping Drug (po 20) (U)
25 au	vd	Sleeping Drug (po 30) (U)
125 au	1024	Sleeping Drug (po 40) (U)
625 au	ed	Sleeping Drug (po 50) (U)
1 au    d       Smoke Bomb (U)
10 au	vd	Thermite — a mixture of powdered rust and aluminum which will
		when ignited with a magnesium fuse (generally available
		wherever thermite is available), burn through nearly anything
		— steel, sand, asbestos...).  (U)

Herbs and Herb Derivatives — some herb effects derived from the net.book on herbs. Herbs, in raw form, may be acquired using the herbalism or woodlore skills as well as acquisition, in which case they are obviously free.

1 sp m Aloe Vera — when rubbed over sunburnt skin, alleviates pain and causes healing to occur at four times the normal rate. 50 au ed Angel's Hair — this herb, when dried, powdered, and mixed with water to make a viscous fluid, will, when drunk (one dose per day) reduce aging by 1/4. 1 sp m Coffee — one silver piece's worth per hundred pounds body weight will bring adjust pe*1.1, sp*1.1, cube of silver piece's worth per hundred pounds body weight will adjust de*.98, in*.98. Lasts one hour. (U) 1 au d Cofisa Tea — a tea with strong herbal extracts that focuses and intensifies nervous system impulses to the muscles. Adjusts st*1.1, cube adjusts pe*.98. Lasts 15 minutes. 4 au vd Desp — when an extract of this herb is injected, it causes the person to continue strenuous exercise for ten times the normal duration, after which he will fairly quickly fall asleep. 1 au d Docility Drug (po 10) — this and other drugs take effect when the drug "damage" combined with actual damage brings an animal below zero health value (Y) 4 au 64 Docility Drug (po 20) (Y) 16 au vd Docility Drug (po 30) (Y) 64 au 1024 Docility Drug (po 40) (Y) 256 au ed Docility Drug (po 50) (Y) 1 cu d Ficop — A liberal distribution of a paste made of this herb, held on with dressings, (one pound per square foot), will cause burns to heal at four times the normal rate. 1 au m Gentian Violet — this herbal extract, when applied to a bleeding wound, will cause it to rapidly slow, scabbing unless it is a major vessel. 1 au d Hallucinogenic Mushroom Extract — this and other drugs take effect when the drug "damage" combined with the actual damage brings an animal below zero health value. An animal in combat who hallucinates has a 50% chance of being scared off by hallucinations, and, if not scared, has a 50% chance of attacking hallucinations rather than threats (po 10) (Y) 4 au 64 Hallucinogenic Mushroom Extract (po 20) (Y) 16 au vd Hallucinogenic Mushroom Extract (po 30) (Y) 64 au 1024 Hallucinogenic Mushroom Extract (po 40) (Y) 256 au ed Hallucinogenic Mushroom Extract (po 50) (Y) 2 sp d Hedisc — when rubbed on scars daily (one ounce can cover one square inch of scar for one week), causes scars to heal fully within a month (Y) 50 au d Herbal Medicine Kit (Y) 5 au vd Heslriana — when made into a tea and drunk, this adjusts pe+5 noncumulatively for ten minutes. (Y) 1 el d Hofiu — anti-nauseant (Y) 20 au vd Kedlidi — diminishes by half the effect of alcohol (non-cumulatively). (Y) 1 sp d Locriat Tea — This includes a variety of teas which, a day after drinking, will begin to color the drinker's skin (and, in some cases, hair); the colors will wear off with discontinuation after about a month to half a year (depending on how much has been consumed); possible resultant colors may be described as any color which may be obtained by rubbing a non-opaque dye onto a person's skin. (Y) 2 au m Nesrit — When burned in a fire, the resulting smoke will leave an odd scent in the air which will repel insects and snakes for one hour (Y). 3 au d Plei Kr't Sha — this herb, when taken orally, will in ten minutes cause a person for an hour to be aware of painful stimuli but not feel them as pain, and not to be nauseated by grotesque sights or thoughts; used frequently in surgery (Y) 1 au d Poison (po 10) (Y) 4 au 64 Poison (po 20) (Y) 16 au vd Poison (po 30) (Y) 64 au 1024 Poison (po 40) (Y) 256 au ed Poison (po 50) (Y) 1 au d Poison Antidote — Poison antidotes are specific to the plant, and/or creature from which the poison originated. There are three or four common poisons of each strength and several uncommon poisons of each strength (price and ad up by a factor of four) (po 10) (Y) 4 au 64 Poison Antidote (po 20) (Y) 16 au vd Poison Antidote (po 30) (Y) 64 au 1024 Poison Antidote (po 40) (Y) 256 au ed Poison Antidote (po 50) (Y) 1 au d Sleeping Drug (po 10) — this and other drugs take effect when the drug "damage" combined with actual damage brings an animal below zero health value (Y) 5 au 64 Sleeping Drug (po 20) (Y) 25 au vd Sleeping Drug (po 30) (Y) 125 au 1024 Sleeping Drug (po 40) (Y) 625 au ed Sleeping Drug (po 50) (Y) 2 au d Solvi — causes internal blood clots to dissolve (Y) 2 au m Stiv Tea — causes neurons in the eye to fire once per photon detected instead of once every seven, thereby causing a person to be dazzled in bright light, see in dim light as if it were bright, and see in very weak light (moonless starlight, indirect candlelight) as if it were dim. 5 au d Talinor Tea — adjusts in+2, pe-1, sp-1, wears off in one hour (U, Y)


Section II M: Speed and Simultaneity


This section is optional:

The exponent of a creature's speed is looked up in the log/exponent table, and actions are shortened in duration by that divisor. For example, a creature of speed 10 has an exponent of 2, so he does things twice as fast (he takes half as long to do things).

Creatures may voluntarily speed up or slow down actions, affecting the difficulty as follows: let's say that a character wants to perform an action 4 times as fast. The log of 4 is looked up in the log/exponent table: 20. This number is added to the difficulty of the action: it is 20 points more difficult to perform the action at 4 times normal speed. Creatures can benefit from slowing down to perform actions, up to a difficulty 10 points lower by taking twice as long.

A character may perform n actions simultaneously with the difficulty for each increased by the log of n: 10 points for 2 actions, 20 points for 4, etc. Common sense should be applied to what can be done simultaneously; archery and horseback riding are sensible concurrent activities, while archery and juggling are not. Running while doing other activities does not require an ability check, but does count as a simultaneous activity (increasing the difficulty of the other activities performed).


Section III: A Quick Key to Abbreviations


Here is what each abbreviation means. It may be convenient to print out this page to have on hand until the abbreviations become familiar.

ad	acquirement difficulty
ag	agility
al	ability to learn
an	one half anatomy skill, rounded down
au	gold
av	adjusted value
b	number resulting from rolling the blue die
bs	base skill
ch	charisma
co	constitution
cu	copper
d	difficult
de	dexterity
dl	difficulty of learning
e	easy
ed	extremely difficult
el	electrum
ep	experience point(s)
fe	iron
gaa	governing attributes addend
in	intelligence
kn	knowledge
ld	learning difference
m	moderate
me	memory
ms	medical skill 
pe	perception
po	poison
r	number resulting from rolling the red die
si	silver
sp	speed
st	strength
ub	untrained base
vd	very difficult
wa	weapon adjustment
wi	wisdom

Section IV: A Sample Character Sheet


Here are parts of a sample character sheet being set up, in order to make the model perhaps easier to understand. I am demonstrating using my stopwatch as a ten-sided die (starting and stopping it, and then looking at the place for hundredths of seconds), and a simple four function calculator. The number of decimal places kept track of is somewhat arbitrary, but I will use two.

First, I decide the character's race, age, and gender (young Yedidia female). We'll call her Ocula. (We should also have an idea of what kind of skills she will have — I'll say a perceiver, although her 30 ep may be devoted any way I want.) Second, I generate 36 numbers as r-b (I roll the red and blue dice, subtracting the value on the blue die from that on the red die — if the red says '3' and the blue says '5', then the number is 3-5, or -2):

n1: 4; n2: 3; n3: 2; n4: -1; n5: -3; n6: 0; n7: 3; n8: -2; n9: 1; n10: 0; n11: 4; n12: -3; n13: -1; n14: 5; n15: 2; n16: 2; n17: 3; n18: 0; n19: -1; n20: 1; n21: -1; n22: -1; n23: 0; n24: -5; n25: 1; n26: 2; n27: -1; n28: 4; n27: -2; n28: 1; n29: -3; n30: 4; n31: 1; n32: -1; n33: 0; n34: -1; n35: 0; n36: 2

Now, using those 36 random numbers, I calculate her attributes as given in section II A, and adjust them as given in section II B:

Attribute		Racial	Gender	Age	Adjusted
ag: 4+3+2-1-3=5		+0	+0	+5	10
al: 4+0+3-2+1=6		+0	+0	+5	11
ch: 4+0+0+4-3=5		+5	+0	+0	10
co: -1+5+2+2+3=11	+0	+0	+5	16
de: 4+3+2+0-1=8		+0	+2	+5	15
in: 4+0+3+1-1=7		+3	+0	+0	10
kn: 4+0+3-1+0=6		+0	+0	-4	2
me: 4+0+3-5+1=3		+0	+0	+0	3
pe: 4+3+2-1+4=12	+10	+5	+5	32
sp: 4+3-3+4+1=9		+0	+0	+5	14
st: -1+5-1+0+1=4	+0	-5	+5	4
wi: 4+0+3+0+2=9		+0	+0	+0	9

For all unadjusted attributes, 0 is average, and how far above or below 0 the character's attribute is is how far above or below average the character is in that attribute.

Ocula is above average in virtually everything; this is unusual even for a heroine. (If the player does not like the first attributes generated, he may generate new ones — while Ocula is unusually gifted, heroes should be above average.) Ocula is, as compared to other young Yedidia women, mentally sharp, moves quickly, healthy, and exceptionally perceptive.

Now it is time to allocate initial experience. Ocula has 30 points to distribute on skills (above and beyond her untrained bases as a Yedidia female). Using one of the given roles, she will be a perceiver (her experience devoted, as listed in section II H, are blind action 3*1=3 ep, guess actions 3*3=9, etc.).

Now, for a daily encounter check. Will there be an encounter? 1. Encounter. What kind of encounter? 2. Animal. What animal? 19. Duck. How will it be/behave? 3. It is curious.

Upon seeing the duck, she will guess actions to see what it will do. Now we will calculate her guess actions skill.

Her untrained base for Guess Actions is 20. She has 9 ep devoted, so we calculate her bv as follows, consulting the log/exponent table: the exponent of 20 is 4. 4+9=13, so this is what her experience does. The log of 13 is 37, so she has a base skill of 37 for Guess Actions. Her al is added to this (11), and her gaa as well (32). Her av (adjusted value) for guess actions is 80.

Guessing actions for a person under normal circumstances would be of moderate difficulty; guessing the actions of a nonhuman animal is difficult (difficulty 40). Her success index is 80-40=40. The dice are rolled; red yields 4 and blue yields 1. (6*4)+1=25, and looking at the table, she needs a success index of at least -1. Ocula succeeds in guessing what the duck is going to do, namely try to figure out if she is going to attack and, if not, if she is safe to approach.

Later, a young Urvanovestilli man, in his wanderlust, comes through to visit. He has a pianoforte music box which entrances her. He is a bit of a maverick, and tells her that he will bet the music box against a well aged bottle of strawberry wine that he can beat her in a gambling game. She agrees.

He is a good gambler (gambling 30), and has an unadjusted perception of 3, adjusted 8. His al is 5, so his gambling skill is 43.

Ocula is not particularly skilled at gambling, but she can guess actions well — a skill closely related to gambling — and guess actions and gambling have an ld of 10, so she can gamble 70. Skill against skill; she has a success index of 27. Red rolls 5, blue rolls 2, for a roll of 32. She needed a success index of -11 or higher to win, so she won.

Ocula completes a quest, gaining two experience points. She decides to devote both of them to guessing actions. Her bv is 37, which has an exponent of 13. Adding the two experience points make it 15, which has a log of 39. With this two point increase, her new av is 82. (If she had trained with a tutor of sufficiently high av (84 or more — which would have been found on an acquisition skill check of difficulty 84), she would have gotten double benefit out of her experience, adding 4 to the exponent instead of 2, yielding 17 with a log of 41, so her new av would have been 84.)

Ocula's initial character sheet (without experience from the quest) is as follow:

Ocula Yedidia Female Age: 33

Attribute		Racial	Gender	Age	Adjusted
ag: 4+3+2-1-3=5		+0	+0	+5	10
al: 4+0+3-2+1=6		+0	+0	+5	11
ch: 4+0+0+4-3=5		+5	+0	+0	10
co: -1+5+2+2+3=11	+0	+0	+5	16
de: 4+3+2+0-1=8		+0	+2	+5	15
in: 4+0+3+1-1=7		+3	+0	+0	10
kn: 4+0+3-1+0=6		+0	+0	-4	2
me: 4+0+3-5+1=3		+0	+0	+0	3
pe: 4+3+2-1+4=12	+10	+5	+5	32
sp: 4+3-3+4+1=9		+0	+0	+5	14
st: -1+5-1+0+1=4	+0	-5	+5	4
wi: 4+0+3+0+2=9		+0	+0	+0	9

Health Value: co+st+ag+an=48

Skill		ub	ep	bv	gaa	av
Anatomy		10	0	10	2	18
Animal Handling	20	0
Animal Lore	20	0
Blind Action	10	3
Dancing		20	0
Dodge		10	0
Endurance	0	0
Fire-Building	0	0
Gardening	10	0
Guess Actions	20	9	37	32	80
Haggling	0	0
Hear Noises	20	3
Herbalism	15	0
Hide		10	0
Hunting		10	0
Improvisation	20	0
Jumping		0	0
Massage		0	0
Medicine	10	0
Move Silently	10	0
Keen Eyesight	10	3
Musical Instrument (Recorder)	10	0
Navigation	0	0
Philosophy	0	0
Read Emotion	15	3
Search		0	3
Smell Creature	10	3
Theology	10	0
Weather Sense	10	3
Wilderness Survival	20	0
Woodlore	20	0

Inventory Herbal medicines Pet puma, young male, named Liki n1: 5; n2: 0; n3: 0; n4: -4; n5: 0; n6: 2; n13: 2; n14: 0; n15: 0; n16: -3; n17: 2; n18: 0; n19: 1; n26: -4; n27: -1; n28: 2; n29: 4; n30: 3; n31: 1; n32: 1; n33: 5; n34: -5 unadjusted species gender age adjusted ag: 5+0+0-4+0=1 30 0 5 36 co: 2+0+0-3+2=1 10 0 5 16 de: 5+0+0+0+1=6 20 0 5 31 pe: 5+2-4-1-2=0 30 0 5 35 sp: 5+0+4+3+1=13 10 0 5 28 st: 2+0+1+5-5=3 30 5 5 40 Health Value: 56 Damage: r+40 Skill Points gaa av Attack 30 99 129 Blind Action 20 35 55 Climb 20 76 96 Dodge 30 64 94 Hear Noises 20 35 55 Hide 30 71 101 Hunt 30 35 65 Move Silently 30 71 101 Track 30 35 65 Purse (4 silver pieces, 3 copper pieces, 8 iron tips) Recorder


Section V: Notes and Properties


These are my comments about the model — about properties that I see as desireable and undesireable, plus miscellaneous comments.

It is a discrete, integer, dice-oriented translation of a continuous, real-valued model having the following properties:

Miscellaneous: The model (or, more properly, the racial and age attribute adjustments and racial base skills) is not balanced. I intentionally placed realism above balance in model design.

Undesireable properties:

Desireable properties:

The model is continuous and real-valued.

Related attributes are correlated in value.

What attributes are, and their impact, is appropriate.

Adjustments take the form of multiplicands, rather than addends.

Adjustments make a substantial impact on individual checks, rather than just being a subtle and minute increment.

Attributes adjust skills.

Experience devoted to skills produces an appropriate law of diminishing returns — it takes a little while to learn a little, and a long while to become a virtuoso.

Related skills apply to each other.

The model is simple and unified — one model fits all — and can be easily programmed into a scientific calculator.

Once a character's skills are calculated, there is no more calculation for a while.

I like the way it handles time and actions.

Having listed other little virtues that this model possesses, I wish to delineate one virtue which I consider cardinal.

This model is small and incomplete; it possesses a limited domain.

It is the wide concensus of gamers that r-o-l-e-play is infinitely superior to r-o-l-l-play; this model is a miniscule thing which governs a timy part of play, and calls for contrainte in use. It governs certain natural abilities and certain developped skills; I would like to point out two major areas of play that it doesn't touch.

The first is something which is traditionally a part of play and which mathematical models are kept out of: tole play: who a character is, what his personality is, what makes him tick, what his spiritual state is. It is something which is governed by an understanding of how things are done that cannot be reduced to rules and algorithms. On this point, I don't feel the need to explain further.

The second is something which is traditionally a part of play in some form or other and which is traditionally governed by mathematical models, much to the detriment of play. It consists of things like the motion and gifts of the Spirit, the prayer of faith, divine intervention, etc.

In D&D, a cleric's prayer power is reduced to another form of mechanized spell casting: a cleric gets such and such many prayers of the following power levels per day, as a function of his wisdom and the number of creatures he has killed. Star Wars is no better: using the Force is just one more skill which happens to be accompanied by some more rules about conduct. Neither is GURPS.

God is good and he is reliable, but he is not safe and not tame, and certainly not predictable enough to reduce to a model. While God is not predictable, incorporating a great deal of randomness in a model won't cut it. God, when listening to prayers, weighs the petitioner's faith and motives, the situation, and then makes a decision that, while unpredictable, is governed by infinite love and wisdom. This is, if anything, less, not more, reducible to algorithms than personal interactions. This calls for the GM to pray, rely on the Spirit, and think. God's action must be handled as the most challenging and delicate role to portray, and it takes a game master created in the image of God to do.