DragonQuest
Rulebook, version 2.19

X. ADVENTURE

Table of Contents

151. Preparation for Adventure
152. Game Conventions
153. Organizing a Party
154. The Adventure Sequence
155. Monetary Matters
156. Fatigue Loss and Recovery
157. Adventure Actions
158. Consequences
159. Recuperation and Upkeep
160. How Experience is Gained
161. How Experience is Used


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An adventure occurs whenever one or more players, in conjunction with the GM, play their characters. The adventure is the heart of the fantasy roleplaying game, because it is the medium through which the GM tells a story. When he reaches an interlude or decision point, the players use the game mechanics to have their characters influence the outcome of the tale.

The most common scenario used by GMs in fantasy roleplaying games is that of the descent into a series of labyrinthine catacombs, or “dungeons.” Of course, conceptually most dungeons make no sense (for a variety of reasons, the most blatant being the space given for creatures to live in), but it is the simplest and least time-consuming type of adventure to design. The GM should break in his regular players on such a scenario.

151. Preparation for Adventure

Before an adventure is begun, the GM must invest some of his time in readying his scenario. This requires the generation of some (if not all) of the non-player characters and monsters the player characters may meet, fleshing out the part of the world in which the adventure will occur and composing the preliminary information to be given to the player characters. A fully prepared GM will organize this data as described below.

Each player is responsible for informing the GM of any actions his character takes between his last adventure and the upcoming one. This includes necessary functions, such as the expenditure of silver pennies on upkeep (see rule 159.3). Each player is also responsible for updating his Character Record, though the GM may waive this requirement temporarily (the necessary bookkeeping can be done at a more convenient time).

[151.1] The GM must outline the course of the adventure.

The GM plots the direction in which he wishes the adventure to go. He determines the manner in which the player characters will become part of his scenario, advancing a purpose for the characters to undertake this particular adventure. He then plots the rationale for the party’s adversary, be it sentient, magical, natural, or intangible. The GM will probably wish to note all of this on a piece of paper to which only he is privy.

Some GM’s will be willing to give the characters a choice of adventures; if the GM is not one of these, the players should keep in mind the time necessary to develop each adventure, and oblige him by going on the one proffered.

Example: A GM describes to his players the fate of a princess held captive by a wizard in a tower deep in the Nasty Forest. The king has offered a not inconsiderable reward for the return of his daughter and the slaughter of the wizard and his minions. The wizard is a lonely old man who has abducted the princess for the sole purpose of introducing a love philtre into her sustenance. She proved quite willing to elope with the wizard afterwards, so he left his tower guarded by a few fantastic creatures while the couple made their way south. The party, after gaining entrance to the tower, discovers they must pursue the two. Additionally, they will find a princess not disposed to the idea of rescue, since the wizard has been accumulating quite a supply of love potions in the last few years.

[151.2] The GM records the vital statistics of all non-player characters and monsters to be encountered.

The vital statistics comprise the information the GM generates in accordance with the Monster rules (see section IX.). The GM must produce a value only for those entries which will affect the characters’ interaction with the non-player characters or monsters. It is recommended that the GM generate 10 to 20 spare monsters, which can be used interchangeably on separate adventures.

The GM records the vital statistics for each of the necessary monsters and non-player characters on index cards or on a comprehensive list. Each group of monsters and non-player characters is divided so that all creatures which will be met at one time are listed under one heading (or on one index card). The GM will easily be able to consult only the pertinent listing when the time comes.

[151.3] The GM maps the area in which the characters will adventure, drafting the plans for any structure which will be an integral part of the scenario.

A GM who wishes to develop a sophisticated world design will draw a map of the continent in which most of his adventures occur. The scale of this map can vary between 50 and 350 miles to the inch. The GM need not plot this map on any particular type of paper, though it is advisable that he draw the latitudinal and longitudinal lines before coastline and natural features (which should be done before sites of human or humanoid habitation are entered on the map).

When the GM prepares for an adventure, he should take a slice of his strategic map, and blow it up onto a hex grid map. Each hex represents 5 miles of terrain from hex-side to hex-side and must be coded as to the prevalent environment (see rule 131.1) in the hex.

Any structure the GM expects to be carefully searched and/or examined by the player characters should be drafted on hex paper (the strategic hex grid will suffice). The scale is 5 feet per hex to match the scale of the Tactical Display.

When characters engage in combat within a structure, the GM should treat each hex on the Tactical Display as equal to one hex on the structure map. If the player characters and their foes begin in adjacent hexes, the players can choose the exact hex-side to which they face where any ambiguity occurs, unless their foes have surprised them (see rule 154.2).

The GM should record a legend for each map he draws. The legend for the strategic maps will usually not contain many entries, but that for a structure map will include an entry for each room of importance. It is suggested that the GM code co-ordinates on his strategic maps, and identify each room/vestibule/opening on his structure maps.

[151.4] Before the adventure begins, the players must notify the GM of all changes in status for their characters.

If a character is to expend Experience Points, to spend monies to gain an unusual piece of merchandise or service, to seek the aid of a non-player character, etc., he must do so before party organization begins (see rule 153). The player records all changes in status on his Character Record.

If a change of status for a character requires the attention of the GM (i.e., is not necessarily automatic), the player should resolve such an action (at the earliest convenient time) before the players gather for a new session.

152. Game Conventions

The rules in this Section are conveniences for play purposes when translating life in a medieval fantasy world into game form. Most of these are cautions against players bending the rules at opportune moments. The GM will, as he becomes comfortable with a style of refereeing, modify these conventions to suit his own tastes.

[152.1] The time scale for a campaign should be either two or three game days to one real day.

The GM is responsible for monitoring the passage of time in his campaign. He determines and informs his players of the conversion rate from game time to real time. The GM may choose the simplest timekeeping method, which is doubling or trebling the time since he last met with his players, or he can set up a calendar, which allows him to keep current on the seasons of the year and the ascendant aspects (see rule 7). A calendar will be preferable in most cases, since several Colleges of Magic are affected by phases of the moon and seasons of the year.

A game day is equal to the relational period of the GM’s world (which, in most cases, will be approximately 24 hours).

In the event that the GM and players could convene more than twice in one week, or if the game time spent on an adventure is three-quarters or more of the game time that should have passed between sessions, the GM should adjust the time scale so that the characters have one-quarter of the game time that should have elapsed.

Example: Given the time scale of three game days to one real day, four real weeks would equal twelve game weeks. However, a party spent ten game weeks on an adventure, so the GM, in order to make up for the discrepancy, should give the players an extra week to make the total non-adventure game time equal to one-quarter of twelve.

[152.2] The GM adjusts the passage of time during an adventure to the level of activity.

When the player characters are interacting with monsters or non-player characters, or amongst themselves, the GM should run the encounter in real time. A similar time scale should be used when a character uses an information-gathering ability. For example, if the characters are negotiating with a prospective employer in a tavern, or if an Astrologer character is divining the future, the GM and the players enact the scene in detail.

When the player characters have instructed the GM to speed the passage of time until they are interrupted, the GM pauses only to make Encounter Checks (see rule 131.1), etc., and to give the players status reports. The players must decide how often they wish to have these status reports. For example, the characters have decided to journey along the imperial highway one hundred miles. They request that the GM give them a status report every four hours. Unless something untoward should occur, the GM will allow them four hours progress and inform them that nothing has happened during the last four hours. When night approaches, he will suggest that the adventurers look for shelter for the evening, The players will then inform him of their watches, and ask him for a status report every time the watch is changed.

The GM should interject information about the periods between status reports whenever a character would normally notice something of interest. For instance, if a Ranger character travels with a party about to walk into an ambush, and his ability to detect such operates successfully (see rule 103.2), the GM alerts the players to the impending danger.

[152.3] When combat occurs on the Tactical Display, there should be no lapses of time between player announcements of character intentions and resolution of them.

After determining the order in which all creatures (including the player characters) on the Tactical Display may take action, the GM paces the combat in that strict sequence. When it is a character’s turn to take action, his player must announce within five seconds what his character will do, or the character is assumed to take a Pass Action. The leader (see rule 153.1) must do the same for each non-player character in the party, and the GM should do the same for each of the party’s opponents.

If the players wish to discuss tactics amongst themselves during combat, they must do so while the GM is determining the result of a particular action. Anything said by one character to another during combat can be overheard by their opponents, though it may not be understood, depending on the language used. A wise party will devise a battle plan to be used in combat situations so that they will not be at a disadvantage when surprised.

The leader is responsible for listening to the GM’s announcements about enemy activity, wounds suffered by his comrades, etc.

A Military Scientist character can allow a party some planning time during which they will not be overheard by the enemy (see rule 101.5).

[152.4] Any player may, at the GM’s discretion, suspend the passage of time by requesting a clarification of a relevant point by the GM.
[152.5] A player may change the action he announces for his character to a Pass Action (only) up to five seconds after he either announces it or is interrupted by another player protesting his choice.
[152.6] A player may appeal a decision made by the GM which he feels to be arbitrarily or improperly resolved.

The player has as much time as the GM will grant him to state his case. The GM can either modify or reverse his earlier decision, or stand behind it. The GM’s word is always law in regard to his world; a player can protest, but may not change, an event which occurs in another’s fantasy world.

153. Organizing a Party

The players must determine the composition of the party before their characters leave the relative safety of their current place of residence. The party consists of each character represented by a physically present player. In addition, the GM should prepare some non-player characters with abilities complementary to those of the player characters. These non-player characters may usually be hired through the auspices of the Adventurer’s Guild.

A character of a player not attending the current session may only be brought along with the express permission of his Player. That player would do well to leave general instructions on how his character will act with the GM (these instructions are inviolable if applicable to a given situation). The performance of such a character is controlled by the leader of the party, unless his player’s standing orders are to the contrary.

When the players have assembled those who are going on the adventure, they should discuss general strategy and a tentative battle plan (see rule 152.3). When the characters are provisioned and a leader has been appointed, the adventure may commence.

[153.1] The players should elect one of their number to be the leader of the party.

The leader should not only be the best qualified character for the position, but the most experienced player as well, because his decisions will usually directly affect the outcome of any adventure. A leader is not abso-lute19 necessary but one’s presence will usually prove advantageous for ease of play. When a party needs information or descriptions of events or locations, it is much easier if these descriptions are given to the group as a whole and the leader in particular, who may then react for the party. Listening to one person is much easier for the GM then trying to interpret the frantic ravings of six people.

In combat, the leader may add his Military Scientist Rank (if any) to the Initiative die roll. If the leader is involved in Melee or Close Combat (or otherwise incapacitated) the character with the highest Perception who is unengaged becomes the leader for purposes of the Initiative die roll (only).

The leader announces the general activities undertaken by the party during the Adventure Sequence.

Example: We wish to travel along the footpath through Linden Woods until further notice.

Though the non-player characters hired to accompany the player characters are usually controlled by the GM, any reasonable request by a representative of the party will be heeded by a non-player character. The leader usually gives the orders for the non-player characters in a party; if there is a disagreement as to what the actions of a non-player character should be, the majority of the players rule. The leader counts as two players for determining the actions of non-player characters.

[153.2] Before an adventure is begun, the player characters should agree to the division of spoils.

Generally, that which can be garnered on adventure is separated into three categories. Magical treasure encompasses anything which is magical or has magical properties in and of itself. Unusual treasure includes captives, beings trained by a Beast Master, objects with a greater intrinsic than monetary worth, objects which cannot be used by all in the party, and objects which are particularly suited for one character (e.g., a family heirloom). The remainder of the treasure is assessed by its monetary value.

If only the player characters are going on an adventure, they may make whatever agreement between themselves they wish. If they wish to bring along any non-player character, the NPC will require that a standard Adventurers’ Guild contract (or a reasonable facsimile thereof) be signed by everyone in the party.

The Adventurers’ Guild will draft any contract in language acceptable to the local legislative bodies for a fee ranging from 10-100 silver pennies, depending on the complexity of the terms of the desired agreement.

The Guild is also willing to guarantee arbitration and enforcement of a contract which it has drafted. These services are free to a guild-member in good standing (see rule 153.3), as are copies of the standard Guild contract. If a being who is not a member of the Guild wishes arbitration of a Guild contract, he must pay 50 silver pennies per hour of arbitration (the GM may either require the enactment of the arbitration scene or may determine the number of hours required to reach a decision based on the ramifications of the case); if such a being wishes the verdict enforced, he must state so when the Guild contract is signed and pay a fee of 500 silver pennies.

When the Adventurers’ Guild enforces one of its contracts, the beings against which it has decided have 10 hours to deliver the object of dispute to the plaintiff. Unless the loser in arbitration has successfully petitioned for an extension to that deadline (which must be for a good reason, such as the item in question being 12 hours’ ride away), he must deliver unto the plaintiff or be blacklisted by the Guild. A blacklisted person may not hire from the Adventurers’ Guild, and there is a 2000 Silver Penny reward for his apprehension and delivery for incarceration in the Guild dungeons.

[153.3] A character may become member in good standing of the Adventurers’ Guild by tithing 5% of all monetary gains to the Guild, or a minimum of 200 silver pennies per annum.

If the Guild discovers that a member has withheld its portion of his gains, he must make restitution within 10 days or be blacklisted (see rule 153.2).

If a guild member cannot afford his tithe to the Guild, he is given a three-month grace period in which to acquire the 200 Silver Penny minimum annual fee. If he cannot raise the necessary money, he must spend two months in service to the Guild, or be blacklisted.

A character may buy out of the Guild (i.e., renounce his membership) by paying 100 silver pennies for each year he has been a member of the Guild. He must settle all accounts with the Guild beforehand (e.g., a character cannot resign immediately after gaining a huge treasure), and may not rejoin the Adventurers’ Guild for a period of at least one year.

[153.4] The standard Adventurers’ Guild contract requires as equitable a distribution of treasure as is possible amongst the free-beings in the party.
  1. Every signatory to this agreement is entitled to one full share, unless a) the party, by majority vote, allows up to one extra full share for a being or beings who provide the party with information or services vital to the completion of their mission, or b) a signatory agrees to receive but a half-share, in exchange for protection, whenever possible, from physical and magical harm by those receiving full shares.

    Note: The latter clause is often a bone of contention when a dispute is presented to the Guild for arbitration. One who receives a full share must prove that he was in imminent danger of serious injury or loss of life if he fails to protect a half-share member of the party.

  2. A signatory forfeits any right to treasure if he: a) attacks another party member without provocation, or b) deserts the party voluntarily (those who have been spirited away or accidentally separated from their comrades are obliged to attempt to rejoin the party at the earliest convenient time).
  3. A signatory forfeits one-half of the treasure due him if he: a) does not perform according to a pre-arranged battle plan which does not endanger him any more than others in the party, b) is responsible for the death of a party member, c) is responsible for the failure to attain the goal of the adventure through an error of commission or omission, or d) is found to be stealing from the party.
  4. If a party member is killed, rendered incapable (e.g., comatose), or involuntarily removed from the midst of the party, that being’s heirs are still entitled to his portion of the treasure gained by the remaining party members (see clause 6 below).
  5. If a party member is killed or rendered incapable, the surviving party members are obliged to return his body (or what remains of it) to the place from which they started, unless forced to abandon the body because its recovery would imperil others in the party.
  6. If a being has not designated one to whom he wishes his effects and share given in his absence and/or to whom he wishes his body given in the event of his death, the Adventurers’ Guild will take responsibility for either or both.
  7. Monetary treasure must be converted into currency or specie and divided evenly amongst all shareholders. Any party member may choose to buy a particular item at value rather than have it sold to an outside purchaser; if more than one member wishes to buy the same item, all submit sealed bids, with the highest sum gaining its bidder the item in question.
  8. Each full shareholder may, at the beginning of the adventure, state one item which he wishes if the party should find it. Unless some other party member also wishes the item, the claimant receives the object of his fancy, but is not entitled to any other unusual or magical treasure.
  9. Each full shareholder is entitled to one unusual or magical item before anyone receives a second item. Partial shareholders (including those with an excess of a full share) may gain items before single shareholders gain their second items. A partial shareholder may gain items in proportion to one share (e.g., a half-shareholder gains one item every two rounds, if there are sufficient items to be divided).
  10. As long as the provisions of clause 9 are met, the party may give an item to a particular member by majority vote. If no general agreement can be reached as to which person receives which item, a fair random method should be implemented to assign the items in order.

The Guild stands in for dead or absent party members; failure to provide a satisfactory explanation of why a person is missing by those present can result in blacklisting by the Guild.

[153.5] An arbitrator of the Adventurers’ Guild may place a true speech compulsion upon a being present at an arbitration session.

A being may attempt to resist a true speech compulsion. Active or Passive Resistance to such a compulsion is often construed as an admission of guilt by Guild arbitrators.

While a true speech compulsion is upon a being, he must make declarative statements which are true whenever he speaks. If he temporises, misstates himself, or exaggerates, his vocal apparatus will become paralyzed, making it difficult to talk properly. If a being lies while under a true speech compulsion, his tongue will cleave to the roof of his mouth and he becomes mute for (D10+1) days.

Example: If a character allows a fellow adventurer to die through his inaction, he could say I did not kill him while under a true speech compulsion. If he said I did not directly contribute to his death, he would find it difficult to articulate, and if he said I did not contribute to his death, his tongue freezes in place.

154. The Adventure Sequence

Three different time scales can be used during an adventure. The GM switches between these scales as the pace at which action occurs changes with each new situation. The choices are as follows:

  1. The Trek/Wait Stage: The GM resolves the actions of several minutes, hours or days in a short space of real time, because the players have chosen an activity which need not be monitored closely (such as laying in wait until night falls). The GM allows time to pass, until one of the conditions described in rule 152.2 occurs.
    1. The Encounter Stage: The GM operates on an equal real time to game time correspondence, because the player characters are interacting with NPCs or monsters (i.e., beings controlled by the GM) in a more or less peaceful fashion.
    2. The Chase Stage: Either the characters controlled by the players or the creatures controlled by the GM are pursuing the other. The action is resolved in segments of one minute of game time, though it may become necessary to merge with the Tactical Procedure as the two groups come into proximity with each other. Magic and Ranged Combat are possible during the Chase Stage; the GM is responsible for informing the players of the rough distance between them and their foe(s).
  2. The Tactical Stage: The GM resolves combat in accordance with the Tactical Procedure in section V. The player characters and the GM-controlled creatures are placed in position by the GM on the Tactical Display

The GM need not inform the players of the interchange between stages, because it will become obvious as he adjusts his moderating manner to the different time scales.

[154.1] The real time allotted to the players to discuss the actions of their characters depends upon the current stage.

The players have up to 30 minutes or one-tenth the game time to be spent on a single action, whichever is less, to decide on what their characters will do during the Trek/Wait Stage. The characters are assumed to be engaged in a similar conversation in tones appropriate to the occasion (e.g., hushed if hiding from a lynch mob).

The players have up to one full real minute for each game minute during the Chase Stage to talk with each other. Their conversation is assumed to be that of their characters; if their foe has some method of overhearing the characters, the GM should have the foe act on this information.

Unless a player prefaces a remark he makes during the Encounter Stage with a comment to indicate that he is not speaking for his character, anything he says can logically be assumed to be said by his character.

Rule 152.3 covers how and when players may speak for their characters during the Tactical Stage, and the restrictions on players coordinating with each other.

[154.2] One side in a combat may gain a free Pulse of attacks if it surprises the other.

One side may gain the advantage only if the other is either unaware of the first’s precise location (though a possible surprise victim may be aware of a foe lurking in the general vicinity) or if the other does not entertain suspicions of the first being hostile.

If one side in a combat is eligible to be surprised, the GM assigns a readiness factor, much like a difficulty factor (see rule 4.1), to account for the preparedness of the side which may be surprised and the ability of the other side to keep secret its intentions and/or location. The lower the readiness factor, the greater the chance for surprise. Multiply the readiness factor by the highest Perception value of any being on the side which may be surprised. If the GM’s percentile roll is less than or equal to this number, combat is resolved normally. If the roll is greater than that number, surprise has been achieved.

[154.3] The Chase Stage applies whenever the player characters conduct an extensive search of an un-deserted area.

If the GM has prepared a dungeon scenario, the characters’ actions will be resolved using the time scale of the Chase Stage, until they become involved in combat, converse with the GM’s creatures, or leave the area.

155. Monetary Matters

The GM is advised to limit the money that the player characters can gain during a campaign year. He should keep in mind that an upper middle class income will be between 6000 and 8000 silver pennies per game year, that a man who earns 20,000 silver pennies per year is reckoned wealthy, that an income of 100,000 silver pennies per year is the province of the verb’ rich, and sums above a quarter million silver pennies are rarely accumulated by any but royalty. A beginning adventurer will probably fit into the upper middle class bracket, and, if his career progresses well, should achieve a yearly income averaging out at about 50,000 silver pennies. Only the extraordinarily successful or fortunate will garner in excess of 75,000 silver pennies annually over a multi-year period.

All of the prices in these rules are based on the assumption that the GM is allowing his player characters (presuming they are competent) no more than the sums described in the above paragraph. If the GM does decide to circulate more money than is recommended, it is his responsibility to cause an inflationary spiral to affect the .prices the characters must pay. If the GM increases the characters’ monies without compensating for it, money will become less and less important in his campaign.

[155.1] The value of a coin is determined by its weight and metal of which it is made.
 
Coin Abbr. Weight Conversion
Copper Farthing cf 4 oz. 4/1sp
Silver Penny sp 1 oz. 12/1gs
Gold Shilling gs 1 oz. 21/1tg
Truesilver Guinea tg 2 oz.

The Platinum Shilling (PS, weighs l oz.) is not in regular circulation, and is worth one-and-one-half times the value of a Gold Shilling (i.e., 18 sp).

Other common coins include the ha’-penny, threepence, and sixpence. The values and weights of these coins correspond to those of the Silver Penny.

[155.2] The Adventurer’s Guild will bank money and/or valuables at a fee of 2 silver pennies per 500 ounces per month.

If money and/or valuables deposited with the Guild has a weight not divisible by 500, round up to the nearest five-hundred weight. A guild member pays one-half the price to bank with the guild.

The Guild will place money and/or valuables in safekeeping until the depositor redeems his property, or until the value of the deposit covers the banking fee. The Guild does not extend credit when it comes to banking fees.

[155.3] The Basic Goods Cost List is an anthology of the prices and weights of common items likely to be used by adventurers.

While the list is lengthy, it is by no means comprehensive. When a character wishes to purchase a common item not found on the list, the GM should scale the price in accordance with the already evaluated items. Furthermore, the prices given on the Cost List are averages. Fish, for instance, will be much cheaper in a maritime town than in an inland city.

The weights are given so that players can calculate how much their characters are carrying, which affects the rate at which they lose Fatigue Points while marching (see rule 156.2).

[155.4] Basic Goods Cost List

Clothing

ItemA Weight Cost
Belt, money 12 oz 4 sp
Belt, weapon, shoulder 1 lb 5 sp
Belt, weapon, waist 14 oz 4 sp
Blouse 12 oz 4 sp
Boots, high 3 lb 6 sp
Boots, hip 4 lb 6 sp
Boots, low 2 lb 4 sp
Cloak 5 lb 8 sp
Coat, full length 5 lb 8 sp
Gloves 10 oz 1 sp
Hat, hard 12 oz 2 sp
Hat, soft 9 oz 3 cf
Jacket 2 lb 6 sp
Mask, face 8 oz 3 cf
Mittens 12 oz 2 cf
Pants, long 20 oz 5 sp
Pants, short 14 oz 1 sp
Robe 3 lb 6 sp
Sandals 8 oz 1 cf
Scarf 5 oz 3 cf
Shirt 12 oz 2 sp
Shoes, walking 1 lb 3 sp
Tunic 12 oz 3 sp

Food and Other Provisions

ItemB,C Weight Cost
Ale, pint 16 oz 1 cf
Fish 1 lb 2 sp
Fowl 1 lb 5 cf
Grain, sack 1 lb 1 cf
Hay, 1/4 bale 1 sp 50 lbs
Mead, pint 16 oz 1 cf
Meal, 3 courses 1 sp
Meat, dried 1 lb 1 sp
Meat, salted 1 lb 3 cf
Milk, quart 32 oz 1 cf
Rations, 1 day, group of 8 people 86 oz 11 sp
Rations, 1 day, per person 14 oz 6 cf
Rations, 1 week, per person 95 oz 10 sp
Wine, quart 32 oz 2 cf

Tools

ItemD Weight Cost
Chisel 1 lb 1 sp
Hammer 1 lb 1 sp
Mallet 8 lb 2 sp
Nails, 100 3 lb 2 cf
Pick 8 lb 3 sp
Plank, hardwood, 6’×4×1 9 lb 2 cf
Plank, softwood, 6’×4×1 7 lb 2 cf
Saw 2 lb 2 sp
Saw, two-man 4 lb 5 sp
Shovel 7 lb 3 sp
Spike 2 lb 2 cf
Stake 1 lb 1 cf
Wedge 3 lb 2 cf

Transportation

ItemE,F Weight Cost
Barge 10 tn 2,900 gs
Carrack, masted, 40 oars 15 tn 1,100 gs
Carriage 2,800 lb 375 gs
Cart, horse 325 lb 5 gs
Cart,hand 75 lb 12 gs
Cutter 600 lb 115 gs
Drafthorse 1,500 lb 50 gs
Galley, large, 80 oars only 35 tn 16,500 gs
Galley, large, masted, 80 oars 40 tn 18,000 gs
Galley, small, 40 oars only 12 tn 10,250 gs
Mule/Donkey 450 lb 17 gs
Mustang 600 lb 40 gs
Ox 2,000 lb 6 gs
Palfry 800 lb 60 gs
Pony 500 lb 32 gs
Quarterhorse 750 lb 75 gs
Rowboat 500 lb 65 gs
Sailboat, 10’ 1,000 lb 95 gs
Wagon 800 lb 140 gs
War Horse 0.5 tn 85 gs

Adventure Equipment

Item Weight Cost
Backpack, leather 8 lb 14 sp
Bags, pack and harness 10 lb 10 sp
Bags, saddle 5 lb 8 sp
Barrel 15 lb 10 sp
Blanket 3 lb 1 sp
Blanket, saddle 2 lb 1 sp
Bucket 4 lb 3 sp
Candles, 12 2 lb 2 cf
Case, map 11 oz 4 sp
Cask 18 lb 1 gs
Cauldron 35 lb 3 gs
Chest, metal 20 lb 4 gs
Chest, wood, large 26 lb 2 gs
Chest, wood, small 10 lb 10 sp
Flask, quart 10 oz 3 sp
Flint and steel 10 oz 1 sp
Grappling hook, 3 prong 2 lb 5 sp
Harness 4 lb 10 sp
Ink 1 oz 1 cf
Keg, wood 12 lb 8 sp
Ladder, 12’ long 16 lb 1 gs
Lantern, candle 1 lb 3 sp
Lantern, oil 2 lb 6 sp
Mirror, large 1 lb 13 sp
Mirror, small 10 oz 8 sp
Oar, long, for galley/carrack 14 lb 8 sp
Oar, short 8 lb 4 sp
Oil, pint 20 oz 2 sp
Parchment, 5’ sq. page 5 oz 1 sp
Physiker’s kit 1 lb 3 sp
Pick, climbing 4 lb 8 sp
Pouch, leather, shoulder 1 lb 2 sp
Quills, 12 2 oz 3 cf
Quiver, holds 20 arrows 3 lb 6 sp
Rope, mountain, 0.5 thick, 10’ length 2 lb 1 sp
Rope, mountain, 1 thick, 10’ length 4 lb 2 sp
Sack, burlap, large 13 oz 1 sp
Sack, burlap, small 8 oz 2 cf
Sack, leather, large 15 oz 3 sp
Sack, leather, small 10 oz 2 sp
Saddle 11 lb 18 sp
Sheath, belt, large weapon 2 lb 3 sp
Sheath, belt, small weapon 28 oz 2 sp
Sheath, shoulder, large weapon 2 lb 3 sp
Sheath, shoulder, small weapon 30 oz 2 sp
Sleeping sack 4 lb 3 sp
TarpG 8 lb 4 sp
Torch, already oiled 3 lb 2 cf
Trap container H Var. Var.
Wine skin, quart 8 oz 2 sp
Wire, 10 gauge, 100’ length 3 lb 6 sp

Notes: -=No value. Var.: The GM should determine the variable weight or cost depending on item type, condition, quality, or availability. A: Clothing (other than armor) the character wears does not count toward the total weight he carries (see 156.2). B: These foods are presumed to be in an edible condition. C: Some items must be stored in a container, in which cases the container is not included in the values listed for the item. The character should purchase the containers separately, from the adventure section of the list. D: These are for new or nearly perfect tools. E: Oars and paddles must be purchased separately. Horses and other beasts are not included in the weight or cost of any of the items on the list. F: All horses and beasts are purchased to be trained, and the amount of training performed is reflected in the cost. The GM should reduce the price of an untrained horse or beast at least half. G: The tarp contains nine grommets and can be sitting tip a number of ways. A Ranger of Rank 3 will be most Adept at the use of a tarp. The GM should scale another character’s ability according to this. H: A trap container has a variable weight and cost, depending on its Rank. The cost of a trap is [150+(Trap Rank×20)]. The weight of the trap is totally dependent on the materials used in its construction.

156. Fatigue Loss and Recovery

Characters have a tendency to lose Fatigue Points in the course of adventures. A fatigued character must engage in some restful action to recover lost Fatigue Points. Sleep, as might be expected, is the best way to become refreshed, but there are several other options available to the character who wishes to remain alert.

[156.1] The rate at which a character loses Fatigue Points is determined by how tiring his main activity for each hour is.

A character can lose Fatigue Points when he engages in any activity more stressful than a leisurely walk. There are four classes of activity which can fatigue a character:

  1. Light Exercise: includes moderate to brisk walking, riding slowly or at a moderate pace on a docile mount, etc.
  2. Medium Exercise: includes jogging, riding on a cantering mount, light construction or precision work, etc.
  3. Hard Exercise: includes paced running, riding at a gallop, hard manual labour, etc.
  4. Strenuous Exercise: includes constant sprinting, breakneck riding, and generally those actions with which the character pushes his body to its practical limits.

It is possible for a character to achieve a level of performance more taxing than Strenuous Exercise, which requires superhuman exertion. This type of activity is governed in part by rule 4.1, and the GM will have to determine how many Fatigue Points are lost by a character conducting such actions.

A character’s degree of exertion is judged each hour. Since a character does not necessarily choose to do the same activity for an entire hour, the GM must average out the levels of activity achieved at different times within the hour. If the GM is consistent with his guide-lines for what type of activity constitutes which of the four types of exercise, the players will be able to keep a running total of their characters’ Fatigue Points without forcing the GM to stop play to consider the matter.

[156.2] A character is limited in the weight he can bear; if he engages in exercise, he may become fatigued more quickly because of the objects he carries with him.

The Fatigue and Encumbrance Table (see rule 156.9) lists the maximum weight a character may carry.

A player must determine the total weight his character is carrying if the character is to engage in light or more stressful exercise for a significant length of time during a day.

When a creature has a Physical Strength value greater than 40, the GM divides that value by 40. Multiply the quotient by the entry for 40., and add the entry corresponding to the remainder to determine that creature’s capabilities.

[156.3] The Fatigue Point loss for a character engaged in either or both magic or combat is not calculated using the provisions of rule 156

The only Fatigue Points lost for casting magic, being affected by magic, skills, or physical attacks are those lost per the appropriate rules (i.e., the deductions for casting, using skills, or being successfully struck).

[156.4] The Fatigue Point loss rates given in these rules assume that the character is in good health and is well fed.

If the character is not in condition, the GM should shift up Physical Strength rows and/or shift weight columns to represent debilitating effects upon the character. The shift of weight columns should also be accompanied by a corresponding decrease in the maximum weight allowable for that character.

[156.5] The Fatigue status of a character need be calculated only before he enters into combat or wishes to perform magic or, if he does neither, once for the entire day.

Follow this procedure:

  1. Cross-reference the character’s Physical Strength and the weight he is carrying.
  2. Read down this column until it intersects with the row corresponding to the character’ s rate of exercise.
  3. Multiply the resulting number (Fatigue Points lost per hour) by the number of hours during which all three factors (Physical Strength, weight carried and rate of exercise) remain constant.
  4. Perform this calculation once for each time one (or more) of the three factors changes.
  5. Add each separate product (i.e., sub-total) to determine the total Fatigue Points expended by the character so far.

If a character’s Fatigue Point total is reduced below zero, he is exhausted (see rule 156.6). His Fatigue is considered zero, if he should become involved in combat.

[156.6] An exhausted character is limited in the activities he may choose to do, and is worse in the performance of his abilities.

A character may choose to exert himself after his Fatigue Points are reduced to zero for a period during which he would normally expend (if he had them) one-half his initial Fatigue Points (round down). Unless he succeeds in a Willpower Check every (2×Endurance) minutes, he will collapse if he reaches or tries to exceed this limit. An exhausted character must sleep for as much time as he was performing at least light exercise while exhausted before he may recover any Fatigue Points (see rule 156.7).

If an exhausted character wishes to engage in Strenuous Exercise, he must succeed in a separate Willpower Check.

Add one for each half-hour (or fraction thereof) that a character has been exhausted to any percentile roll to resolve the use of one of that character’s abilities (e.g., to strike a blow during combat).

[156.7] A character may regain Fatigue Points by resting or eating a hot meal.

A character may never have a Fatigue Point total greater than his Fatigue value.

A character recovers Fatigue Points according to the following schedule:

Activity Fatigue Points/hour
Relaxation 1
Nap 2
Sleep 3
Eat Hot Meal 2
  1. A character’s Fatigue Point total may benefit from a hot meal no more than three times during a 24 hour period, and each time must be separated by at least 4 hours.
  2. If a character’s Endurance is less than 10, he recovers one-half of a Fatigue Point less per hour or meal, and if his Endurance is less than 5, he recovers one less Fatigue Point. However, a character must always recover a minimum of one-half a Fatigue Point when resting.
  3. If a character’s Endurance is from 21 to 30, he recovers an additional one-half of a Fatigue Point per hour or meal. Each succeeding ten point Endurance bracket carries an additional one-half Fatigue Point per hour or meal bonus.
[156.8] The weight borne by a character may temporarily reduce a character’s Agility.

Follow this procedure:

  1. Cross-reference the character’s Physical Strength and the weight he is carrying.
  2. Read down this column until it intersects with the row which reads Agility Loss.
  3. Deduct the resulting number from the character’s Agility until there is a change in the weight he bears (at which point the subtraction must be recalculated).

A character is considered to have a minimum Agility of 1 for all other game functions. The character’s current Agility is used as a basis for determining his TMR.

[156.9] Fatigue and Encumbrance Chart

Use the procedure in rule 156.5 to use this chart.

PS Weight of Load (lbs) Max
3–5 0 0 0 10 18 25 35 40 50
6–8 0 0 10 15 20 30 50 60 75
9–12 0 10 15 20 30 50 70 80 100
13–17 10 15 20 30 50 70 90 100 125
18–20 15 20 30 40 60 90 120 130 150
21–23 20 30 50 60 80 120 160 170 200
24–27 30 40 60 70 100 140 180 190 225
28–32 40 50 80 90 120 160 200 210 250
33–36 50 60 100 120 160 200 240 250 275
37–40 60 70 120 150 190 225 270 290 325

Weight of Load (lbs): The weight, in pounds, that a character is carrying, rounded off to the nearest entry on the appropriate Physical Strength (PS) row (if the weight is exactly between two entries, use the greater one). The Basic Goods List (see rule 155.4) should be used to calculate total weight.

Note: A mount can carry weight for a character while he is riding.

Max: The maximum load, in pounds, that a character can carry for a sustained period of time.

Exercise
Rate
Fatigue Point Loss/Hour Max
Light 0 0 0 0.5 0.5 1 2 3 5
Medium 0 0 0.5 0.5 1 1 3 4 6
Hard 0.5 0.5 1 1 2 3 5 6 8
Strenuous 2 2 3 3 4 5 6 7 9
  Agility Point Loss in Combat Max
  0 1 2 3 5 7 9 10 12

Rate of Exercise: See rule 156.1.

Agility Points Lost: The temporary Agility Point loss suffered by a character toting the given weight in combat.

157. Adventure Actions

There will be very few player characters who will not be adventurers, in the full sense of the word. Consequently, these rules have concentrated on those segments of life of which adventurers will partake most often. The clearest portrayal of the dramatic difference between routes a character can take to success in his vocation is in the skill descriptions. However, that Section does not include the common denominator between player characters: abilities that are always possessed by all adventurers. These abilities are described in this section.

[157.1] An adventurer is able to perform actions necessary to survival in his profession in an efficient manner.

It is to be assumed in all rules concerning the amount of activity an adventurer may accomplish that adventurers are an above average lot of people and should not be compared to present day humans. Also, when compared to non-adventuring members of their respective races, adventurers have, on the average, 50% higher numerical totals in all characteristics.

Unless rules specify an amount of time an activity takes to perform (picking a lock, for example), the GM should always give the benefit of the doubt as to the characters’ efficiency, perseverance, reaction time, etc., whenever these qualities are called into play.

[157.2] An adventurer will use horsemanship to direct animals which he rides.

An adventurer may use his horsemanship with any animal or monster which he would ordinarily ride (such as horses, donkeys, camels, elephants, etc.). Enchanted or Fantastical monsters do not necessarily fall into this category, and the GM must make rulings governing these situations.

The character’s player will roll percentile dice whenever his horsemanship is called into play. A character’s horsemanship is equal to [(modified Agility+Willpower)÷2+(Rank×8)]. In the above equation, round all fractions down. The type of mount a character is riding will modify his horsemanship as follows:

Donkey −10
Mustang −12*
Quarter horse −10
Dire Wolf −10
Draft Horse −5
Palfrey +15
War horse −5*
Camel −15
Mule −8
Pony +10
Elephant −10

* - rating unless trained by rider; in that case, 0.

The GM should also take into account the familiarity the character has with the individual animal type and apply modifiers thereby (i.e., the first time a character finds himself atop a camel should be worth at least an additional –15% modifier).

A character’s horsemanship is called into play whenever he wishes his mount to perform an unusual or difficult action. Also, every Pulse in combat a horsemanship roll must be made. Any mount can be directed into moving at a walking pace or even a brisk trot; an unusual or difficult action would be to break into a gallop or charge, jump an obstacle, etc. During combat, horsemanship is called into play during every Pulse to: a) keep the mount controlled; b) regain control if it is lost; and c) direct the mount to take any specific Action. Remember only a War horse can be directed to enter into Close Combat by its rider, and all other mounts will only attack if directly assaulted.

A successful roll (equal to or less than the modified percentage) will result in the mount obeying the directions of the rider. A roll above the modified percentage but less than the modified percentage +the rider’s Willpower indicates the mount either does nothing or continues to do whatever it was doing. A roll above both of these indicates the mount will either disobey the rider, buck, attempt to throw the rider, or some other unpleasant result. The actual occurrence must be decided by the GM and should become worse the farther the roll is above the modified percentage.

If the GM judges the rider has totally lost control of his mount, the rider may take no other action until he has regained control (presuming he managed to stay mounted).

Using horsemanship while in combat may be done in combination with any other Action.

A trained horseman receives certain abilities as he rises in Rank:

Rank Ability
3 May use two-handed weapons
5 May fire a weapon while moving
7 May use two one-handed weapons at once
[157.3] An adventurer can use stealth to move as soundlessly and unobtrusively as possible.

An adventurer may use his stealth ability only if he has adequate cover (i.e., space in which to conceal or obscure himself) in the area he wishes to traverse, he is appropriately clad (e.g., not in plate armor or luminescent clothing), and he is not currently under observation by the being(s) from whom he is attempting to conceal his presence.

The GM will roll percentile dice to determine if a character is able to use his stealth ability successfully. The GM only makes such a check if there is a reasonable possibility that the character could be detected. The GM makes one check each time the character attempts one continuous action, or each time an unexpected change of condition has a significant effect upon the character’s chance of remaining hidden (e.g., one of the beings under surveillance heads for a room which happens to be through the doorway in which the .character is hidden). The GM may modify the success percentage.

A character’s base chance of using his stealth ability is equal to ([3×AG]+[5×Rank])%. The highest PC value among beings able to discover the character using the stealth ability is subtracted if those beings are unaware of the character’s presence, or (3×PC) if they are. If the GM’s roll is equal to or less than the success percentage, the character is undetected. If the roll is between the success percentage and that percentage plus the character’s Agility, he has made a slight noise or given a being a glimpse of himself, and may be (at the discretion of the GM) discovered. If the roll is greater than or equal to the success percentage plus the character’s Agility, he has been discovered.

[157.4] During the course of his adventures, an adventurer will need to travel rapidly overland.

Overland movement rates and the Fatigue expenditure of that movement is detailed in the Overland Movement Chart.

[157.5] Overland Movement Chart
  Rate of Exercise…
Terrain Light Medium Heavy Strenuous
Cavern 5/- 10/- 15/- 20/-
Field 15/15 25/25 30/40* 35/50*
Marsh1 -/- 5/5 10/10* 15/15*
Plain 15/15 25/25 30/40* 40/50*
Rough2 10/5 15/10 20/15* 25/-
Waste3 10/5 15/10 20/10* -/-
Woods4 10/5 15/10 20/15* 25/-

* In these exercise rate categories, horses’ maximum rates will deteriorate 33% per day. They can travel at these rates for approximately 4 consecutive days and then they will die.

The number before the slash indicates movement in miles per day on foot; the number following the slash indicates mounted movement (assuming horses). Rates for other animal types must be adjusted by the GM. The day assumes a total of 8 hours marching. Effects of adverse weather must be adjudicated by the GM. Any paths or roads negate the effect of other terrain, and the Plain movement rates are used. (-): Movement type impossible at this exercise rate.

  1. Movement rates assume some sort of passable terrain; total swamp is impassable except (sometimes) by canoes.
  2. If terrain is mountainous, halve rates on foot and prohibit mounted movement.
  3. If terrain is desert, the GM should apply strictures regarding the effects of heat, dehydration, etc.
  4. If terrain is deep Woods, halve the movement rates.

158. Consequences

The three spells and rituals described in this section are used by Adepts for vengeance upon adventuring beings. Usually, magic is intended to cause an immediate effect; the consequences of these abilities will, however, dog the unfortunate adventurer for great lengths of time. The cost to use these powerful magics is high: the caster must either make personal sacrifices, or spend a great deal of time to implement one spell or ritual.

[158.1] All spells and rituals given in a listing in this section can be used by Adepts of any college.

Except where noted in the effects part of a description, an Adept casts the spells and rituals herein via the usual procedures for magic (see section VI).

[158.2] A geas is a compulsion laid upon a being.

Geas (Special Knowledge Spell)
Range: The caster must be able to clearly see and be able to communicate with the person to be compelled.
Duration: Until removed, fulfiled or target dies
Experience Multiple: 250
Base Chance: Always successful (see below)
Resist: Must be accepted (see below)
Effects: A geas is an obligation to complete a quest, an injunction against the performance of a particular action, or a requirement to respond in the same fashion to particular stimuli.

A being to be compelled must acknowledge his acceptance of the geas. Furthermore, the caster must believe that the being deserves the geas, or the being must truly wish (i.e., is not forced by physical or magical means) to have an unmerited gear placed upon him. The caster specifies the nature of the gear in 25 words or less, and the GM will use the most liberal interpretation of that wording to the benefit of the compelled being.

A caster’s Rank with the geas spell does not affect his chance of casting the spell; he is always automatically successful if he satisfies the prerequisites. The Rank equals the effectiveness of the geas, expressed in percentage terms. If a geared being directly contravenes the letter of a geas, he has a chance of dying equal to the caster’s Rank with the gear spell at the time it was cast upon him. A compelled being will begin to feel weak or ill when he first takes an action counter to the restriction of the geas, and will become increasingly afflicted as he pays less and less attention to the letter of the geas. There is no limit to the Rank of a geas.

If the letter of a quest geas is fulfilled by the compelled being, he is no longer subject to that geas. The other two types of geas (for and against a given action) last indefinitely. A geas can be removed automatically by the one who placed it upon the compelled being. A geased person cannot attempt to free himself from the compulsion, but may have an Adept with Rank greater than that of his geas try to do so. The Adept must inscribe a triangle about the compelled, and perform the ritual of geas removal for 12 consecutive hours. If the triangle is silver, the compelled being does not suffer the penalties for ignoring the gear during the ritual.

The Adept attempting to remove the geas has a success chance equal to five times the difference between his Rank with the spell and the Rank of the geas in question. The GM rolls percentile dice: if the roll is less than or equal to the success percentage, the gear is removed. If the roll is greater than the success percentage, the Rank of the geas is increased by one.

Full Geas: If one has a Rank greater than 50 with the gear spell, he has the power of full geas. A full gear can be placed upon a being without his consent, though he may passively (but not actively) resist such a geas. Addition-ally, one with the power of full geas may automatically remove (without the support of a triangle and 12 hours of ritual) a gear which is at least 5 Ranks less than his Rank with the spell.

[158.3] A minor curse causes its victim to suffer from a non-fatal malediction.

The spells Evil Eye (G-9 of the College of Ensorcelments and Enchantments), the Damnum Minatum (G-4 of the College of Black Magics) and backfire (see rule 46) results greater than 60 are minor curses.

[158.4] A major curse is an insidious and deadly spell.

Major Curse (Special Knowledge Spell)
Range: (15×Rank)+20 feet
Duration: Until removed or target dies
Experience Multiple: 750
Base Chance: 15% (see below)
Resist: Both Passively and Actively (see below)
Effects: An Adept’s Endurance value is decreased by one whenever he inflicts a major curse upon a being. There are several types of major curses:

Affliction: The Adept may choose to torment or kill his target. If the effects of the affliction curse are intended to be deadly, the target may not die as a direct result of the curse before (24-Rank) hours have passed. The following list of sample affliction curses is provided to give the GM a guideline as to what major curses should be allowed in his campaign.

  1. Target becomes totally blind, deaf or mute.
  2. Target becomes senile.
  3. Target suffers from virulent disease (a favorite is open running sores).
  4. Target is transformed into a frog or other small creature (the kiss of royalty of the opposite gender will remove such a curse).
  5. Target’s nervous system ceases to send impulses across his synapses (he becomes completely numb).
  6. Target falls into century-long sleep (the kiss of royalty of the opposite gender will remove such a curse).

Ill Luck: Add two times the Rank the Adept has achieved with the major curse spell to any percentile roll involving the target’s use of any of his abilities. This may not be applied favorably.

Doom: A doom is a pronouncement, by the Adept, upon an event that will occur in the target’s future.

Example: You will die by the hand of a loved one.

The statement, which must be indefinite, will be true unless removed. The GM should be careful as to what precisely he allows for dooms.

Death Curse: At the moment of his death, an Adept may automatically cast a major curse (unless backfire occurs). The being at which it is cast may not resist the curse. A death-curse must be an affliction, ill luck or doom.

Lycanthropy: Lycanthropy (see rule 140) is considered a major curse.

[158.5] A Remove Curse Ritual is a Special Knowledge ritual that can sometimes save a being from the consequences of a major or minor curse.

Remove Curse (Special Knowledge Ritual)
Experience Multiple: 500
Effects: Every curse is rated by the Magical Aptitude (MA) of the Adept who cast it. If the curse is natural (such as Lycanthropy), it is assumed to have a MA of 20, unless the GM increases or decreases the potency of the curse.

Minor Curse: The Adept must inscribe a triangle or symbol of power about the cursed being, and perform this ritual for six consecutive hours. The Adept’s chance of removing the minor curse is equal to (15+[5×Rank]&minus[MA of curse])%.

Major Curse: The Adept must have a Magical Aptitude greater than that of the curse. He must inscribe a triangle or symbol of power about the cursed, being, and perform this ritual for eighteen consecutive hours. The Adept’s chance of removing the major curse is equal to ([Difference in MA]+[2×Rank])%. If the major curse is a death curse, add only one times the Rank.

When a ritual of curse removal has been completed, the GM rolls percentile dice. If the roll is less than or equal to the success percentage, the curse is removed. If the roll is between one and two times the success percentage, the curse remains in effect. If the roll is equal to or greater than twice the success percentage, the MA of the curse is increased by one.

Precious Metals: The use of triangles or symbols of power fashioned of varying amounts of precious metals causes an addition to the success percentage, per the following schedule:

Metal Add Cost
Silver +3 1000 sp
Gold +7 10,000 sp
Platinum +10 15,000 sp
Truesilver +15 20,000 sp

159. Recuperation and Upkeep

[159.1] The rate at which Endurance Points are recovered depends on how active the injured being is.

If a being expends and/or loses no more than one-half his Fatigue Points (round down) for three consecutive days, he regains one Endurance Point at the end of the third day. Otherwise, he recovers an Endurance Point at the end of the following (i.e., fourth) day.

If a being is given ministrations from a physicker’s kit, his body requires one less day to regain an Endurance Point.

[159.2] Injuries which are not quantified as Endurance Point losses (e.g., hamstrung muscles) heal at the same rate as they do in this world.

The GM should assume that an Endurance value of 15 indicates a body which heals in average time. Values greater than 15 will allow a being to heal more quickly, while values lower than 15 will cause a corresponding extension to the time required.

[159.3] A character must spend money between adventures on his upkeep.

A player chooses a life-style for his character by the amount of money he has the character spend on upkeep.

 
Life-Style Expenses/Week
Subsistence 20 sp
Moderate 45 sp
Comfortable 65 sp
Expensive 100 sp
Extravagant 150+ sp

The above sums will purchase food and lodging for a week, including drinks at bars, laundering of clothes, etc. Any permanent acquisitions (such as clothes and furniture) must be paid for separately.

A character who lives at subsistence level temporarily reduces his Fatigue and Endurance each to 75% of its normal value. A character who cannot even afford (or does not wish to pay for) that minimal expense temporarily reduces his Fatigue and Endurance each to 50% of its normal value. It can be assumed that a destitute (or extremely penurious) character survives by rooting through garbage heaps for his daily fare and sleeping in the cold outdoors.

160. How Experience is Gained

A character’s progress in his trade is measured in Experience Points, which are gained at the conclusion of an adventure, and as a result of constant practice. The GM is the sole dispenser of Experience Points; he makes his determination of the award for each player character based on the following rules. A character improves his abilities as he gains experience.

The GM is enjoined to keep his Experience Point awards within the limits given here. A player wants a sense of accomplishment when he acts the part of a character in a roleplaying game, and the GM should be moderating partly for the purpose of giving a fantasy game an aura of verisimilitude. The distribution of too many Experience Points to the player characters will result in the characters becoming disproportionately powerful, and therefore (goes the reasoning) the players have performed exceedingly well. This short-term gain belies the long-term disservice the GM and players have done to themselves: the exploits of the characters will have been cheapened by the ease which one can become a mighty hero or wizard.

[160.1] The GM should make one set of Experience Point awards for every five hours of effective play during one session.

The players are effectively playing their characters when the characters are attempting to complete a mission (i.e., discounting time spent by players in eating or arguing, or time spent by players on inconsequential activities).

The five hour measure of time is intended as a flexible guideline. If the GM runs an especially long play session, he will probably want to reward the players for their patience and sustained acting of their respective character parts. The totals listed in rule 160.2 are also intended as guides for awards given during an unfinished adventure.

[160.2] The base Experience Point award for a character at the conclusion of an adventure depends upon the character’s proficiency and the success or failure of the common mission.

A character is considered to be at mercenary level until he graduates to adventurer level. If such a character is with a party that fails (to accomplish their mission) his base award is 600 Experience Points.

A character is considered to be at adventure level if he has at least 8 abilities Ranked 4 or greater. If such a character is with a party that fails his base award is 1200 Experience Points.

A character is considered to be at hero level if he has at least 8 abilities Ranked 8 or greater. If such a character is with a party that fails his base award is 1600 Experience Points,

The base award for a character is doubled if the mission of his party succeeds.

Note: An ability is defined as anything a character can do that is Ranked, including all languages, spells, talents, rituals, skills, weapons, etc.

[160.3] The base Experience Point award can be increased or decreased by increments of 10% for special circumstances.

There are two categories for which a player character can gain or lose Experience Points, depending on the player’s performances. A good/bad performance modifies the Experience Point (EP) total by ±10%, an exceptional/terrible performance modifies the EP total by ±20%, and an excellent/abysmal performance modifies the EP total by ±30%.

  1. How well or poorly the player portrays his character within the adventure. The character will gain EP’s as the player adds new dimensions to his personality and/or when he takes an action of note (which may be to the detriment of the party) which illuminates an aspect of his personality. The character will lose EP’s when the player has him perform in a manner inconsistent with his stated purpose or beliefs. Also crucial in this regard is for a character to act with all the knowledge (or, more importantly, lack thereof) which he would actually become privy to.
  2. How well the character performs while executing his duties as an adventurer. Thus, the fighter who stands up to the gryphon to allow his companions to escape, the Thief who disarms the trap in time, the Adept whose spell work was crucial to the success of the adventure, all these should be given bonuses. Similarly, failure in one’s appointed job should deserve a penalty (if failure wasn’t enough penalty in and of itself). The GM should award these with care and be conservative else other players feel cheated due to the lucky rolling of one player.
[160.4] A character can gain Experience Points for practicing his abilities while not on an adventure.
Proficiency Level EP/Day
Mercenary 15
Adventurer 30
Hero 50

161. How Experience is Used

The player adds Experience Points awarded to his character to the Experience Point Brink on his Character Record. If the character has spent the requisite amount of time and Experience Points to improve in an ability or vocation, the player notifies the GM, debits the Bank, and adds to the Rank or index. A player may expend earned Experience Points for his character anytime but when on adventure. A player may not spend Experience Points not in his character’s Bank; once a decision has been reached about where Points are to be allocated, they may never be recovered.

The player translates Experience Points into increases in Rank or to indices (e.g., characteristics) for his character. All Experience Point costs may be found on the Experience Point Cost Chart (see rule 161.7) or in spell and ritual descriptions (see section VI).

[161.1] Experience Points costs may be modified by a character’s race (see 6.), but the time required to gain Rank is invariable.

A player may declare that his character is beginning to spend the necessary time to improve in an ability or vocation before he gains the necessary Experience Points. If the character does not have the correct amount of EP by the time he has completed the first requirement; he has one month to gain that amount. If a character gains the necessary EP within the one month time limit, he must spend an extra day in study and/or practice to gain in Rank. Otherwise, the character forfeits the time already spent.

A character must satisfy all requirements to increase his Rank by one in an ability or skill before he again increases it by one. Thus, a character may never skip Ranks.

A character must have attempted an ability or skill on the adventure previous to a gain in Rank in that ability or skill.

[161.2] The value of a characteristic may be increased immediately by the expenditure of the proper amount of Experience Points.

The players will note, if they study the Experience Point Cost Chart, that there is a separate EP charge for the first point added to a characteristic and another/for all subsequent points added to that characteristic. While a characteristic is less than its original value, the player may pay the lesser of the two Experience Point costs until he has restored the characteristic to its original value.

A characteristic value may never be increased during an adventure, and only by 1 point at a time between adventures, regardless of the amount of time or Experience Points available.

[161.3] A character must spend Experience Points, time and money to improve his Rank with a weapon.

A character is assumed to be unranked with any weapon until he improves it to Rank 0 (zero).

A character must practice with a weapon for a number of weeks equal to two times the Rank he is to achieve (e.g., 10 weeks to achieve Rank 5). He must practice with an instructor of Rank at least equal to that which he seeks to achieve for one of those weeks. Unless another player character is willing to serve as instructor for a reduced fee, the character must pay (Rank2×10) silver pennies for the service. A character may practice with up to two weapons at the same time.

[161.4] A character must spend money and time to learn a spell or ritual, and Experience Points and time to increase his Rank with it.

A character begins knowing all General Knowledge Spells and Rituals of his College. If, for some reason, he should forget such a spell or ritual, he may re-learn it from a fellow Adept of his College for a fee of 100 silver pennies and one week’s study.

A character does not know any Specialized Knowledge Spells or Rituals when he begins. The character must spend a number of weeks equal to the ordinal number of the spell (if it has one) divided by two (round up) to learn a specialized spell or ritual. In addition, the character must pay (200×Ordinal Number) silver pennies to an Adept who knows the spell. If a spell or ritual has no ordinal number attached to it (those in rule 158, for example), it costs two weeks and 100 silver pennies to learn it.

A character need not expend silver pennies to gain Rank with a spell or ritual once it is learned, but he must study the spell for a number of days equal to the Rank he is to achieve, and a ritual for a number of weeks equal to the Rank he is to achieve. He need not study with an instructor.

A character may learn a Counterspell for a flat fee of 2,000 silver pennies (a Namer pays only 500 silver pennies) from one who knows the Counterspell. In all other respects it is treated like a spell.

A character may study two spells or one spell and one ritual concurrently. He may never study two rituals at the same time. The maximum Rank a character may attain with any spell or ritual is 20.

[161.5] A character must spend Experience Points, time and perhaps money to increase his Rank with a skill (see rule 8.6 and rule 91).

A character must spend a number of weeks equal to the Rank he is to achieve with a skill practicing it. He may wish to acquire the services of an instructor to aid him in the learning process; this will cost him (150×Rank) silver pennies for his mentor’s time, unless he can make a deal with a player character of appropriate Rank. A player may practice up to two skills at the same time. If the character is taught by someone of greater Rank in the skill, decrease any Experience Point cost by 10%.

If the character learns from a book (the availability of which is up to the GM), verbal descriptions or practices with someone of equal or lesser Rank in the skill, any Experience Point cost is unmodified.

If the character practices with no useful outside assistance, any Experience Point cost is increased by 25%.

This modification is applied in addition to any modifiers because of race.

[161.6] The abilities described in the Adventure rules are improved in a manner similar to the abilities in other rules.

All spells and rituals described in Consequences (see rule 158) are learned and improved upon in the same manner as College magic (see rule 161.4). These spells and rituals do not have to be used on adventure to be improved (exception to rule 161.1).

The horsemanship and stealth abilities (see rule 157.2 and rule 157.3) are considered to be at Rank 0 for all characters when they begin. They may be improved immediately by the expenditure of Experience Points, provided it was used on the previous adventure.

The GM and the players are encouraged to invent other Adventure skills for their campaign. They should be fairly simple to use, easy to advance in Rank, and be closely related to the world the GM has created.

[161.7] The requirements noted above for the advancement of skills are ultimately up to the discretion of the GM.

The restrictions on ability advancement (time, teachers, Experience Point costs, etc.) are all designed to control character advancement and retain the verisimilitude of growing, evolving, persons. Characters which advance too quickly soon become simply a group of skills, spells, and numbers rather than an individual whose personality has had a chance to grow with his abilities. On the other hand, advancement which plods along (like the proverbial slow boat) leads to the worst situation of all—player boredom. Players who don’t feel as if their adventuring is making any discernible difference in their characters will soon tire of what they see as a no-win situation—they must gain Experience Points to advance their skills, and Experience Points are closely tied in with success, and highly ranked skills lead to successful adventures, but to raise their skills to a high rank they must get good EP awards, but if the GM is very conservative in his awards, why bother?

The GM should feel free to circumvent any strictures the above rules have placed on ability advancement. If the character has performed in a manner with his ability which the GM feels would merit either a reduction of the time needed, the Experience Point cost, or the need for a teacher, he should allow it. This relates performance in the campaign more closely with ability advancement, which is all the Experience Points system attempts to do in the abstract, anyway. These circumstances are totally under the auspices of the individual GM and are his responsibility to deal out and balance.

[161.8] Experience Point Cost Charts

When a character desires to rise in Rank he consults the line appropriate to the ability (Characteristic, Skill, Spell, Ritual) he has been practicing. He then cross-indexes this row with the column for the Rank one greater than his current Rank. The result is the number of Experience Points needed to rise from the previous Rank to the new Rank. This total may be modified by the character’s race (see rule 6) and his condition when he attempts a Rank increase (see rule 91).

Character Generation

See rule 161.2.

Characteristic First Point Each Extra Point
Fatigue 2500 2500
Endurance 5000 2500
Perception 1000 750
Other Characteristics 5000 5000

Magic

Whenever a character wishes to achieve the next Rank with a Talent, Spell, or Ritual, multiply that Rank by the Experience Point Multiple of that Talent, Spell, or Ritual. The result is the number of Experience Points to be expended. This total may be modified if the ability to be raised is a General Knowledge Spell or Ritual and the Adept’s MA is greater than 15. In that case, for every point above 15, the total Experience Point cost is reduced by 5% (see rule 161.4).

Example: Achieving Rank 3 with a spell whose Experience Point Multiple is 300 by an Adept with an MA of 19 costs 720 Experience Points [(300×3)=900, (900×80%)=720].

Adventure

The Experience Point costs for Spells and Rituals are described in Consequences (see rule 158): See Magic above. For others, see rule 161.6.

Rank

0

1

2

3

4

5

6

7

8

9

10

Stealth

0

500

1000

1500

2000

2500

3000

3500

4000

4500

5000

Horsemanship

0

125

250

375

500

625

750

875

1000

1125

1250

Combat

Some weapons are limited insofar as the Rank which a character may achieve with them is concerned. A indicates that the Rank cannot be achieved with that weapon.

Swords

0

1

2

3

4

5

6

7

8

9

10

Dagger

25

25

50

100

200

400

700

1500

3000

4000

Main-Gauche

50

50

100

200

400

1100

1500

3000

3000

3000

4000

Short Sword

100

100

200

400

700

1500

3000

Falchion

25

25

50

100

200

400

700

1500

3000

Scimitar

100

100

200

400

700

1500

3000

3000

3000

Tulwar

100

100

200

400

700

1500

3000

3000

3000

Rapier

200

200

200

200

200

500

500

2000

4000

4000

3000

Sabre

150

150

200

500

1000

2000

2000

2000

Broadsword

50

50

100

200

400

700

1500

Estoc

75

75

150

200

500

1000

2000

4000

4000

3000

Hand-and-a-Half

100

100

200

400

500

900

1700

2000

Claymore

50

50

100

200

400

700

1500

1800

Two-Handed Sword

50

50

100

200

400

700



Hafted Weapons

0

1

2

3

4

5

6

7

8

9

10

Hand Axe

100

100

200

500

1500

Battle Axe

75

75

150

200

500

1000

2000

4000

Giant Axe

75

75

150

200

500

1000

2000

4000

Great Axe

150

50

100

200

500

1000

3000

5000

Crude Club

25

25

50

War Club

25

75

150

300

500

700

Giant Club

25

75

150

300

500

700

Mace

50

50

100

200

400

700

Giant Mace

50

50

100

200

400

700

War Hammer

50

50

100

200

400

700

War Pick

75

75

150

200

500

1000

Flail

25

25

50

100

200

400

Morningstar

100

100

200

400

700

1800

Mattock

50

50

100

200

400

700

Quarterstaff

50

50

100

200

500

1000

2000

4000

4000

3000

Sap

25

75

150

250



Pole Weapons

0

1

2

3

4

5

6

7

8

9

10

Javelin

50

50

100

200

400

800

1400

2000

2000

2000

3000

Spear

100

100

200

400

700

1800

Giant Spear

100

100

200

400

700

1800

Pike

200

200

400

700

1500

3000

Lance

250

400

700

1000

1700

3500

Halberd

100

100

200

400

700

1500

Poleaxe

100

100

200

400

700

1500

Trident

200

200

400

800

1400

3000

Glaive

50

50

100

200

200

200

500

800

1500

3000

Giant Glaive

50

50

100

200

200

200

500

800

1500

3000



Missile Weapons

0

1

2

3

4

5

6

7

8

9

10

Sling

200

200

400

700

1500

3000

3000

3000

3000

Short Bow

100

100

200

400

700

1500

3000

3000

3000

Long Bow

300

200

500

1000

2000

2000

2000

2000

3000

Giant Bow

300

200

500

1000

2000

2000

2000

2000

3000

Composite Bow

200

200

400

700

1500

3000

3000

3000

3000

Crossbow

100

100

200

400

800

1000

Heavy Crossbow

100

100

200

400

800

1000

Spear Thrower

25

25

50

100

200

400

700

1500

3000

4000

5000

Blowgun

25

25

50

100

200

400

700

1500

3000

4000

5000



Thrown Weapons

0

1

2

3

4

5

6

7

8

9

10

Throwing Dart

200

100

200

500

1000

2000

2000

2000

2000

2000

2000

Boomerang

100

300

500

1000

1200

1500

1500

1500

Grenado

25

50

75

100

150



Entangling Weapons

0

1

2

3

4

5

6

7

8

9

10

Net

150

150

300

600

1300

Bola

200

200

400

700

1500

2000

5000

Whip

150

150

500

900

1400

2000

3500

4000

5000

5000

6000



Special Weapons

0

1

2

3

4

5

6

7

8

9

10

Rock

25

25

100

150

200

300

500

Cestus

30

40

50

100

200

400

700

1500

3000

6000

Garrote

100

200

300

600

Shield

25

25

50

100

200

Unarmed Combat

150

300

450

600

800

900

1500

3000

4000

5000

4000

Skills

Rank

0

1

2

3

4

5

6

7

8

9

10

Speak Language A

200

75

125

300

550

850

1350

1700

2250

2900

3500

Read & Write Language A

250

100

150

350

700

950

1500

1850

2500

3200

4000

Alchemist

800

350

1200

2650

4350

6500

8650

11100

12750

14500

17000

Assassin

600

250

750

1700

2900

4200

5750

7550

9500

11700

14100

Astrologer

400

150

500

1150

2050

3100

4400

5900

7500

9400

11500

Beast Master C

600

250

750

1650

2800

4300

5600

7350

9300

11400

13750

Courtesan B,D

250

100

200

500

950

1450

2050

2800

3600

6300

8000

Healer

1000

400

1600

3500

5800

8400

11400

14700

18500

22500

26750

Mechanician

600

250

650

1500

2600

3900

5300

7000

8850

10900

13000

Merchant E

300

125

300

850

1400

2200

3400

4200

5300

6800

9500

Military Scientist

300

125

350

950

1500

2350

3100

4150

5400

6750

10000

Navigator

400

150

400

900

1550

2400

3350

4450

5750

7100

10500

Ranger

600

250

800

1650

2750

4100

5650

7350

9300

11400

13250

Spy F

500

200

600

1400

2400

3600

5000

6600

8400

10400

12600

Thief F

750

300

1050

2350

4000

5750

7900

10250

12900

14850

16000

Troubadour G

250

100

200

500

1050

1450

2100

2800

3900

4600

7000


A. If the character is more proficient at speaking a language then reading and writing in that same language, then the cost to rise in Rank for reading and writing is halved, until the Ranks are equal. the reverse is also true (see rule 92.2).

B. Depending on the character’s personal characteristics the Courtesan may pay 10% more, or maybe even 10% less, Experience Points to rise in Rank. See rule 97.1 for an account of the specific conditions.

C. A Beast Master may acquire the ability to train additional types of creatures after he reaches Rank 10 through the expenditure of additional Experience Points (see rule 96.3).

D. Once a Courtesan has reached Rank 10, he may expend 1000 extra Experience Points per ability in order to gain additional abilities within his profession (see rule 97.2).

E. After attaining Rank 10 the Merchant may expend additional Experience Points in expanding the list of his areas of expertise (see rule 100.6).

F. If a character is more proficient at thieving than spying, then the cost to rise in Ranks in spying is halved, until the two Ranks are equal. The reverse is also true (see rule 102.1).

G. After attaining Rank 10 it is possible for the Troubadour to add more abilities to his repertoire through the expenditure of 500 Experience Points per ability (see rule 103.1).