TEXT: #3101
  ™
  TM
  GAMEMASTER
  GAMEMASTER
  SCREEN
  SCREEN
  
  TM
  
  TM
  
  TM
  Made in USA
  #3101P
  781558
  9
  066120
  ICE 1000
  Produced and 
  Distributed by:
  ICE, Inc.
  112 Goodman St.
  Charlottesville,
  VA 22902  USA
  TM
  Everything you need to
  play HARP at your
  fingertips! Spend more
  time playing and less 
  time looking for tables. 
  The 20 page 
  booklet contains:
  • Maneuver Tables
  • Lore Tables
  • Attack Tables
  • Encounter Tables
  • Monster Tables
  • Herbs & Poisons
  • Magic Item Tables
  • Mundane Gear
  • Special GM Forms
  Don’t go adventuring
  without it!
  
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  Maneuver Table
  Maneuver Results
  Spell Results
  Total Roll
  Percentage
  Bonus
  RR
  Utility
  (-51) Down
  Fail
  -70
  Fail
  Fail
  (-50) – (-31)
  Fail
  -65
  Fail
  Fail
  (-30) – (-10)
  Fail
  -60
  Fail
  Fail
  (-10) – (-01)
  Fail
  -55
  Fail
  Fail
  0 – 10
  Fumble*
  -50
  Fumble* Fumble*
  11 – 20
  10
  -45
  65
  Fail
  21 – 30
  20
  -40
  70
  Fail
  31 – 40
  30
  -35
  75
  Fail
  41 – 50
  40
  -30
  80
  Fail
  51 – 60
  50
  -25
  85
  Fail
  61 – 70
  60
  -20
  90
  Fail
  71 – 80
  70
  -15
  95
  Normal
  81 – 90
  80
  -10
  100
  Normal
  91 – 100
  90
  -5
  110
  Normal
  101 – 110
  100
  +5
  120
  Normal
  111 –130
  110
  +10
  130
  Normal
  131 – 150
  120
  +20
  140
  Normal
  151 – 170
  130
  +30
  160
  Double
  171 – 200
  140
  +40
  180
  Double
  201 – 230
  150
  +50
  200
  Double x2
  231 – 260
  160
  +60
  220
  Double x2
  261 – 300
  170
  +70
  240
  Triple
  301+
  180
  +80
  260
  Triple
  Modifiers
  Mundane: No roll required
  Routine: +60
  Easy:  +40
  Light:  +20
  Medium:  +0
  Hard:  -20
  Very Hard:  -40
  Extremely Hard:  -60
  Sheer Folly:  -80
  Absurd:  -100
  * = Fumbles only occur on an unmodified roll of 01– 05 for everything except
  weapon use. Otherwise, treat the results as a normal failure.
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  Area Illuminated
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  Glitterstone*
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  Glowrod*
  30' radius
  Lantern
  25' radius
  Light spell
  20' radius (base)
  Torch
  20'radius
  * = Magical item; see HARP Chapter 14 for more details
  Fate Points
  For 1 Fate Point
  +50 bonus to any one roll
  +50 DB for one round
  25 subtracted from any one critical
  For 2 Fate Points
  +100 to any one roll
  +100 DB for one round
  50 subtracted from any one critical
  Healing
  Bleeding Severity
  Maneuver Difficulty
  Light (1 – 3 Hits)
  Medium
  Moderate (4 – 6 Hits)
  Hard
  Severe (7 – 9 Hits)
  Very Hard
  Dire (10+ Hits)
  Extremely Hard
  Jumping
  Difficulty          Broad Jump                 Pole Vaulting
  Running
  Standing
  High x Wide
  Routine
  B.L. x 1.0
  B.L. x 0.5
  4' x 4'
  Easy
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  B.L. x 0.7
  6' x 6'
  Light
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  B.L. x 0.9
  8' x 8'
  Medium
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  B.L. x 1.1
  10' x 10'
  Hard
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  B.L. x 1.5
  15' x 15'
  Very Hard
  B.L. x 3.5
  B.L. x 2.0
  20' x 20'
  Ext. Hard
  B.L. x 4.0
  B.L. x 2.5
  30' x 30'
  Sheer Folly
  B.L. x 4.5
  B.L. x 3.0
  40' x 40'
  Absurd
  B.L. x 5.0
  B.L. x 3.5
  50' x 50'
  B.L. = Body Length is the height of the individual making the jump.
  Healing Recovery Table
  Roll
            Severity of Damage
  Light
  Medium
  Severe
  01-15
  5 days
  25 days
  45 days
  16-35
  4 days
  18 days
  34 days
  36-65
  3 days
  12 days
  24 days
  66-90
  2 days
  7 days
  15 days
  91-100
  1 day
  3 days
  7 days
  The Lore Table
  Ranks
  Knowledge
  1 – 2
  Allows basic recognition of the general type of
  the subject.
  3 – 4
  Allows basic recognition of the specific type of
  the subject.
  5 – 6
  The scholar may recall knowledge of the major points
  (sketchy outline) of the subject.
  7 – 8
  The scholar remembers all major points pertaining
  to the subject.
  9 – 10
  Allows the scholar knowledge of basic details on the
  subject.
  11 – 12
  The scholar recalls full technical summary on
  the subject.
  13 – 14
  The scholar understands full technical summary on the
  subject.
  15 – 16
  Scholar may begin to form basic inferences about subject,
  and recognize and cross-reference to similar subjects.
  17 – 18
  Allows the scholar to form multiple inferences and create
  accurate analogies to the subject. The scholar also has
  technical knowledge on similar subjects.
  19 – 20
  Scholar has obscure knowledge pertaining to
  the subject.
  21+
  Scholar learns obscure and uncommon knowledge about
  various specific examples of the subject matter.
  
  Missile Weapon Ranges
  Weapon
  RI
  PB
  PB Range
  Blowgun
  10'
  +0
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  Bola
  40'
  +10
  20'
  Boomerang
  25'
  +5
  15'
  Composite Bow
  50'
  +25
  25'
  Heavy Crossbow
  70'
  +35
  35'
  Javelin
  25'
  +10
  15'
  Light Crossbow
  50'
  +25
  25'
  Long Bow
  80'
  +20
  40'
  Short Bow
  30'
  +10
  15'
  Shuriken
  5'
  +0
  —
  Sling
  30'
  +15
  15'
  Spear
  20'
  +15
  10'
  Thrown  Weapons
  5'
  +0
  —
  Thrown Pole Arms
  10'
  +5
  5'
  Fumbles
  01 - 25
  Combat
  You lose your grip on your weapon and the opportunity to strike your foe.
  Influence
  You accidentally make a high pitched noise as you try to begin.
  Mental
  Umm… what was your name again? Your mind goes blank for a moment.
  Moving
  You stumble over an unseen imaginary dead turtle.
  Physical
  You drop whatever you are holding and must spend a round recovering it.
  Spell
  You are distracted by a pixie in the corner! Give it up and try again next round.
  26 – 50
  Combat
  Take 1d10 hits. Remember, the pointy end faces the enemy!
  Influence
  You strike a sour note with your audience. You may try again, but with a -10 modifier.
  Mental
  You are too deep in thought to be distracted by trifles.
  Moving
  Your fall face-first into the dirt. Take 1d10 Hits. You must spend a round picking yourself up off the ground.
  Physical
  The tool that you are using breaks! At least you didn’t damage what you were working on…
  Spell
  Wow sparks! Were you trying for that effect? What a waste of perfectly good power points!
  51 – 75
  Combat
  Roll 2d10 on the appropriate damage table. You have just successfully attacked yourself. Congratulations!
  Influence
  The crowd looks downright hostile.  You can try again with a -20 modifier, or play it safe and go elsewhere!
  Mental
  Not only do you not remember anything pertinent, but you spout off incorrect information without realizing it!
  Moving
  Wow, people can bounce! Roll 2d10+10 on the Crush table for the damage that you gave yourself.
  Physical
  Not only did the tool you were using break, but the item you are working on was damaged in the process.
  Spell
  Since when do you glow? You must roll 2d10+10 on the Electricity Critical Table for the damage youinternalized.
  76 - 100 Combat
  That will most definitely leave a mark! Make a 1d100 roll on the appropriate damage table.
  Influence
  The audience is stunned for the first few seconds. After that, the term ‘Lynch Mob’ comes to mind.
  Mental
  You keep using that word….It doesn’t seem to mean what you think it means….
  Moving
  Make a 1d100 roll on the Crush table for the damage you take from that hilarious move.
  Physical
  You destroy (or activate, if a trap) whatever you were working on. Take 2d10 hits of damage as you wound yourself in the process.
  Spell
  Wow! You just invented the x-ray! You knock yourself out and take a 1d100 on the Electricity Critical Table from the
  magical energy feedback.
  Note: It is important to tailor the fumble to the event. While a fumble is unfortunate, it is not necessarily certain death.
  Hit Locations
  1
  Foot/Calf
  2
  Knee
  3
  Thigh
  4
  Groin
  5
  Abdomen/Lower Back
  6
  Chest/Upper Back
  7
  Neck
  8
  Face/Skull
  9
  Shoulder/Upper Arm
  10
  Forearm/Hand
     Called shot: +/- adjust every -10 to OB
  Offensive Bonus Modifiers
  +15
  Flank (attacking from the side, foe may parry)
  +20
  Rear (attacking from behind foe, foe may not
  parry normally)
  +20
  Foe unaware of attack (foe may not parry)
  +20
  Foe Stunned *
  +40
  Foe Downed *
  -10
  Heavy brush or thicket
  -5
  Light brush or forest
  -5
  Ice or ground
  -10
  Knee-deep snow, water, or soft sand
  -20
  Waist-deep snow or water**
  -50
  Shoulder-deep snow or water**
  +10
  Higher Ground
  *Only one may be applied at a time; all other
  modifiers are cumulative.
  ** While crossing water or snow this deep, a
  character will not be able to perform Martial Arts
  Sweeps, kicks, or any maneuvers that require low
  attacks or use of the legs
  The Combat Round
  Action
  Rounds
  Combat Perception (-50 to roll)*
  0
  Melee
  1
  Move Base Movement Rate (x Pace)
  1
  Quick Perception Roll (-20 to roll)
  1
  Controlled Drop to the Ground
  1
  Rapid Dismount
  1
  Missile Attack
  1
  Draw Weapon (or drop /change weapon)
  1
  Activate Chi Defense
  1
  Stand Up (from prone position)
  1
  Climb (one-half Base Movement Rate)
  1
  Pick Lock (per difficulty rating)
  1
  Disarm trap (per difficulty rating)
  1
  Cast a Spell (per every 5 PP in spell)
  1
  Take Prepared Herb (stored in bandoleer)
  1
  Mount Riding Animal
  1
  Reload Sling or Bow
  2
  Search 10' sq. Area**
  4
  Reload Light Crossbow
  5
  Reload Heavy Crossbow
  10
  *May be used while performing other actions
  **For traps, secret doors, etc.
  Initiative Modifier Table
  -10
  Weapon Not Ready (first round only)
  0
  One Handed Weapon
  -5
  Two Handed Weapon
  +5
  Two Weapon Combination
  +10
  Pole Arm (only when closing to melee range)
  -10
  Pole Arm (when within melee range)
  -5
  Shield
  -20
  Surprised (first round only)
  -5
  Lightly Encumbered
  -10
  Medium Encumbered
  -15
  Heavily Encumbered
  -25
  Wounded More Than 50%
  Defensive Bonus Modifiers
  Type of Cover
  Bonus
  Half Soft Cover*
  +20
  Full Soft Cover*
  +40
  Half Hard Cover*
  +50
  Full Hard Cover*
  +100
  * Only 1 may be used at a time.
  Falling Damage
  Height of Fall
  Critical Size
  1' – 20'
  Tiny
  21' – 50'
  Small
  51' – 100'
  Medium
  101' -200'
  Large
  201'+
  Huge
  Weapon Sizes
  Attack Size Critical Modifier Damage Cap
  Tiny
  -20
  80
  Small
  -10
  90
  Medium
  0
  100
  Large
  +10
  110
  Huge
  +20
  120
  
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  1
  CREDITS
  Encounter Table
  Encounter
  Densely Populated
  Moderately Populated
  Lightly Populated
  Wilderness
  Benign
  Hostile
  Benign
  Hostile
  Benign
  Hostile
  Normal
  Magic
  Normal Animals
  —
  —
  01-06
  01-04
  01-15
  01-07
  01-35
  01-30
  Vegetation
  —
  —
  07-09
  05-07
  16-30
  08-12
  36-40
  31-38
  Terrain
  —
  —
  10-12
  08-15
  31-36
  13-22
  41-47
  39-46
  Locals (Working)
  01-30
  01-32
  13-35
  16-26
  37-38
  23-26
  —
  —
  Locals (Playing)
  31-37
  33
  36-40
  27
  39
  27
  —
  —
  Locals (Traveling)
  38-45
  34-39
  41-43
  28-33
  40-42
  28-31
  —
  —
  Merchants/Traders
  46-52
  40-43
  44-50
  34-37
  43-46
  32-34
  48
  —
  Craftsmen
  53-58
  44-48
  51-53
  38-40
  47-48
  35-36
  —
  —
  Hunters/Fishermen 59
  49-50
  54-60
  41-43
  49-56
  37-48
  49-58
  47-52
  Messengers
  60
  51-53
  61-62
  44
  57
  49
  —
  —
  Nobles
  61-66
  54-59
  63-64
  45-47
  58-60
  50-51
  —
  —
  Pilgrims
  67-69
  60
  65-67
  48-50
  61-62
  52-53
  59
  53-54
  Local Guard
  70-78
  61-69
  68-73
  51-57
  63-64
  54-56
  —
  —
  Military Patrol
  79-81
  70-79
  74-79
  58-70
  65-71
  57-64
  60-67
  55-59
  Bandits
  82-83
  80-81
  80-85
  71-74
  72-76
  65-69
  68-73
  60-62
  Raiders
  84-85
  82-85
  86-88
  75-78
  77-81
  70-73
  74-77
  63-66
  Vigilantes
  86-87
  86-88
  89-90
  79-83
  82-85
  74-76
  78-81
  67-69
  Trap/Ambush
  88-90
  89-90
  91
  84-89
  86-87
  77-80
  82-84
  70-72
  Monster
  91
  91-92
  92-94
  90-93
  88-93
  81-92
  85-91
  73-93
  Adventurers
  92-99
  93-99
  95-99
  94-99
  94-99
  93-99
  92-99
  94-99
  Special
  100
  100
  100
  100
  100
  100
  100
  100
  Encounter Modifiers
  Condition
  Urban
  Rural Wilderness
  Traveling at night
  -25
  -50
  +25
  Spells employed
  (flashy/noisy spells)
  +50
  +30
  +10
  Encamped after 12 hours travel —
  —
  +20
  Encamped after 16 hours travel —
  —
  +40
  Raining
  -10
  -10
  -10
  Clear weather
  +10
  +10
  +10
  Patrolled Area
  +50
  +30
  +10
  Hostile Area
  +100
  +50
  +25
  Pursuit (hue & cry)
  +100
  +100
  +50
  Night-adapted population
  at night
  +30
  +20
  +10
  Night-adapted population
  during day
  -30
  -40
  -50
  Terrain
  Forest & rough
  —
  -50
  -50
  Forest & flat
  —
  -25
  -25
  Light & rough
  —
  +10
  +20
  Light & flat
  —
  —
  —
  Open & rough
  —
  —
  —
  Open & flat
  —
  +50
  +50
  Travel Speed
  Sneaking afoot / 25% x BMR
  -25
  -50
  -50
  Careful Walk / 50% x BMR
  -15
  -20
  -20
  Normal Walk / 1x BMR
  —
  —
  —
  Run / 2x BMR
  +20
  +15
  +10
  Slow Ride / norm
  +20
  +20
  +20
  Fast Ride / 3x norm
  +50
  +40
  +40
  Interior Illustrations: Ilya
  Astrakhan, Toren Atkinson,
  David Bezzina, Jim Nelson,
  Patt Ann Lewis, Jeff Laubenstein,
  Jennifer Meyer, Colin Throm;
  Cover Art: Ciruelo, James
  Ryman;
  Special Contributions: Mika
  Kareinen, Andrew ‘ictus’
  Ridgeway;
  TABLE OF CONTENTS
  Encounteer Table ........................ 1
  Encounter Modifiers ................... 1
  Monsters and Terrain.................. 2
  Creature Statistics ....................... 3
  Creature Racial Characteristics .. 4
  Fumbles ...................................... 5
  Shields ........................................ 5
  Herbs .......................................... 6
  Poisons........................................ 8
  Martial Arts Strikes Criticals ...... 9
  Martial Arts Sweeps/
  Unbalancing Criticals ............. 9
  Large Criticals .......................... 10
  Huge Criticals ........................... 10
  Heat Criticals ............................ 11
  Cold Criticals ............................ 11
  Electrical Criticals .................... 12
  Impact Criticals ........................ 12
  Language Table ........................ 13
  Experience Progression ............ 14
  Level Up Checklist ................... 14
  Goal Difficulty ......................... 14
  Magic Items .............................. 14
  Magic Armor ............................ 14
  Magic Clothing ......................... 15
  Magic Jewelry .......................... 15
  Miscellaneous Magic Items ...... 15
  Magic Potions ........................... 15
  Magic Rods and Staves ............ 16
  Money ....................................... 16
  Magic Weapons ........................ 16
  Mundane Treasures .................. 16
  Runes ........................................ 16
  Scribe Gear ............................... 17
  Wizard’s Gear........................... 17
  Thieve’s Tools .......................... 17
  Character Sheet......................... 18
  
  2
  Monsters and Terrain
  Mountains
  Forest
  Plains
  Swamps
  Desert
  Ruins/Caves
  Ant, Giant
  Ant, Giant
  Ant, Giant
  Ant, Giant
  Ant, Giant
  Ant, Giant
  Beetle, Giant
  Ape, Giant
  Ape, Giant
  Beetle, Giant
  Beetle, Giant
  Beetle, Giant
  Cat, Large
  Beetle, Giant
  Beetle, Giant
  Dragon
  Centaur
  Demon, Any
  Dragon
  Cat, Large
  Cat, Large
  Giant, Lesser
  Dragon
  Gargoyle
  Gargoyle
  Centaur
  Centaur
  Hydra
  Kobold
  Goblin
  Giant, Greater
  Dragon
  Dragon
  Kobold
  Orc
  Golem, Iron
  Giant, Lesser
  Giant, Greater
  Goblin
  Lizardmen
  Scorpion, Giant
  Hobgoblin
  Goblin
  Giant, Lesser
  Hobgoblin
  Ogre
  Undead, Any
  Hydra
  Griffin
  Goblin
  Kobold
  Orc
  Wasp, Giant
  Kobold
  Hippogriff
  Hobgoblin
  Orc
  Rat, Giant
  Werewolf
  Lizardmen
  Hobgoblin
  Hydra
  Rat, Giant
  Spider, Giant
  Ogre
  Hydra
  Kobold
  Sabertooth Tiger
  Spider, Greater
  Orc
  Kobold
  Lizardmen
  Troll, Greater
  Spider, Lesser
  Rat, Giant
  Ogre
  Ogre
  Troll, Lesser
  Troll, Greater
  Spider, Giant
  Orc
  Orc
  Wasp, Giant
  Troll, Lesser
  Spider, Greater
  Rat, Giant
  Rat, Giant
  Werewolf
  Wasp, Giant
  Spider, Lesser
  Sabertooth Tiger
  Sabertooth Tiger
  Wolf
  Werewolf
  Troll, Greater
  Spider, Giant
  Spider, Giant
  Troll, Lesser
  Spider, Lesser
  Spider, Greater
  Undead, Any
  Troll, Greater
  Spider, Lesser
  Werewolf
  Werewolf
  Troll, Greater
  Wyvern
  Wolf
  Troll, Lesser
  Wyvern
  Wasp, Giant
  Werewolf
  Wolf
  Wyvern
  
  3
  Creature Statistics
  Name
  Lvl
  Size
  BMR Init DB
  Hits
  Attacks
  # Enc
  Outlook
  Treasure
  Stamina
  Will
  Magic
  Ant, Giant
  2
  S
  10
  20
  90
  85
  70 S-Slash
  2-20
  Hungry
  PNP
  50
  35
  35
  Ape, Giant
  5
  L
  14
  25
  85
  230
  95 L-Crush; 70 We
  1-10
  Bellig.
  PPP
  75
  40
  50
  Beetle, Giant
  2
  M
  12
  20
  90
  110
  70 L-Slash
  1-5
  Hungry
  —N3—
  35
  20
  30
  Cat, Large
  3
  M
  16
  20
  60
  115
  80 L-Slash; 60 M-Puncture
  1-5
  Aggr.
  — — —
  40
  35
  35
  Centaur
  5
  M
  20
  15
  70
  120
  90 L-Crush; 80 We
  2-20
  Prot.
  N2N2 (10) R2
  85
  70
  70
  Demon, Class I
  2
  M
  12
  20
  65
  105
  75 M-Crush; 65 We
  1
  Berserk
  N — —
  30
  30
  30
  Demon, Class II
  4
  M
  12
  20
  85
  125
  85 L-Crush; 70 We
  1
  Berserk
  N2 — —
  50
  35
  40
  Demon, Class III
  8
  M
  15
  25
  110
  140
  105 L-Crush; 90 We
  1
  Cruel
  N3 — —
  75
  70
  70
  Demon, Class IV
  15
  M(L) 16
  25
  135
  215
  130 L Crush; 120 We
  1
  Cruel
  R2 — —
  100
  95
  95
  Demon, Class V
  20
  L
  20
  25
  140
  280
  145 H-Crush; 130 We
  1
  Domin.
  R3R —
  115
  110
  105
  Demon, Class VI
  25
  L
  24
  30
  145
  300
  160 H-Crush; 150 We
  1
  Domin.
  R3R2 —
  125
  125
  125
  Dragon,
  25
  H
  15
  25
  165
  455
  190 H-Puncture;
  1
  Greedy/Cruel
  R5R4 (100) R3
  155
  145
  135
  - Typical Adult
  -
  -
  -
  -
  -
  -
  175 H-Slash; 160 H-Crush
  -
  -
  -
  -
  -
  -
  Gargoyle
  5
  M
  12
  20
  80
  125
  85 L-Slash; 70 M-Puncture
  1-10
  Aloof/Prot.
  NR (5) N
  90
  75
  75
  Giant, Greater
  20
  H
  16
  15
  120
  435
  155 H-Crush; 140 We
  1
  Aggr.
  R2R (10) N2
  125
  110
  110
  Giant, Lesser
  10
  L
  16
  15
  100
  250
  120 L-Crush; 100 We
  1
  Hungry
  P2NN3
  85
  75
  75
  Goblin
  1
  M
  12
  15
  60
  70
  50 We
  10-20
  Greedy
  PPR3
  30
  30
  30
  Golem, Iron
  10
  L
  12
  15
  120
  270
  125 L-Crush; 110 We
  1-2
  Prot.
  — — —
  85
  140
  85
  Griffin
  8
  M
  10
  20
  60
  130
  100 L-Slash; 85 L-Puncture
  1-2
  Aloof/Hungry
  PNP
  85
  80
  80
  Hippogriff
  9
  L
  12
  20
  105
  245
  110 L-Slash; 95 L-Puncture
  1-2
  Aloof/Prot.
  PNP
  80
  70
  70
  Hobgoblin
  2
  M
  12
  15
  60
  95
  65 We
  1-20
  Domin.
  NNN
  95
  40
  40
  Hydra
  10
  L
  20
  20
  130
  245
  150 M-Puncture
  1
  Bellig.
  PNP
  95
  85
  85
  Kobold
  1
  M
  12
  15
  60
  70
  50 We
  10-20
  Greedy/Hungry
  NPN
  35
  30
  30
  Lizardmen
  4
  M
  14
  15
  50
  115
  85 M-Slash; 70 We
  2-10
  Aggr.
  NPR3
  65
  65
  65
  Ogre
  8
  L
  13
  15
  90
  240
  110 L-Crush; 95 We
  1-5
  Hungry
  PPN
  80
  50
  55
  Orc
  6
  M
  16
  20
  80
  130
  105 We
  2-20
  Hostile
  NPN
  75
  70
  70
  Rat, Giant
  3
  S
  14
  25
  65
  95
  80 S-Puncture; 65 S-Slash
  2-10
  Hungry
  PPP
  45
  30
  30
  Sabertooth Tiger
  9
  L
  12
  20
  110
  245
  125 L-Slash; 110 L-Crush;
  1
  Hungry/Prot.
  PPP
  85
  70
  70
  -
  -
  -
  -
  -
  -
  -
  110 H-Puncture
  -
  -
  -
  -
  -
  -
  Scorpion, Giant
  4
  L
  16
  20
  75
  225
  90 L-Puncture;
  1-2
  Bellig.
  PPP
  60
  40
  40
  -
  -
  -
  -
  -
  -
  -
  80 M-Puncture (Poison)
  -
  -
  -
  -
  -
  -
  Spider, Giant
  8
  M
  16
  20
  75
  140
  90 L-Puncture;
  1-10
  Bellig.
  NNP
  75
  65
  65
  -
  -
  -
  -
  -
  -
  -
  80 M-Puncture (Poison)
  -
  -
  -
  -
  -
  -
  Spider, Greater
  20
  L
  20
  20
  130
  285
  155 L-Puncture;
  1
  Domin./Cruel
  RRP
  125
  120
  120
  -
  -
  -
  -
  -
  -
  -
  140 L-Puncture (Poison)
  -
  -
  -
  -
  -
  -
  Spider, Lesser
  3
  S
  12
  20
  75
  95
  80 S-Puncture;
  2-20
  Hungry
  PPP
  35
  35
  35
  -
  -
  -
  -
  -
  -
  -
  65 S-Puncture (Poison)
  -
  -
  -
  -
  -
  -
  Troll, Greater
  10
  L
  16
  15
  100
  250
  125 L-Crush; 110 L-Slash;
  1-5
  Cruel
  NPN
  100
  75
  75
  -
  -
  -
  -
  -
  -
  -
  90 L-Puncture
  -
  -
  -
  -
  -
  -
  Troll, Lesser
  5
  M(L) 14
  15
  75
  180
  95 L-Crush; 80 L-Slash;
  1-10
  Hungry
  PPN
  70
  45
  45
  -
  -
  -
  -
  -
  -
  -
  75 M-Puncture
  -
  -
  -
  -
  -
  -
  Undead, Class I
  3
  M
  10
  15
  25
  120
  75 S-Crush; 60 We
  2-20
  Berserk/Hungry
  PPP
  35
  25
  25
  Undead, Class II
  5
  M
  12
  15
  35
  130
  90 M-Crush; 75 We
  1-10
  Berserk
  PPP
  40
  35
  40
  Undead, Class III 10
  M
  12
  20
  65
  150
  120 M-Crush; 105 We
  1-5
  Cruel
  NNP
  70
  70
  75
  Undead, Class IV
  15
  M(L) 12
  25
  80
  220
  140 We; 120 L-Crush
  1-2
  Cruel
  RNP
  95
  95
  100
  Undead, Class V
  20
  M(H)16
  25
  90
  335
  155 We; 140 L-Crush
  1
  Domin./Cruel
  R2R2N
  110
  110
  120
  Wasp, Giant
  2
  M
  26
  25
  45
  110
  70 M-Puncture (Poison);
  2-20
  Hungry
  PPP
  30
  25
  30
  -
  -
  -
  -
  -
  -
  -
  60 L-Puncture
  -
  -
  -
  -
  -
  -
  Werewolf
  7
  M
  14
  25
  95
  135
  100 L-Puncture; 85 L-Slash
  1
  Bellig./Cruel
  NNN
  80
  60
  65
  Wolf
  3
  M
  16
  20
  55
  115
  75 M-Puncture
  2-20
  Hungry
  — — —
  35
  30
  30
  Wyvern
  10
  L
  18
  25
  140
  250
  145 L-Puncture; 130 L-Slash; 1
  Hostile
  R3R3(10)R3
  95
  85
  85
  -
  -
  -
  -
  -
  -
  -
  120 L-Puncture
  -
  -
  -
  -
  -
  -
  
  4
  Creature Racial Characteristics
  Racial Stat Modifiers
  ˚
  Power Resistance Bonuses
  Name
  St
  Co
  Ag
  Qu
  SD
  Re
  In
  Pr
  Endurance
  Points Stamina Will Magic
  Ant, Giant
  +3
  +4
  +2
  +5
  +0
  +0
  +0
  +0
  25
  —
  25
  15
  15
  Ape, Giant
  +5
  +5
  +5
  +10
  +0
  +0
  +0
  +0
  150
  —
  30
  5
  15
  Beetle, Giant
  +4
  +3
  +1
  +5
  +0
  +0
  +0
  +0
  50
  —
  10
  0
  10
  Cat, Large
  +2
  +2
  +3
  +6
  +0
  +0
  +0
  +0
  50
  —
  10
  10
  10
  Centaur*
  +4
  +4
  +0
  +0
  +0
  +0
  +2
  +2
  40
  20
  15
  10
  5
  Demon, Class I +4
  +0
  +1
  +4
  +0
  +0
  +0
  +0
  50
  20
  10
  10
  10
  Demon, Class II+5
  +3
  +1
  +6
  +0
  +0
  +0
  +0
  50
  20
  15
  5
  10
  Demon, Class III+7
  +3
  +2
  +8
  +0
  +0
  +0
  +0
  50
  20
  20
  20
  20
  Demon, Class IV+9
  +4
  +2
  +10
  +2
  +2
  +2
  +2
  100
  30
  20
  20
  20
  Demon, Class V+10
  +5
  +3
  +8
  +3
  +3
  +3
  +3
  150
  50
  25
  25
  20
  Demon, Class VI+12
  +5
  +3
  +8
  +5
  +5
  +5
  +5
  150
  50
  30
  30
  30
  Dragon, Adult +40
  +10
  +10
  +10
  +5
  +0
  +0
  +5
  300
  60
  50
  50
  50
  Gargoyle*
  +0
  +3
  +0
  +4
  +0
  +0
  +0
  +0
  45
  15
  25
  15
  15
  Giant, Greater +20
  +10
  +0
  +0
  +2
  +2
  +2
  +2
  300
  60
  25
  25
  25
  Giant, Lesser
  +15
  +5
  +0
  +0
  +0
  +0
  +0
  +1
  150
  —
  15
  15
  15
  Goblin*
  +1
  +2
  +0
  +0
  +0
  +2
  +0
  +0
  30
  30
  10
  10
  10
  Golem, Iron
  +10
  +5
  +0
  +0
  +20
  +0
  +0
  +0
  150
  —
  25
  50
  25
  Griffin*
  +5
  +3
  -4
  +4
  +0
  +1
  +1
  +0
  40
  20
  10
  10
  10
  Hippogriff
  +10
  +4
  -4
  +6
  +0
  +0
  +0
  +0
  150
  —
  15
  15
  15
  Hobgoblin*
  +2
  +3
  +0
  +0
  +0
  +1
  +0
  +0
  35
  25
  10
  10
  10
  Hydra
  +30
  +5
  +5
  +5
  +0
  +0
  +0
  +0
  150
  —
  25
  25
  25
  Kobold*
  +0
  +2
  +1
  +1
  +0
  +0
  +0
  +0
  30
  30
  10
  10
  10
  Lizardmen*
  +3
  +2
  +0
  +1
  +2
  +0
  +2
  +1
  40
  20
  10
  10
  10
  Ogre
  +6
  +2
  -1
  -1
  +0
  +0
  +0
  +0
  150
  50
  25
  0
  5
  Orc*
  +3
  +3
  +0
  +3
  +0
  +0
  +0
  +0
  35
  25
  10
  10
  10
  Rat, Giant
  +0
  +5
  +10
  +10
  +0
  +0
  +0
  +0
  25
  —
  10
  5
  5
  Sabertooth Tiger+4
  +4
  +6
  +6
  +0
  +0
  +0
  +0
  150
  —
  20
  15
  15
  Scorpion, Giant +6
  +4
  -1
  +3
  +0
  +0
  +0
  +0
  150
  —
  20
  10
  10
  Spider, Giant
  +6
  +4
  -1
  +3
  +0
  +0
  +0
  +0
  50
  —
  15
  15
  15
  Spider, Greater +10
  +10
  +0
  +4
  +3
  +3
  +3
  +3
  150
  —
  25
  30
  30
  Spider, Lesser
  +3
  +1
  +2
  +4
  +0
  +0
  +0
  +0
  25
  —
  10
  10
  10
  Troll, Greater
  +12
  +5
  +0
  +0
  +0
  +0
  +0
  +0
  150
  —
  30
  15
  15
  Troll, Lesser
  +8
  +4
  +0
  +0
  +0
  +0
  +0
  +0
  100
  —
  25
  10
  10
  Undead, Class I +2
  +5
  +0
  +0
  +0
  +0
  +0
  +0
  50
  —
  0
  0
  0
  Undead, Class II+3
  +2
  +0
  +0
  +0
  +0
  +0
  +0
  50
  —
  0
  0
  5
  Undead, Class III+4
  +3
  +3
  +3
  +3
  +3
  +3
  +3
  50
  —
  5
  5
  10
  Undead, Class IV+5
  +5
  +5
  +5
  +5
  +5
  +5
  +5
  100
  30
  15
  15
  20
  Undead, Class V+6
  +6
  +6
  +6
  +6
  +6
  +6
  +6
  200
  40
  20
  20
  30
  Wasp, Giant
  -1
  +3
  +8
  +8
  +0
  +0
  +0
  +0
  50
  —
  5
  5
  10
  Werewolf
  +1
  +2
  +0
  +8
  +0
  -2
  +0
  +0
  50
  —
  30
  15
  20
  Wolf
  +0
  +2
  +2
  +6
  +0
  +0
  +0
  +0
  50
  —
  5
  5
  5
  Wyvern
  +30
  +5
  +0
  +10
  +0
  +0
  +0
  +0
  150
  —
  25
  25
  25
  * = This race may be used for player characters upon GM approval.
  
  5
  Fumbles
  01 - 25 Combat
  You lose your grip on your weapon and the opportunity to strike your foe.
  Influence
  You accidentally make a high pitched noise as you try to begin.
  Mental
  Umm… what was your name again? Your mind goes blank for a moment.
  Moving
  You stumble over an unseen imaginary dead turtle.
  Physical
  You drop whatever you are holding and must spend a round recovering it.
  Spell
  You are distracted by a pixie in the corner! Give it up and try again next round.
  26 – 50 Combat
  You give yourself a minor wound. Take 1d10 hits. Remember, the pointy end faces the enemy!
  Influence
  You strike a sour note with your audience. They are far from inspired by your performance. You
  may try again, but with a -10 modifier.
  Mental
  You are too deep in thought to be distracted by trifles.
  Moving
  Your maneuver ends up with you tripping and falling face-first into the dirt. Take 1d10 Hits. You
  must spend a round picking yourself up off the ground.
  Physical
  You mutter an oath as the tool that you are using snaps and breaks! At least you didn’t damage
  what you were working on…
  Spell
  Wow sparks! Were you trying for that effect? What a waste of perfectly good power points!
  51 – 75 Combat
  It is surprising that you still have all of your limbs attached! Roll 2d10 on the appropriate
  damage table. You have just successfully attacked yourself. Congratulations!
  Influence
  The crowd does not look the least bit pleased. In fact, they look downright hostile.  You can try
  again with a -20 modifier, or play it safe and go elsewhere!
  Mental
  In the words of a great philosopher, “Doh!” Not only do you not remember anything pertinent,
  but you actually spout off incorrect information without realizing it!
  Moving
  Wow, people can bounce! Roll 2d10+10 on the Crush table for the damage that you gave yourself
  in that spectacular fall!
  Physical
  You are distracted by a noise at a critical moment. Not only is the tool you were using broken,
  but the item you are working on was damaged in the process.
  Spell
  Since when do you glow? You internalize the magical energy of the spell, and must roll 2d10+10
  on the Electricity Critical Table for the damage you just did to yourself.
  76 - 100 Combat
  That will most definitely leave a mark! You shouldn’t try to harm yourself like that. Make a 1d100
  roll on the appropriate damage table as you try this fancy form of suicide.
  Influence
  The audience is stunned! Well, at least for the first few seconds. After that, the term ‘Lynch Mob’
  comes to mind. Better luck next time!
  Mental
  You keep using that word….It doesn’t seem to mean what you think it means….
  Moving
  Is it supposed to bend that direction? Unfortunately not! Make a 1d100 roll on the Crush table
  for the damage you take from that hilarious move. Everyone within 50' spend 3 rounds trying to
  contain their laughter!
  Physical
  Hmm… Square peg? Round hole? Nope, it’s just you destroying (or activating, if a trap) whatever you
  were working on. Take 2d10 hits of damage as you wound yourself in the process.
  Spell
  Wow! You just invented the x-ray! Unfortunately, you also knock yourself out and take a 1d100
  on the Electricity Critical Table from the magical energy feedback.
  Note: It is important to tailor the fumble to the event. While a fumble is unfortunate, it is not necessarily certain death.
  Shields
  Shield Type
  Untrained
  Trained
  Notes
  Wall Shield
  +20
  +40
  Weighs 25 – 30 pounds; 48 to 60 inches tall
  Full Shield
  +15
  +30
  Weighs 15 – 20 pounds; 32 to 40 inches tall
  Normal Shield
  +10
  +25
  Weighs 10 – 15 pounds; 20 to 30 inches diameter
  Target Shield
  +5
  +20
  Weighs 5 – 10 pounds; 12 to 18 inches diameter
  Buckler
  +0
  +15
  Weighs 1 – 4 pounds; 6 inches in diameter; may be hooked to bracer
  designed for it, or held in hand.
  Main Gauche
  +0
  +15
  Shield weapon, gains the +15 only when used defensively
  Sai
  +0
  +15
  Shield weapon, gains the +15 only when used defensively
  Unusual objects
  +0 - +15
  +10 - +30
  GM’s discretion.
  
  6
  ANTIDOTES
  Name
  Cost
  Time
  Form/Prep
  Codes
  Effect
  Aldi
  5000 gp
  1 round
  Flower/Drink
  9-s-Z
  Universal antidote.
  Frel
  120 gp
  2 minutes
  Stalk/Ingest
  7-m-P
  Neutralizes any one poison that does not use a Cascading Resistance Roll.
  Mur
  10 gp
  5 minutes
  Stem/Poultice
  5-h-W
  Cures infection.
  Rafa
  8 gp
  1 round
  Moss/Brew
  4-t-U
  Purifies water. Slows poison 10x. Lasts 12 hours. 1 dose per day only.
  BONE REPAIR
  Name
  Cost
  Time
  Form/Prep
  Codes
  Effect
  Amaled
  60 gp
  1 hour
  Grass/Poultice
  7-t-P
  Mends bone.
  Heddith 31 gp
  2 hours
  Stem/Ingest
  8-c-W
  Mends bone.
  Orudin
  2 sp
  *
  Seed/Ingest
  6-c-F
  Doubles rate of healing for fractures.
  Tarin
  110 gp
  8 hours
  Reed/Brew
  8-h-O
  Repairs shattered bones.
  BURN & EXPOSURE
  Name
  Cost
  Time
  Form/Prep
  Codes
  Effect
  Arlan
  10 gp
  4 rounds
  Stalk/Poultice
  4-t-S
  Double rate of healing of minor burns. Heals 5 Hits from burns.
  Manu
  18 sp
  8 minutes
  Reed/Poultice
  5-h-O
  Cures frostbite. Heals 1-50 resulting from cold.
  Sarpal
  9 sp
  1 hour
  Leaf/Poultice
  4-f-M
  Cures frostbite. Heals 2-20 resulting from cold.
  Tinari
  35 gp
  5 minutes
  Root/Poultice
  4-a-Z
  Heals up to 10 sq' of burns.
  CIRCULATORY
  Name
  Cost
  Time
  Form/Prep
  Codes
  Effect
  Alaf
  200 gp
  *
  Stem/Poultice
  6-s-Z
  Stops bleeding of any one wound.
  Beras
  135 gp
  5 rounds
  Grass/Poultice
  6-s-P
  Stops bleeding of any one wound.
  Pekari
  40 gp
  6 rounds
  Kelp/Ingest
  6-h-O
  Stops all bleeding. Must not move for one hour or bleeding starts again.
  Tamuna
  75 gp
  5 rounds
  Seed/Poultice
  6-h-O
  Stops up to 5 Hits/round of bleeding. Wound will not reopen.
  HEALING
  Name
  Cost
  Time
  Form/Prep
  Codes
  Effect
  Alfrith
  40 gp
  *
  Reed/Ingest
  3-s-O
  Heals 10 Hits and relieves two rounds of stun.
  Rowna
  140 gp
  *
  Grass/Ingest
  8-m-P
  Heals all Hits instantly but stuns for one round.
  Seras
  9 sp
  3 rounds
  Flower/Brew
  3-t-W
  Heals 2-20 Hits.
  Shiran
  10 gp
  *
  Moss/Ingest
  3-c-M
  Heals 10 Hits instantly.
  Simari
  90 gp
  1 hour
  Root/Poultice
  7-h-S
  Heals all Hits.
  Tamuna
  100 gp
  7 rounds
  Fruit/Ingest
  6-c-F
  Heals 3-300 Hits.
  GENERAL PURPOSE
  Name
  Cost
  Time
  Form/Prep
  Codes
  Effect
  Halin
  11 sp
  20 minutes
  Berry/Brew
  2-m-P
  Doubles healing during next sleep.
  Loneri
  450 gp
  3 hours
  Nut/Ingest
  9-t-F
  Restore any stat loss other than those due to old age. Only affects one stat.
  Rimar
  12 gp
  3 rounds
  Root/Poultice
  4-c-P
  Heals 2-20. Double rate of healing for major wounds.
  LIFE PRESERVATION
  Name
  Cost
  Time
  Form/Prep
  Codes
  Effect
  Afran
  160 gp
  *
  Nut/Ingest
  6-f-F
  Lifekeeping for ten days.
  Aska
  100 gp
  *
  Leaf/Ingest
  5-h-O
  Lifekeeping (1 day).
  Baraloc
  200 gp
  *
  Berry/Ingest
  8-t-U
  Lifekeeping for 30 days.
  Hargon
  200 gp
  *
  Seed/Ingest
  8-f-O
  Lifekeeping (2-20 days).
  Tian
  1200 gp
  5 Hours
  Root/Poultice
  9-h-J
  Lifegiving. If given within 30 days.
  MUSCLE REPAIR
  Name
  Cost
  Time
  Form/Prep
  Codes
  Effect
  Hansur
  40 gp
  4 minutes
  Vine/Ingest
  7-h-J
  Mends muscle damage.
  Inuli
  30 gp
  3 minutes
  Nut/Brew
  5-t-F
  Mends muscle damage.
  Shara
  23 gp
  2 minutes
  Kelp/Ingest
  4-m-O
  Repairs sprains.
  Herbs
  
  7
  NERVE REPAIR
  Name
  Cost
  Time
  Form/Prep
  Codes
  Effect
  Agaric
  300 gp
  1 day
  Flower/Ingest
  7-h-J
  Nerve regeneration and repair.
  Bera
  380 gp
  1 day
  Moss/Ingest
  8-c-M
  Regenerate any damaged organs or nerves.
  Erisa
  2 gp
  *
  Bark/Poultice
  3-m-F
  Doubles rate of healing for nerve damage.
  Haruut
  600 gp
  1 hour
  Root/Poultice
  9-a-Z
  Nerve repair.
  ORGAN REPAIR
  Name
  Cost
  Time
  Form/Prep
  Codes
  Effect
  Amelin
  95 gp
  1 hour
  Flower/Brew
  4-c-W
  Heals organ damage.
  Broncel
  500 gp
  2 minutes
  Stalk/Ingest
  8-a-P
  Restores organs.
  Sare
  145 gp
  1 day
  Moss/Poultice
  7-h-V
  Major organ repair.
  Turan
  220 gp
  2 hours
  Leaf/Brew
  8-h-J
  Repairs organ damage.
  PHYSICAL ALTERATION
  Name
  Cost
  Time
  Form/Prep
  Codes
  Effect
  Airi
  15 gp
  4 rounds
  Seed/Brew
  7-m-P
  Enhanced vision (x3 range) & Lesser Dark Vision (50') for 3 hrs. 1x/day.
  Alcatan
  10 gp
  1 minute
  Nut/Ingest
  6-h-J
  +25 to spell casting for 1-10 minutes.
  Camadin 40 gp
  2 minutes
  Root/Brew
  4-f-S
  Protect eyes in intense light or glare. Allows sight despite sudden or
  blinding light. Lasts 9 hours.
  Carsir
  150 gp
  2 minutes
  Stem/Ingest
  6-m-U
  Allows 70% activity underwater, breathe air or water. Lasts one hour.
  Elin
  60 gp
  2 rounds
  Reed/Ingest
  4-h-O
  Haste for three rounds.
  Iinas
  45 gp
  2 minutes
  Kelp/Ingest
  6-m-O
  Allows one to breathe under water (only) for 4 hours.
  Kolod
  50 gp
  2 minutes
  Root/Ingest
  3-f-Z
  2x strength for 1-10 rounds. +10 OB, double Hit damage delivered.
  Lorc
  100 gp
  4 rounds
  Moss/Ingest
  8-t-U
  Haste for six rounds.  Take 20 Hits ten rounds later due to drug reaction.
  Mur
  27 gp
  5 rounds
  Root/Brew
  6-s-S
  Greater Dark Vision (6 hours).
  Sarcia
  80 gp
  1 minute
  Stem/Brew
  9-t-U
  Allows user to see invisible for ten minutes. Usable once per day.
  Tirval
  12 sp
  6 rounds
  Leaf/Ingest
  3-c-M
  Increases visual perception (2x range) for 10 minutes.
  Uinear
  15 gp
  2 minutes
  Berry/Ingest
  8-m-W
  Allows one to see enchantments. Eyes glow red. Lasts for one hour.
  Urfaran
  9 sp
  3 rounds
  Clove/Ingest
  2-t-P
  Acute smell and taste (+50 Perception) for one hour.
  Viracon 12 gp
  5 rounds
  Fungus/Brew
  4-c-U
  Enhances smell and hearing (3x range; +50). Lasts one hour.
  STUN RELIEF
  Name
  Cost
  Time
  Form/Prep
  Codes
  Effect
  Alant
  11 gp
  *
  Berry/Ingest
  6-s-P
  Stun relief (3 rounds).
  Berulf
  2 gp
  *
  Nut/Ingest
  4-m-M
  Stun relief (1 round).
  Delvar
  2 gp
  *
  Leaf/Ingest
  3-t-W
  Stun relief (1 round).
  Jada
  12 sp
  *
  Leaf/Ingest
  4-s-P
  Stun relief (1-10 rounds).
  Tarin
  12 gp
  *
  Nut/Ingest
  6-h-J
  Stun relief (2 rounds).
  
  8
  Poison
  Cost
  Time
  Form/Prep
  Codes
  Effect
  Amaric
  600 gp
  *
  Flower/Paste
  7-f-M
  Black paste destroys nervous system, killing instantly.
  RR(100)
  Arbarin
  74 gp
  *
  Flower/Paste
  4-h-P
  Pinkish paste delivers 1-100 Hits. RR (85)
  Aren
  300gp
  1-10 rounds
  Dragon/varies
  6-f-U
  Grey/Black blood rapidly dissolves affected area. Affects metals
  and organic material. Does not affect glass, sand, or pottery.
  If Ingested:
  CRR (150) – No Effect
  CRR (130) – 1d100-20 on IPCT
  CRR (110) – 1d100-10 on IPCT
  CRR (90) – 1d100 on IPCT
  CRR (70) – 1d100+10 on IPCT
  CRR (50) – 1d100+20 on IPCT
       Failure – Instant death as entire body dissolves into
      gooey puddle
  If splashed on object or victim:
  CRR (140) – No Effect
  CRR (120) – 1d100-10 on EPCT
  CRR (100) – 1d100 on EPCT
  CRR (80) – 1d100+10 on EPCT
  Failure – 1d100+20 on EPCT
  Beorith
  120 gp
  1-10 rounds
  Juice/Ingest
  8-c-F
  Bluish liquid causes victim to spontaneously combust. PB(+25)
  Burthar
  25 gp
  2 rounds
  Fish/Ingest
  8-f-W
  Black venom ravages the victim’s insides.
  CRR (80) – No Effect
  CRR (60) – 2d10 on the IPCT
  CRR (40) – 2d10 + 20 on the IPCT
  Failure – 2d10  + 40 on the IPCT
  Calla
  53 gp
  1d100 hours
  Flower/Ingest
  4-a-Z
  Reddish liquid causes massive blood clotting and then
  death. PB (+5)
  Edellin
  14 gp
  *
  Stalk/Contact
  2-m-T
  Silver powder scars skin giving 2d10 Hits. PB (+45)
  Erist
  14 gp
  1-10 minutes
  Leaf/Paste
  3-h-W
  Tan paste destroys hearing and delivers 1-10 Hits. PB (+15)
  Gullarin
  71 gp
  *
  Bats/Contact
  5-m-U
  Black powder irritates and burns the skin.
  CRR (100) – No Effect
  CRR (85) – 1d100-10 on the EPCT
  CRR (70) – 1d100 on the EPCT
  CRR (55) – 1d100+10 on the EPCT
  Failure – 1d100+20 on the EPCT
  Guram
  60gp
  *
  Lichen/Contact
  5-f-F
  Blue/grey paste causes fatal dehydration within 1-10
  minutes. RR (90)
  Habet
  41 gp
  *
  Scorpion/Ingest
  5-a-Z
  Clear liquid causes gradual insanity over the course of
  1-100 weeks. RR (90)
  Inumar
  29 gp
  1-10 rounds
  Flower/Ingest
  7-s-P
  Orange liquid.
  CRR (75) – No Effect
  CRR (60) – 1d10 on the IPCT
  CRR (45) – 1d10 + 10 on the IPCT
  Failure – 2d10+20 on the IPCT
  Klyun
  53 gp
  1-10 rounds
  Root/Paste
  4-s-O
  Golden paste causes coma for 1-10 days. RR (80)
  Margolen
  142 gp
  2-12 rounds
  Leaf/Paste
  4-h-J
  Reddish paste causes heart to shut down from massive
  shock. PB (+35)
  Molenor
  2 gp
  *
  Root/Paste
  6-m-F
  Brown paste delivers 1-10 Hits. PB (+50)
  Morell
  154 gp
  *
  Berry/Paste
  5-s-P
  Brown paste delivers 3-300 Hits. PB (+50)
  Salkin
  310 gp
  1-10 rounds
  Frog/Paste
  8-m-J
  Greenish paste made from dried frog skin.
  CRR (120) – No Effect
  CRR (100) – 1d100-20 on IPCT
  CRR (80) – 1d100 on the IPCT
  CRR (60) – 1d100+20 on the IPCT
  Failure – Sudden Death
  Siamun
  1300 gp
  1-2 rounds
  Fruit/Contact
  8-h-J
  Extremely corrosive yellowish liquid.
  CRR (110) – No Effect
  CRR (90) – 1d100-10 on EPCT
  CRR (70) – 1d100 on EPCT
  CRR (50) – 1d100+10 on EPCT
  Failure – Instant death as victim’s body melts into a
  puddle of goo.
  Surenn
  12 gp
  *
  Leaf/Paste
  3-t-P
  Creamy paste delivers 3-30 Hits. PB (+30)
  Tabisss
  27 gp
  *
  Bark/Contact
  5-c-F
  Brown powder gives 5-50 Hits. RR (100)
  Poisons
  
  9
  MARTIAL ARTS STRIKES CRITICALS
  (-19) – (-10) A pale piece of pig’s ear could do better than
  that. 1 Hit.
  (-9) – 0
  Remember! Proper breathing! 2 Hits.
  01 – 10
  Straighten your elbow next time. 3 Hits.
  11 – 20
  Blow to the shoulder. 5 Hits.
  21 – 30
  Glancing kidney strike. 7 Hits.
  31 – 40
  Nice blow to the chest. Foe takes 8 Hits
  and is at-5.
  41 – 50
  Foe falls back from the blow trying to
  recover. Foe takes 9 Hits and is at -10.
  51 – 60
  Bad bone bruise on his leg. Foe takes 10
  Hits, is stunned 1 round, and is at -15.
  61 – 70
  Thunk. Nice, solid kick to the ribs. Foe
  takes 12 Hits and is stunned 1 round.
  71 – 80
  You slip inside his guard to deliver hard
  shoulder blow. Foe takes 13 Hits, is stunned
  2 rounds, and is at -20.
  81 – 85
  Solid blow spins foe to face the opposite
  direction. Foe takes 15 Hits, is stunned 2
  rounds, and is at -25.
  86 – 90
  Quick, hard chest strike knocks wind out
  of foe. He takes 16 Hits and is stunned
  3 rounds.
  91 – 95
  Crunch! You heard foot bones break. Foe
  takes 18 Hits, is stunned 4 rounds, and is
  at -30.
  96 – 100
  Dislocate and break weapon arm. Foe takes
  19 Hits, is stunned 4 rounds, and is at -35.
  101 – 105
  Foe flies head over heels to land on his face.
  Foe takes 20 Hits, is stunned 5 rounds, and
  bleeds 1 per round.
  106 – 110
  Kick to the solar plexus sends foe to the
  ground. Foe takes 22 Hits, is stunned 6
  rounds, bleeds 1 per round, and is at -40.
  111 – 115
  Savage blow tears leg muscles and tendons.
  Foe takes 23 Hits, is stunned 6 rounds,
  bleeds 2 per round, and is at -45.
  116 –119
  Your kick sends foe’s head bouncing off
  nearest hard surface. He is unconscious for
  1d10 minutes before dying. Foe takes 25
  Hits and bleeds 2 per round.
  120
  Precise combination of blows leaves foe in
  a dead, mangled heap. Foe takes 27 Hits.
  MARTIAL ARTS SWEEPS/ UNBALANCING CRITICALS
  (-19) – (-10) Try not to trip. 1 Hit.
  (-9) – 0
  A love tap? 2 Hits.
  01 – 10
  Dazzling. 3 Hits.
  11 – 20
  Your acrobatics are more effective this time. 4 Hits.
  21 – 30
  Your attack knocks foe to one knee, but he recovers
  quickly. 5 Hits.
  31 – 40
  Foe stumbles and takes 6 Hits.
  41 – 50
  Elbow to the face! Foe takes 7 Hits and is stunned
  1 round.
  51 – 60
  Foe falls. Foe takes 8 Hits and is stunned 1 round.
  61 – 70
  Foe stays on his feet, but is badly bruised. Foe takes 9
  Hits, is stunned 1 round, and is at -5. You gain a +10
  against him next round.
  71 – 80
  Well done. You knocked him to the ground. Foe takes
  10 Hits and is stunned 3 rounds.
  81 – 85
  Sweep sends foe to the ground hard. He fractures a few
  ribs in the fall. Foe takes 11 Hits, is stunned 4 rounds,
  and is at -10.
  86 – 90
  Perfect toss sends foe stumbling 5' away. Foe takes 12
  Hits and is stunned 5 rounds.
  91 – 95
  You spring back to your feet after a quick roll with foe.
  He is still lying on the ground from the sudden attack.
  Foe takes 13 Hits, is stunned 6 rounds, and is at -15.
  96 – 100
  Sweep to the shin sprains foe’s ankle. Foe takes 16 Hits
  and is stunned 6 rounds.
  101 – 105
  Foe is flipped backwards and staggers away. Foe takes
  15 Hits, is stunned 7 rounds, and is at -20.
  106 – 110
  Your spinning leg sweep sends foe crashing to the
  ground, breaking his shoulder. Foe takes 15 Hits, is
  stunned 7 rounds, and bleeds 1 per round. +25 to
   your action the next round.
  111 – 115
  With subtle grace you send foe rolling through the
  air to land in an unconscious, twisted heap. (1D10
  minutes.) Foe takes 17 Hits, is stunned 8 rounds
  (upon awakening), and is at -25.
  116 – 119
  Snazzy throw breaks foe’s collarbone, shoulder and
  arm. Foe is unconscious 2D10 minutes. Foe takes 18
  Hits, is stunned 8 rounds (upon awakening), bleeds 2
  per round, and is at -30.
  120
  You smash foe against multiple objects. There is no
  telling which killed him. Foe takes 20 Hits. You gain a
  +30 to your actions for the next 2 rounds.
  
  10
  LARGE CRITICALS
  (-19) – (-10) Foe is tougher than you thought; you break
  your weapon. 1 Hit.
  (-9) – 0
  Foe doesn’t notice your attack. 2 Hits.
  01 – 10
  Nice shot! He almost noticed you that time.
  4 Hits.
  11 – 20
  Good head blow, but this could take a while.
  Foe is big! 6 Hits.
  21 – 30
  You’ve bruised his side. 8 Hits.
  31 – 40
  Blow to his forearm. 10 Hits.
  41 – 50
  You hit him in the back. 12 Hits.
  51 – 60
  Solid strike has visibly hurt foe. 13 Hits.
  61 – 70
  Nice slash to thigh. 15 Hits.
  71 – 80
  The fur is flying from that strike to his
  shoulder. Foe takes 17 Hits and is at -5.
  81 – 85
  Skillful strike to his abdomen. Foe takes 19
  Hits and is at -10.
  86 – 90
  You miss his weapon arm but hit his knee.
  Foe takes 21 Hits and is stunned 1 round.
  91 – 95
  Strike to the abdomen knocks foe to the
  ground. Foe takes 23 Hits, is stunned 1
  round, bleeds 1 per round, and is at -20.
  96 – 100
  Reverse thrust to the legs. Foe takes 24
  Hits, is stunned 1 round, bleeds 1 per
  round, and is at -15.
  101 – 105
  Hard blow to the chest. Foe takes 26 Hits, is
  stunned 2 rounds, and bleeds 1 per round.
  106 – 110
  What a shot! Foe flips over backwards,
  cracking skull on impact. Foe takes 28 Hits,
  is stunned 3 rounds, bleeds 2 per round,
  and is at -25.
  111 – 115
  Blow injures major organs. Foe takes 30
  Hits, is stunned 5 rounds, bleeds 2 per
  round, and is at -30. You gain a bonus of
  +25 to your action next round.
  116 – 119
  Your savage blow crushes his jugular vein.
  Foe falls and dies in 6 inactive rounds. Foe
  takes 32 Hits and bleeds 2 per round.
  120
  Massive head wound. Foe dies instantly.
  You gain a +35 to your action next round.
  Foe takes 35 Hits.
  HUGE CRITICALS
  (-19) – (-10) You do some damage, but there is a lot of
  foe to damage. Your weapon breaks during
  the attack, but at least you give him 1 Hit.
  (-9) – 0
  You may have scratched foe’s hide, but it’s
  hard to tell. 2 Hits.
  01 – 10
  Foe thinks you are an insect and tries to
  swat you. 3 Hits.
  11 – 20
  This won’t be easy. Foe’s hide deflects all
  but the strongest blows. 4 Hits.
  21 – 30
  You hit him in the arm. 6 Hits.
  31 – 40
  Foe has a very hard head. 7 Hits.
  41 – 50
  Right on his nose. 8 Hits.
  51 – 60
  Strike to the ribs bruises the big fella.
  10 Hits.
  61 – 70
  You strike at his exposed neck. 11 Hits.
  71 – 80
  Your strike staggers foe for a moment.
  12 Hits.
  81 – 85
  Your strike penetrates his leg. Foe takes 12
  Hits and is at -5.
  86 – 90
  A solid blow to his arm. 15 Hits.
  91 – 95
  Lucky shot cracks his ribs. Foe takes 16 Hits,
  is stunned 1 round, and is at -10.
  96 – 100
  Resounding blow knocks foe prone. Foe
  takes 18 Hits, is stunned 1 round, and
  bleeds 1 per round.
  101 – 105
  Strike to the neck draws blood. Foe takes
  19 Hits, is stunned 1 round, bleeds 1 per
  round, and is at -15. You gain a +25 to
  your next 2 actions.
  106 – 110
  Messy chest strike leaves you covered in
  blood. Foe takes 20 Hits, is stunned 2
  rounds, and bleeds 1 per round.
  111 – 115
  Classic strike cracks several vertebrae. Foe
  takes 23 Hits, is stunned 4 rounds, bleeds 2
  per round, and is at -25.
  116 – 119
  Major abdominal wound. Foe takes 22
  Hits, is stunned 4 rounds, bleeds 3 per
  round, and is at -30.
  120
  You’ve crushed his skull and his spine, and
  he dies instantly. Foe takes 25 Hits.
  
  11
  HEAT CRITICALS
  (-19) – (-10) Hot air singes foe. 1 Hit.
  (-9) – 0
  Is that a wisp of smoke? 3 Hits.
  01 – 10
  Strong heat gets foe’s attention. 5 Hits.
  11 – 20
  You trying to hurt foe or give him a hot
  foot? 8 Hits.
  21 – 30
  That was enough to light a torch. 10 Hits.
  31 – 40
  Minor burns. Foe takes 12 Hits, and is at -5.
  41 – 50
  Smoke from smoldering clothing blinds foe.
  Foe takes 15 Hits and is stunned 1 round.
  51 – 60
  Foe’s arms are slightly par-broiled by now.
  Foe takes 18 Hits, is stunned 3 rounds, and
  is at -10.
  61 – 70
  Foe’s chest is lightly browned. Foe takes 19
  Hits, is stunned for 3 rounds, and is at-15.
  71 – 80
  Fiery blast knocks foe down. Foe takes 22
  Hits, is stunned 4 rounds, and bleeds 1 hit
  per round.
  81 – 85
  Major burns all over foe’s body. Foe takes
  24 Hits, is stunned 5 rounds, bleeds 1 per
  round, and is at -20.
  86 – 90
  Searing blast to abdomen. Foe takes 27
  Hits, is stunned 5 rounds, bleeds 1 per
  round, and is at -25.
  91 – 95
  Flames engulf foes hair and face. Foe takes
  29 Hits, is stunned 6 rounds, and bleeds 2
  per round.
  96 – 100
  Blast burns foe’s lower body. Foe takes 31
  Hits, is stunned 6 rounds, bleeds 3 per
  round, and is at -30.
  101 – 105
  Scalding blast roasts foe’s torso, burning
  away his clothing. Foe takes 34 Hits, is
  stunned 7 rounds, bleeds 3 per round, and
  is at -35.
  106 – 110
  Foes organs are destroyed and he dies in
  12 stunned rounds. Foe takes 36 Hits and
  bleeds 4 per round.
  111 – 115
  Blast sets foe’s legs alight and spread to the
  rest of his body. Death in 5 inactive rounds
  due to shock and nerve damage. Foe takes
  38 Hits and bleeds 7 per round.
  116 – 119
  Massive third degree burns to foe’s body kill
  him. Foe takes 41 Hits.
  120
  Fiery blast chars foe’s chest and abdomen,
  destroying organs and killing him instantly.
  Foe takes 45 Hits.
  COLD CRITICALS
  (-19) – (-10) Did you feel a draft? Foe takes 1 Hit.
  (-9) – 0
  You gave foe goose bumps. 3 Hits.
  01 – 10
  Foe is covered in a light frost. 5 Hits.
  11 – 20
  Light blast chills foe. 7 Hits.
  21 – 30
  Chilling strike to his leg. 9 Hits.
  31 – 40
  Frosty blast to torso. Foe takes 12 Hits and
  is at -5.
  41 – 50
  The arctic blast numbs foe’s arm. Foe takes
  14 Hits, is stunned 1 round, and is at -10.
  51 – 60
  Chilly blast cracks ribs. Foe takes 16 Hits
  and is stunned 2 rounds.
  61 – 70
  Blast freezes lower leg. Foe takes 18 Hits, is
  stunned 3 rounds, and is at-15.
  71 – 80
  Blast send foe spinning. Foe takes 20 Hits, is
  stunned 4 rounds, and is at -20.
  81 – 85
  Icy blast produces frostbitten hands. Foe
  takes 23 Hits, is stunned 5 rounds, and
  bleeds 1 per round.
  86 – 90
  Arctic air pierces foe’s chest. Foe takes 25
  Hits, is stunned 5 rounds, bleeds 1 per
  round, and is at -25.
  91 – 95
  Blast freezes foe’s weapon arm. Foe takes 27
  Hits, is stunned 6 rounds, bleeds 2 per
  round, and is at -30.
  96 – 100
  Blast partially freezes foe’s leg. Foe takes 29
  Hits, is stunned 6 rounds, and bleeds 2 per
  round.
  101 - 105
  Blast cracks hip and freezes muscles. Foe
  takes 31 Hits, is stunned 7 rounds, bleeds 3
  per round, and is at -35.
  106 – 110
  Foe’s lungs are damaged. Foe takes 34 Hits,
   is stunned 7 rounds, bleeds 3 per round,
  and is at -40. He lapses into unconscious-
  ness in  7 rounds.
  111 – 115
  Required bodily fluids are frozen. Foe dies in
  8 incapacitated rounds of agony. Foe takes
  36 Hits and bleeds 5 per round.
  116 – 119
  Blast sends foe flying 10' and kills him. Foe
  takes 38 Hits.
  120
  Cold freezes foe’s heart, killing him in 1
  round. Foe takes 42 Hits.
  
  12
  ELECTRICAL CRITICALS
  (-19) – (-10)The energy dissipates. 1 Hit.
  (-9) – 0
  The charge tickles foe. 3 Hits.
  01 – 10
  Look! Sparks! 6 Hits.
  11 – 20
  Bolt jumps from foe’s weapon into the
  ground. You have initiative next round and
  foe takes 8 Hits.
  21 – 30
  Foe’s hair stands on end. Frightening! Foe
  takes 11 Hits and is at -5.
  31 – 40
  Blast leaves foe’s sleeves smoldering. Foe
  takes 14 Hits, is stunned 1 round, and is
  at -10.
  41 – 50
  Jolt to the heart. Foe takes 16 Hits and is
  stunned 2 rounds.
  51 – 60
  Electrifying strike to the legs. Foe takes 19
  Hits, is stunned 3 rounds, and is at -15.
  61 – 70
  Energy ripples over foe’s body. Foe takes 22
  Hits, is stunned 4 rounds, and is at -20.
  71 – 80
  Chest strike. Foe takes 24 Hits, is stunned
  for 5 rounds, and is at -25.
  81 – 85
  You just invented the x-ray. The “patient”
  takes 27 Hits and is stunned 5 rounds.
  86 – 90
  Foe’s arm nerves are damaged. Foe takes 29
  Hits, is stunned 6 rounds, bleeds 1 per
  round, and is at -30.
  91 – 95
  Strike injures major leg nerves and muscles.
  Foe takes 32 Hits, is stunned 7 rounds,
  bleeds 1 per round, and is at -5.
  96 – 100
  Massive shock to the nervous system knocks
  foe to the ground. Foe takes 35 Hits, is
  stunned 7 rounds, and bleeds 2 per round.
  101 – 105
  Blast causes convulsions. Foe takes 37 Hits,
  is stunned 8 rounds, bleeds 2 per round,
  and is at -40.
  106 – 110
  Incandescent energy engulfs foe as he
  writhes in agony. Foe takes 40 Hits, is
  stunned 8 rounds, bleeds 3 per round,
  and is at -45. Death in 8 rounds.
  111 – 115
  Blast overloads foe’s nervous system,
  killing him after 6 rounds of inactivity.
  Foe takes 43 Hits.
  116 – 119
  Blast envelopes foe in coruscating energies,
  killing him in 3 rounds. Foe takes 45 Hits
  and is unconscious. What a
  light show!
  120
  Blast rends foe’s body, shattering his spine
  and killing him. Foe takes 45 Hits.
  IMPACT CRITICALS
  (-19) – (-10)Stop tickling! 1 Hit.
  (-9) – 0
  Gentle tap. 3 Hits.
  01 – 10
  Firm strike causes foe to step back and get
  his bearings. 5 Hits.
  11 – 20
  A solid shot unnerves foe. 7 Hits.
  21 – 30
  Blast staggers foe. Foe takes 9 Hits and is
  at -5 to all actions. He must spend the next
  round just getting up off the ground.
  31 – 40
  Strike sends foe reeling 10'. Foe takes 11
  Hits, is stunned 1 round, and is at -10.
  41 – 50
  Strike to back. Foe takes 13 Hits and is
  stunned 2 rounds.
  51 – 60
  Cruel blow to foe’s shoulder. Foe takes 15
  Hits, is stunned 3 rounds, and is at -15.
  61 – 70
  Whack! Straight to the face! Foe takes 17
  Hits, is stunned 4 rounds, and is at -20.
  71 – 80
  Chest blast staggers foe. Foe takes 19 Hits,
  is stunned 5 rounds, and is at -25.
  81 – 85
  Blast to legs knocks foe down. Foe takes 21
  Hits and is stunned 6 rounds.
  86 – 90
  Blast to shoulder. Foe takes 23 Hits, is
  stunned 4 rounds, and is at -30.
  91 – 95
  Vicious blast knocks foe head over heels.
  Foe takes 25 Hits, is stunned 7 rounds,
  and is at -35.
  96 – 100
  Ripping blast tears foe’s arm muscles and
  tendons. Foe takes 27 Hits and is stunned 6
  rounds.
  101 – 105
  Blast shatters rib and shoulder bones. Foe
  takes 29 Hits, is stunned 8 rounds, bleeds 1
  per round, and is at -40.
  106 – 110
  Jarring strike sends foe airborne, rendering
  him unconscious for 1D10 hours. Foe takes
  31 Hits, is stunned 8 rounds upon awaken-
  ing, bleeds 1 per round, and is -45.
  111 – 115
  Blast cracks foe’s skull and jaw, rendering
  him unconscious for the 1D10 minutes it
  takes him to die. Foe takes 33 Hits and
  bleeds 1 per round.
  116 – 119
  Blast shatters every bone in foe’s body,
  killing him after 3 rounds of whimpering
  inactivity. Foe takes 35 Hits and bleeds 2
  per round.
  120
  Blast breaks foe’s neck and crushes his
  windpipe, killing him instantly. Foe takes
  35 Hits.
  
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  14
  Experience Progression
  Level XP Needed
  Level
  XP Needed
  1
  0
  11
  5750
  2
  350
  12
  6600
  3
  750
  13
  7500
  4
  1200
  14
  8450
  5
  1700
  15
  9450
  6
  2250
  16
  10500
  7
  2850
  17
  11600
  8
  3500
  18
  12750
  9
  4200
  19
  13950
  10
  4950
  20
  15200
  21+
  +2500/lvl
  Level Up Check list
  1.
  Calculate your character’s Development Points.
  2.
  Purchase talents, skills, stat increases, Training
                  Packages etc. Be sure to keep track of these
                  changes on your character sheet.
  3.
  Recalculate any skill and stat bonuses that
                  have changed.
  Goal Difficulty
  Difficulty
  Major
  Minor
  Major
  Minor
  Party
  Party
  Personal
  Personal
   Goal
  Goal
  Goal
  Goal
  Routine
  0
  0
  0
  0
  Light
  30
  20
  20
  10
  Easy
  50
  30
  30
  20
  Medium
  100
  50
  50
  30
  Hard
  200
  100
  100
  40
  Very Hard
  300
  150
  150
  50
  Ext Hard
  400
  200
  200
  60
  Sheer Folly
  500
  250
  250
  70
  Absurd
  1000
  500
  500
  100
  Magic Items
        Roll
  Poor
  Normal
  Rich
  Item
  01-10
  Bonus I
  11-20
  01-10
  Bonus I
  21-30
  11-20
  01-10
  Bonus I
  31-35
  21-30
  11-20
  Bonus I
  36-40
  31-35
  21-30
  Bonus II
  41-45
  36-40
  31-35
  Bonus II
  46-50
  41-45
  36-40
  Bonus III
  51-55
  46-50
  41-45
  Bonus III
  56-60
  51-55
  46-50
  Runes
  61-65
  56-60
  51-55
  Potion
  66-70
  61-65
  56-60
  Bonus IV
  71-75
  66-70
  61-65
  Bonus V
  76-80
  71-75
  66-70
  Runes
  81-85
  76-80
  71-75
  Potion
  86-90
  81-85
  76-80
  Clothing
  91-94
  86-90
  81-85
  Jewelry
  95-97
  91-94
  86-90
  Miscellaneous
  98-99
  95-97
  91-94
  Rods & Staves
  100
  98-99
  95-97
  Weapons
  100
  98-99
  Armor
  100
  Special
  Magic Armor
  Roll
  Item
  Value
  01-10
  Bracelets of Armor
   Varies
  11-20
  Cowl of Darkvision
   2,250 gp
  21-30
  Bracelets of Strength
   3,000 gp
  31-35
  Bracelets of Archery
   3,750 gp
  36-40
  Dalgor’s Shield
   3,750 gp
  41-45
  Headband of Evasion
   3,750 gp
  46-50
  Seafarers’ Breastplate
   3,750 gp
  51-55
  Buckler of Bashing
   4,500 gp
  56-60
  Elven Chain Hauberk
   4,500 gp
  61-65
  Shield of Photus
   5,250 gp
  66-70
  Mage’s Vest
   5,250 gp
  71-75
  Zhuril’s Shield
   5,250 gp
  76-80
  Bracelets of the Spider
   6,000 gp
  81-85
  Silent Shield
   6,000 gp
  86-90
  Dwarven Shield
   6,750 gp
  91-94
  Bracelets of Chuhin
   7,500 gp
  95-97
  Chi Torc
   7,500 gp
  98-99
  Forest Scale
   12,000 gp
  100
  Dragonskin Armor
   14,250 gp
  
  15
  Magic Clothing
  Roll
  Item
  Value
  01-10
  Gloves of Agility
   750 gp
  11-20
  Belt of Strength
   1,000 gp
  21-30
  Belt of Traceless Passing
   1,250 gp
  31-35
  Cat’s Paw Gloves
   1,250 gp
  36-40
  Preservation Pouch
   1,250 gp
  41-45
  Boots of Jumping
   1,500 gp
  46-50
  Gloves of Shadow
   1,750 gp
  51-55
  Hidden Helm
   1,750 gp
  56-60
  Light Pouch
   1,800 gp
  61-65
  Shadow Mask
   2,000 gp
  66-70
  Boots of Speed
   2,250 gp
  71-75
  Cloak of Scouting
   2,250 gp
  76-80
  Shadow Cloak
   2,250 gp
  81-85
  Snake’s Belt
   2,250 gp
  86-90
  Mantle of the Mage
   3,500 gp
  91-94
  Hazrad’s Backpack
   3,750 gp
  95-97
  Heron’s Headband
   4,250 gp
  98-99
  Eagle Cloak
   4,500 gp
  100
  Mask of Disguise
   5,500 gp
  Magic Jewelry
  Roll
  Item
  Value
  01-10
  Amulet of Steelskin
   Varies
  11-20
  Amulet of Tongues
   1,500 gp
  21-30
  Amulet of Trap Detection
   1,500 gp
  31-35
  Dwarven Beard Rings
   2,000 gp per ring
  36-40
  Ring of Counterspelling
   2,000 gp
  41-45
  Zural’s Ring
   2,000 gp
  46-50
  Ring of Dark Vision
   2,500 gp
  51-55
  Torc of Power
   2,500 gp
  56-60
  Amulet of Will
   3,000 gp
  61-65
  Clasp of Shrinking
   3,000 gp
  66-70
  Medallion of Myradon
   3,000 gp
  71-75
  Monocle of Trap Detection  3,000 gp
  76-80
  Viper’s Armband
   3,500 gp
  81-85
  Armband of Prowess
   4,000 gp
  86-90
  Bone Bracelet
   4,000 gp
  91-94
  Silent Ring
   4,000 gp
  95-97
  Ring of Regeneration
   5,500 gp
  98-99
  Dog Ring
   7,000 gp
  100
  Earthblood Pendant
   8,000 gp
  Magic Potions
  Roll
  Item
  Value
  01-10
  Cursed Potion of Delusion
  Varies
  11-20
  Alchemist’s Fire
  20 gp
  21-30
  Potion of Minor Healing
  300 gp
  31-35
  Potion of Neutralize Poison
  300 gp
  36-40
  Potion of Stealth
  350 gp
  41-45
  Potion of the Politician
  400 gp
  46-50
  Potion of Haste
  450 gp
  51-55
  Potion of Shrinking
  450 gp
  56-60
  Potion of Flight
  500 gp
  61-65
  Potion of Invisibility
  550 gp
  66-70
  Potion of Jumping
  550 gp
  71-75
  Potion of Ghostwalking
  600 gp
  76-80
  Potion of Giant Growth
  600 gp
  81-85
  Potion of Truthfulness
  650 gp
  86-90
  Potion of Major Healing
  700 gp
  91-94
  Potion of Fire Resistance
  750 gp
  95-97
  Potion of Spider Climb
  750 gp
  98-99
  Potion of Water Breathing
  800 gp
  100
  Potion of Longevity
  1,000 gp
  Miscellaneous Magic Items
  Roll
  Item
  Value
  01-10
  Saltar’s Bomb
   45 gp
  11-20
  Flashstone
   50 gp
  21-30
  Glitterstone
   75 gp
  31-35
  Everburning Spark
   750 gp
  36-40
  Glowrod
   750 gp
  41-45
  Ladder Stick
   750 gp
  46-50
  Spidersilk Rope
   750 gp
  51-55
  Magic Rope
   1,250 gp
  56-60
  Folding Tent
   1,500 gp
  61-65
  Firebrand
   1,500 gp
  66-70
  Gauze Portal
   1,750 gp
  71-75
  Neral’s Saddle
   1,750 gp
  76-80
  Warning Bell
   4,500 gp
  81-85
  Eggs of Divination
   4,750 gp
  86-90
  Scrying Mirror
   4,750 gp
  91-94
  Harper’s Lyre
   5,250 gp
  95-97
  Guardian Statuette
   5,500 gp
  98-99
  Hagal’s Ship
   12,500 gp
  100
  Charnel Bag of Restoration
   16,500 gp
  
  16
  Magic Rods & Staves
  Roll
  Item
  Value
  01-10
  Crossbow Wand
   1,000 gp
  11-20
  Wand of Minor Healing
   1,250 gp
  21-30
  Rod of Dowsing
   1,500 gp
  31-35
  Wand of Casting
   1,500 gp
  36-40
  Wand of Lightning
   1,750 gp
  41-45
  Thunder Rod
   2,500 gp
  46-50
  Wand of Elemental Bolts
   3,000 gp
  51-55
  Harper’s Baton
   3,500 gp
  56-60
  Earth Staff
   4,500 gp
  61-65
  Tangler Rod
   4,500 gp
  66-70
  Rod of Smiting
   5,000 gp
  71-75
  Staff of Healing
   5,250 gp
  76-80
  Staff of the Air
   5,250 gp
  81-85
  Forest Staff
   6,750 gp
  86-90
  Chaos Rod
   7,500 gp
  91-94
  Rod of Nobility
   8,000 gp
  95-97
  Mage Staff
   9,000 gp
  98-99
  Rod of the Weapon’s Master  10,000 gp
  100
  Staff of Power
   12,750 gp
  Runes
  Roll
  Item
  Value
  01-15
  Blank Rune Paper
   10 gp
  16-30
  Rune Spell (not scaled)
   20 gp
  31 - 50
  Rune Spell (scaled)
   30 gp + 5 gp per PP
  51 - 70
  Blank Rune Scroll
   50 gp
  71-85
  Rune Scroll (not scaled)  80 gp
  86-100
  Rune Scroll (scaled)
   90 gp + 10 gp per PP
  Money
  Roll
  Poor
  Normal
  Rich
  01-10
  2 cp
  5 cp
  5 sp
  11-20
  3 cp
  10 cp
  10 sp
  21-30
  5 cp
  2 sp
  15 sp
  31-35
  7 cp
  5 sp
  20 sp
  36-40
  10 cp
  7 sp
  3 gp
  41-45
  12 cp
  10 sp
  5 gp
  46-50
  15 cp
  15 sp
  8 gp
  51-55
  1 sp
  18 sp
   10 gp
  56-60
  2 sp
  20 sp
  12 gp
  61-65
  17 cp
  3 gp
  15 gp
  66-70
  20 cp
  5 gp
  18 gp
  71-75
  4 sp
  7 gp
  20 gp
  76-80
  6 sp
  8 gp
  3 pp
  81-85
  9 sp
  10 gp
  5 pp
  86-90
  12 sp
  2 pp
  10 pp
  91-94
  15 sp
  Gems (20)
  Gems (250)
  95-97
  20 sp
  Gems (50)
  Gems (300)
  98-99
  3 gp
  Gems (100)
  Gems (500)
  100
  Special
  Special
  Special
  Mundane Treasure
  Roll
  Poor Normal
  Rich
  Item
  01-10
  Normal Equipment
  11-20 01-10
  Normal Equipment
  21-30 11-20
  01-10
  Normal Equipment
  31-35 21-30
  11-20
  Household Items
  36-40 31-35
  21-30
  Household Items
  41-45 36-40
  31-35
  Laborer’s Tools
  46-50 41-45
  36-40
  Laborer’s Tools
  51-55 46-50
  41-45
  Clothes
  56-60 51-55
  46-50
  Outdoor Gear
  61-65 56-60
  51-55
  Entertainment Gear
  66-70 61-65
  56-60
  Herbs
  71-75 66-70
  61-65
  Thieves’ Tools
  76-80 71-75
  66-70
  Weapons
  81-85 76-80
  71-75
  Armor
  86-90 81-85
  76-80
  Toys
  91-94 86-90
  81-85
  Scribes’ Gear
  95-97 91-94
  86-90
  Artwork
  98-99 95-97
  91-94
  Treasure Map
  100
  98-99
  95-97
  Wizard’s Gear
  100
  98-99
  Ancient Relic
  100
  Magic Item
  Magic Weapons
  Roll
  Item
  Value
  01-10
  Claw-Hand Gloves
   2,250 gp
  11-20
  Arnod’s Axe
   3,000 gp
  21-30
  Dagger of Returning
   3,750 gp
  31-35
  Elven Bow
   3,750 gp
  36-40
  Frost Blade
   4,500 gp
  41-45
  Gnomish Hammer
   4,500 gp
  46-50
  Hammer of Hiding
   4,500 gp
  51-55
  Shock Blade
   5,250 gp
  56-60
  Shock Bow
   5,250 gp
  61-65
  Telescoping Staff
   5,250 gp
  66-70
  Dwarven Mace
   6,000 gp
  71-75
  Gryxian War Fork
   6,000 gp
  76-80
  Magebane
   6,000 gp
  81-85
  Shadowblade
   6,000 gp
  86-90
  Vampiric Blade
   6,000 gp
  91-94
  Swift Slayer
   6,750 gp
  95-97
  Arrow/Bolt of Slaying
   7,500 gp
  98-99
  Shifting Sword
   9,750 gp
  100
  Spear of Dragonslaying
   10,500 gp
  
  17
  Scribe Gear
  Roll
  Item
  Value
  01-14
  Quill pens (count of 50)
  2 sp
  15-28
  Scrollcase (2' long with pockets for holding up to 10 scrolls)
  5 sp
  29-42
  Blank books (9"x12", 50 pages)
  9 sp
  43-56
  Book Safe (hollowed out lockable book)
  12 sp
  57-72
  Blank Lockable Books (as above- lock is Hard difficulty)
  15 sp
  73-86
  Cartographer’s Kit (+10 to map making)
  35 sp
  87-100
  Portable Book Case (trunk with shelves – holds up to 50 books)
  275 sp
  Thieves’ Tools
  Roll
  Item
  Value
  01-11
  Marbles( bag of 100 – reduces movement to 25%  BMR or Hard Maneuver))
  8 cp
  12-22
  Noisy tops (special tops that make clacking noise)
  3 sp
  23-33
  Weapon black (one vial – 20 applications)
  3 sp
  34-44
  Face black (small jar – 20 applications)
  3 sp
  45-55
  Climbing irons (attach to legs, spurs on ankles give +5 to climbing)
  5 sp
  56-66
  Extended Lock Pick Set (+10 to picking locks)
  10 sp
  67-77
  Hinge removing set (removes any size hinge)
  30 sp
  78-89
  Key making set
  40 sp
  90-100
  Rope set (2 folding grapples, and 50' tough, thin rope)
  40 sp
  Wizard’s Gear
  Roll
  Item
  Value
  01-20
  1d10 doses of Herbs
  Varies
  21-40
  Scrollcase (2' long with pockets for holding up to 10 scrolls)
  5 sp
  41-60
  Herb case (leather wallet that can hold 20 doses of herbs)
  5 sp
  61-80
  Dissection Kit
  10 sp
  81-100
  Notebook (contains notes needed to learn 1d10 spells)
  30 sp
  
  18
  St
  Stats
  Stats
  Equipment
  Item
  Location Weight
  Bon +
  +
  =
  Race
  Spec
  Total
  DPs
  Fate Points
  Co
  Ag
  Qu
  SD
  Re
  In
  Total DPs
  Pr
  Endurance Points
  Stamina
  Resistance Rolls
  Defensive Bonus
  Initiative
  Stat (Qu/In) +
  +
  Race
  Other
  Total
  Armour
  DB 
  Qu Bonus 
  (x2-Armour Pen)
  Magic
  Chi Def.
  Shield
  Other
  Total DB
  Will
  Magic
  Gems & Jewelry
  Professional Abilities & Talents
  Treasure
  Weapon
  Fumble Range
  Special Notes
  Damage Size
  Damage Type
  OB
  GP
  PP
  SP
  CP
  Languages
  W
  Total Weight
  S
  Encumbrance Max Wt Mod
  Non (0-30lbs+St Bn)
  -0
  Light (31-60lbs+St Bn)
  -10
  Medium (61-90lbs+St Bn)
  -20
  Heavy (91+ lbs+St Bn)
  -30
  Weapon
  Fumble Range
  Special Notes
  Damage Size
  Damage Type
  OB
  Weapon
  Fumble Range
  Special Notes
  Damage Size
  Damage Type
  OB
  Weapon
  Fumble Range
  Special Notes
  Damage Size
  Damage Type
  OB
  Character Notes
  Run (x2)
  Fast Run (x3)
   Sprint (x4)
  Dash (x5)
  BMR Walk (x1)
  Max Pace
  Name:
  Ttl Lvl
  Profession (Lvl)
  XP
  Culture
  Hair
  Eyes
  Ht
  Wt
  Age
  Sex
  Race:
  RUNNING TOTAL
  Power Points
  RUNNING TOTAL
  
  19
  Pr/In
  Pr/In
  Pr/In
  Duping
  Public Speaking
  Trading
  Influence
  Skill Name
  Acting
  Stats
  Pr/In
  Ag/Pr
  Pr/SD
  Pr/Ag
  Pr/In
  Pr/In
  Ag/SD
  Ag/St
  Ag/SD
  St/Ag
  St/Ag
  St/Ag
  St/Ag
  St/Ag
  St/Ag
  SD/In
  SD/St
  SD/St
  SD/SD
  Re/In
  Re/Ag
  Re/In
  Re/In
  Re/Re
  In/SD
  Re/Ag
  Re/In
  Cost
  =
  +
  +
  # of
  Ranks
  Bonus Mods
  Rank
  Stat
  Spec
  Total
  Bonus
  Dancing
  Mimicry
  Play Instr:
  Pr/Ag
  Play Instr:
  Singing
  Storytelling 
  Acrobatics
  Climbing
  Contortions
  Brawling
  Martial Arts: Strikes
  / 
  Combat Styles:
  SD/   
  MA Styles:
  / 
  Combat Styles:
  Martial Arts: Sweeps
  SD/   
  MA Styles:
  Weapon:
  Weapon:
  Weapon:
  St/Ag
  Weapon:
  Chi Defense
  Chi Focus
  Chi Strength
  Mental Focus
  Appraisal
  Crafts:
  Re/Ag
  Crafts:
  Healing
  Herbcraft
  Mundane Lore:
  Re/Re
  Mundane Lore:
  Perception
  Co/Co
  Resistance: Stamina
  SD/SD
  Resistance: Will
  In/In
  Resistance: Magic
  Rope Mastery
  Signaling
  /
  /
  /
  /
  /
  /
  SD/Qu
  Chi Speed
  /
  /
  /
  /
  /
  /
  /
  /
  /
  /
  Spell Name
  Stats
  Cost
  =
  +
  +
  # of
  Ranks
  Bonus Mods
  Rank
  Stat
  Spec
  Total
  Bonus
  Skill Name
  Stats
  Cost
  =
  +
  +
  # of
  Ranks
  Bonus Mods
  Rank
  Stat
  Spec
  Total
  Bonus
  Re/Re
  In/In
  In/SD
  Re/In
  Pr/In
  In/Pr
  In/Re
  Re/In
  Re/In
  Ag/SD
  Ag/Re
  SD/In
  Arcane Lore:
  Attunement
  Re/Re
  Arcane Lore:
  Power Point  Dev.
  Runes
  Animal Handling
  Beastmastery
  Foraging/Survival
  Horticulture
  Navigation
  Riding
  Sailing
  Tracking
  St/Ag
  Armor
  Co/SD
  Endurance
  St/Ag
  Jumping
  St/Ag
  Swimming
  SD/Ag
  Ambush
  Artistic
  Athletic
  Combat
  Concentration
  General
  Mystical Arts
  Outdoor
  Physical
  Subterfuge
  Pr/SD
  Disguise
  In/Ag
  Locks & Traps
  Ag/Qu
  Pick Pockets
  SD/Ag
  Stalking & Hiding
  In/SD
  Poisoning
  SD/Ag
  Sniping
  Pr/In
  Streetwise
  Pr/SD
  Trickery
  
  20
  NOTES
  
SOURCE: textdata/thevault/Harp/1st Edtion/HARP Gamemaster Screen.pdf