TEXT: DragonNet RPG
  Vast Tome of Knowledge
  Version 3.0 - beta 8
  
  DragonNet Rulebook
  Version 3.0 beta 8
  Page 2
  TABLE OF CONTENTS
  TABLE OF CONTENTS
  2
  SECTION 1 INTRODUCTION
  5
  1.1 What is DNet?
  5
  1.2 Distributing DNet
  8
  1.3 Terms and Concepts
  9
  SECTION 2 DICE
  10
  2.0 Tasks
  10
  2.1 Task Resolution
  10
  2.2 Weapon Damage
  10
  2.3 Experience
  10
  2.4 Reroll Method
  11
  SECTION 3 CHARACTER CREATION
  12
  3.1 Steps for Completing a Character
  12
  3.2 Talents
  12
  3.3 Generating Talents
  15
  3.4 Starting Experience Points
  16
  3.5 Careers
  18
  3.6 Gifts and Foibles
  20
  SECTION 4 SKILLS
  23
  4.2 Skill Costs
  23
  4.3 Untrained Penalty (UP)
  23
  4.4 Skill Advancement
  24
  4.5 General Skills
  26
  SECTION 5 TASKS
  39
  
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  5.1 Task Resolution
  39
  5.2 Relative vs Absolute Tasks
  39
  5.3 Task Difficulties
  40
  5.4 Task Resolution when no skill is used
  40
  5.5 Contested Skill Task Resolution
  41
  5.6 Composite Task Resolution
  41
  5.7 Combining efforts
  41
  5.8 Graded outcomes (OPTIONAL RULE)
  41
  SECTION 6 COMBAT
  43
  6.1 Introduction
  43
  6.2 Basic Premises
  43
  6.3 Combat Skills
  44
  6.4 Combat Sequence
  51
  6.5 Movement and Distances in Combat
  57
  6.6 Unarmed Combat
  58
  SECTION 7 MAGIC
  61
  7.1 Introduction
  61
  7.2 Overview
  61
  7.3 Magic Skills
  61
  7.4 Magic Types Guidelines
  68
  7.5 Magic Spells
  68
  SECTION 8 MISCELLANY
  72
  8.1 Experience Awards
  72
  8.2 Experience Dice During Play (Optional)
  73
  8.3 Affliction
  74
  8.4 Strength Table
  76
  8.5 Healing
  77
  
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  8.6 Master Skills List
  78
  8.7 Master Equipment List
  83
  8.8 Fatigue
  91
  APPENDIX A TEMPLATES
  94
  A.1 DNet Species Template
  94
  A.2 DNet Culture Template
  95
  A.3 NPC Template
  95
  A.4 Deity Template 1.0
  96
  A.5 Adventure Template
  97
  A.6 Magic Type
  97
  A.7 Spell Template
  98
  
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  SECTION 1
  INTRODUCTION
  1.1
  WHAT IS DNET?
      
  DragonNet       
  RPG
  DragonNet (DNet) is a Role Playing Game (RPG) developed by a group of volunteers over the Internet.  The
  game is donated to the gaming community as described under copyright and license.  We hope that you enjoy
  our game.  We encourage you to use it; to change parts that don't fit in your game worlds; to create new
  monsters, spells and rules; and to share your creative efforts with other gamers.
       
  Why       
  Another       
  RPG?
  There are a lot of RPG systems out there.  Almost everybody has their favorites.  Everybody has played
  AD&D™.  There are new games every year.  Why another one? Well, we weren't happy with the other games
  we've seen for several reasons.  We felt that if we could use what we've learned from years of gaming
  experience, we could develop a system that corrected the mistakes and imbalances of other games.  We hope
  we've accomplished that.  
      "First       
  Kill      all     the       
  Lawyers"     -        
  William       Shakespeare
  As many of you know, TSR has recently cracked down on the distribution of user created materials for use
  with their AD&D™ game.  The letter posted to rec.games.frp.dnd written by a TSR lawyer to a sysadmin
  caused quite a stir.  Was there a company that provided a game where users were encouraged to develop
  material for the game and use it freely? We couldn't find one so we decided to develop our own.
  The intellectual property owned by some game company is not what makes role-playing an enjoyable hobby.
  (We argue it is their intellectual property that causes many of the problems!) We decided to develop our own
  fantasy RPG that would meet the needs of the net.community.  One that could be enjoyed without fear of legal
  retaliation.  
      
  Open       Systems       
  Development       Philosophy
  Unix is a popular computer operating system for two primary reasons.  One:  it's free (usually), and Two it uses
  an open system architecture.  Computer operating systems and RPG's actually have a lot in common.  They
  are simply a set of logical rules combined with a syntax.  This combination results in a system where user
  defined modules interact.  RPG mechanics are also a set of rules and syntax for the purpose of role playing or
  story-telling.  If Unix can be successful as a free system with open system architecture, DragonNet should be
  successful as a free open-system RPG.  
  You already know what free means, and it's nice not to have to shell out $20.00 for the latest RPG game.  Not
  to mention the continual drain on your pocketbook for the latest supplement.  So what does open-system
  architecture mean? Well simply it means that you know all the information that was used to design the
  system.  You are free to tinker with the insides of the system.  You can change it.  Improve it.  Distribute it.
  Expand it.  Bend it.  Fold it.  Mutilate it.  Staple and spindle it.  
  In fact we knew when we started this project we wouldn't have the time to fully develop every aspect of a
  good RPG.  We hope you will take the opportunity to carve out a portion of reality.  Study it carefully.  Ponder
  it as you read through our Designer's Notes.  Write up your new material and distribute it to the gaming world.
  That is after all why we started DragonNet.  We felt it would serve our own self interest.  We want to see what
  you can develop.  
  
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  Design       Philosophy
  If you want to design materials for use with DragonNet you have two options.  You can develop unofficial
  material yourself.  Or you can join the DragonNet team.  Either way, you'll want to understand the design
  philosophy we employed in creating the Dragon-Net Game.  
      
  The       
  Quest     for       
  Realism
  Almost all of us started RPG's with one of the early RPG systems.  It was fun for a while, but as we progressed
  they lost some of their charm.  Perhaps our character had progressed to beyond the 10th level and game
  balance was forever lost.  Maybe we no longer felt we had enough options, or it seemed stupid that our fighter
  could dive off a 100 foot cliff into solid rock and pick himself off the ground with relatively minor injuries.  In
  any event, we decided we could improve the system.  We started by working within the systems framework.
  Soon we exhausted all the possibilities.  Many of the problems were fundamental flaws in the games
  themselves unable to be easily fixed without causing major problems somewhere else.  Next we moved on to
  other systems.  We tried RuneQuest™ or RoleMaster™.  Then we moved on to "third generation" games such
  as Hero™ or G.U.R.P.S.™.  Still we were unsatisfied.  We questioned why.  These games were rich with detail.
  The realism we craved was there.  Why did they lack the charm of those first RPG sessions?
  The reason we believe is that realism is not the grail RPG designers should seek.  Adding realism for it's own
  sake takes away the wonder of the game.  The mechanics begin to bog down the flow of play.  We lose the
  drama inherent in the plot.  The story becomes dull.  The game unplayed.  The true alignment principle game
  designers should strive for is elegance.  An RPG can be realistic to the extent that it uses simple, fast moving
  mechanics.  Gritty realism is less important than plausibility.  An RPG is much like a novel.  Many realistic
  games get bogged down in the mechanics.  This is as dangerous for a GM as concentrating on technique alone
  would be for a writer.  The RPG system is there to enhance the story.  The story is not a vehicle for the RPG
  system.  
      Simplicity      vs.           
  Complexity
  Within the context of an elegant game, simplicity is key.  When game mechanics are simple and can be
  handled quickly they contribute to an enjoyable role playing session.  When they are bulky, get in the way, or
  require frequent die rolls or multiple table lookups we lose the sense of action, the drama of the events
  happening in the game world.  Complexity is an enemy that must be guarded against.  If we fail to be watchful
  it creeps into our systems.  It destabilizes game balance and slows the play.  The rules drive the game.  This is
  not what a RPG should be.  
      
  Key       
  Development       Principles
  Simplicity.  DragonNet should be a very simple game to play.  All the numbers needed for play should be
  available on the player's character sheet.  NPC stats should easily fit on a 3x5 card.  Table lookups should be
  infrequent or non-existent, particularly during play.  Only a limited number of dice should be used (d10 and
  d6).  Dice mechanics should be similar, and there should be no more than 2 or 3 varieties.  Skill and attribute
  checks should occur in basically the same manner.  Simplicity should not however preclude the richness of
  systems enjoyed by experienced players.
  Intuitive.  DragonNet should be intuitive.  Jargon and Acronyms should be avoided.  High die rolls should be
  good, low rolls bad.  Game abstractions should make sense relative to the real world.  This should not be
  confused with realism.  DNet is not a detailed, gritty, realistic system.  Abstractions have a basis in reality.  As
  an example in AD&D™, hit points are an abstraction that includes luck, skill, endurance and physical health.
  When you lose hit points in AD&D™ you are not necessarily taking wounds.  This kind of abstraction should
  be avoided.
  
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  Flexible.  DragonNet as a licensed game will be available for all GM's to tinker with.  This should be
  encouraged, even built into the system.  Each section of the game, Character Creation & Advancement,
  Skills, Combat, Magic, etc.  should have a set of basic rules that are easy to play, understand and use.  Each
  section should also have a set of Advanced Rules that add flavor to the game.  These advanced rules should
  allow characters to move seamlessly between the systems.  All advanced rules would be strictly optional.
  GM's could pick and choose among the optional rules they will use.
  Expandable.  DragonNet is an Open-System design.  As such, it should be easily expandable by the user.  The
  game design should be such that player and GM's can easily add monsters, spells, skills, character types and
  cultures without disturbing game balance or violating the integrity of the system.
  Quality.  DragonNet should be a high quality product.  Suitable for publication by any of the major game
  publishing companies.  It should include quality color artwork, be well written and meticulously edited.  It
  should be made available through anonymous ftp as text, postscript, and through www as hypertext formats.
  
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  1.2 DISTRIBUTING 
  DNET
  This game is available free of charge from the several on-line archives.  This game may be freely reproduced &
  distributed electronically or in hardcopy, provided the following conditions are met:
  •
   Leave all copyright, distribution, attribution, and DragonNet Team information intact.  Permission
  expressly granted for conversion to other formats.  Translation of this game to other languages must
  include the following disclaimer on the title page, both in English and in the target language:
  "This document is a user translation of the DragonNet RPG.  It is not endorsed or otherwise
  acknowledged by the DragonNet Team."
  You can contact the DragonNet Team for official approval of your translation.
  •
   For-profit distribution of printed versions of the guide is forbidden, unless permitted in writing.  However,
  you may print out copies and recoup the cost of printing and distribution by charging a nominal fee.
   
  •
   Any for-profit non-paper distribution (such as shareware vendor diskettes, CD-Rom collections, etc.) must
  be approved by the DragonNet Team (the time- and usage-based access fees of on-line services, bulletin
  boards, and network access providers are specifically exempted).
   
  •
   You may not charge a for-profit fee specifically for this game, only for a collection containing the guide,
  with the exceptions of nominal copying charges and on-line usage fees as exempted above).
   
  •
   Qualitative modifications of this game must include the following disclaimer on the title page:
  "This document is a user contributed work designed for use with or in lieu of the DragonNet
  RPG.  It is not endorsed or otherwise acknowledged by the DragonNet Team."
  
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  1.3 TERMS AND 
  CONCEPTS
  To play a DragonNet game, there are a few terms that must be known.  We've tried to keep terminology to a minimum,
  but it inevitably creeps in.  Where we have specific terms for RPG constructs, we have tried to make them as intuitive
  as possible.
     1.3.1       
  Talent
  Talent describes a character's natural ability in a particular area.  A character's strength talent is a measure of
  their ability to lift loads, carry weight and deal damage in combat.  Other systems refer to a characters natural
  abilities as attributes or abilities.  We use the term Talent (though you may find attribute in certain places in
  the draft rules).
     1.3.2       
  Training
  Training is the amount of learned experience a character has in a given skill or area.  This includes formal and
  informal education, obtained at a university or the school of hard knocks.  A character gains training through
  practice, study and use of skills.  Experience can be used to increase a characters training level in a skill.
     1.3.3       Skill
  Skill is the effectiveness of a character in a particular area.  Skill includes both the characters natural talent
  and his level of training.  
  [Skill = Talent (Ta) + Training (Tr)]
  DragonNet is a skill based system, so most of a character's abilities will be described as skills.  
     1.3.4       
  Heaps
  Heaps are numeric values that start at 0 and go up.  High Heap values are bad and low Heap values are good.
  Some Heaps used in DNet:
  Encumbrance
  Injury
  Fatigue
  Heaps work similarly to Task Difficulties (See Skills), except that they are variable.  For example, when a
  character takes sufficient injury, he makes a survival check by rolling dice and comparing the result (modified
  by appropriate Talents, skills or Traits) to his Injury heap.
  
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  SECTION 2
  DICE
  2.0 TASKS
  Characters in role-playing games are constantly trying to do things.  Picking pockets, casting spells, haggling
  the price of an item with a shopkeeper, etc.  Whenever a character attempts to do something, it is referred to
  as a Task.  DragonNet uses the same consistent format for all tasks.  Whether you are swinging a sword,
  picking a lock, or fast-talking a town guardsman, you will always use the same game mechanics.
  2.1 TASK RESOLUTION
  Tasks are resolved by rolling dice, adding the characters skill or ability to the die roll, and comparing the
  result to a Task Difficulty.  If the die roll plus the ability is greater or equal than the difficulty, the task
  succeeds.  If it is less, the attempt fails.  Optionally, the Game Master may use the amount by which the
  attempt fails or succeeds to determine the degree of success or failure.
  Two ten sided dice are rolled for task resolution.  DragonNet uses an open-ended die roll method designated
  2d10* (See re-roll method below).  An initial roll of 0 will be considered an auto-failure with rules for
  circumstances where an auto-failure should not apply.  
  2.2 WEAPON DAMAGE
  Six sided dice are used for weapon IMPACT.  Each weapon has an IMPACT of 2d6+X, where X generally
  ranges from -2 to +14.
  2.3 EXPERIENCE
  Experience Points can be awarded with Experience Dice (d6).  Some GM's may not like this level of
  randomness, and are free to set EP's as a fixed amount as outlined in the section on experience.  In that case
  the dice range can be used as a guide.
  
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  2.4 REROLL METHOD
  For Task Resolution, DragonNet uses two ten-sided dice.  Unless otherwise stated, it is assumed that these
  dice are numbered from 0-9, not 1-10 (the `0' on the die actually counts as zero, not ten).  Therefore, a roll of
  2d10 will generate numbers from 0-18.
  Any roll of doubles, except double 0s, will generate a reroll.  All rolls are summed together and rerolls
  continue for all doubles rolled except double 0s.  A roll of double 0s during a reroll ends the roll and 0 is added
  to the current total.  Using this method is denoted as 2d10* throughout the rules.
       
  Example       1    :
  1st roll 7 + 7 = 14
  reroll
  2 + 1 =  3
  Thus, the outcome of the 2d10* roll is 14 + 3 = 17.  
       
  Example       2    :
  1st roll 6 + 6 = 12
  reroll
  9 + 9 = 18
  reroll
  5 + 5 = 10
  reroll
  8 + 9 = 17     
  Thus, the outcome of the 2d10* roll is 12 + 18 + 10 + 17 = 57.  
       
  Example       3    :
  1st roll 0 + 0 = automatic failure!
       
  Example       4    :
  1st roll 8 + 8 = 16
  reroll
  0 + 0 =  0 (rerolls stop)
  Thus, the outcome of the 2d10* roll is 16 + 0 = 16.
  
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  SECTION 3
  CHARACTER 
  CREATION
  3.1 STEPS FOR 
  COMPLETING A 
  CHARACTER
  Following is a basic outline describing the steps involved in creating a character for DragonNet.  Each of these
  steps will be detailed in the following sections.
  Step 1:
  Ask your GM for the genre of the game (Realistic, Heroic or Highly Heroic).  Use this genre to
  determine the number of Talent Points (TPs) your character will start out with and use them to buy
  starting Talents (section 3.3.1).  If your GM prefers, you may roll randomly for starting Talents
  (section 3.3.2).
  Step 2:
  Ask your GM for the Experience Level of his campaign.  With the Experience Level use the table in
  section 3.4 to determine how many Experience Points (EPs) your character begins with.
  (Alternatively, your GM may simply assign EP to you instead of having you use the table).
  Step 3:
  Select a Species
  Species that can be used as PCs will indicate this in their encyclopedia template.  Species will also
  have a value in their Template called Cost.  Human Cost = 0.  All other species have a number
  relative to humans.  Thus if a species has more negatives than positives, it will have a negative
  Cost.  If a species has more positives than negatives, it will have a positive Cost.  Refer to
  individual species descriptions in that part of the rules.
  Subtract Cost from EP.
  Species will list +/- next to their talents.  The +/- represent how much better or worse the species
  average is in that talent compared to human.  For instance, if an Elf lists +5 PER, this means that
  the average Elven Perception is +5 greater than the human average.  Species Talent modifiers
  cannot range higher than +5.  Add these Talent modifiers to your character's Talents.
  Step 4:
  Select a Career if you wish.  See section 3.5 for more details.
         
  Step 5:
  Select Gifts and/or Foibles if desired (see section 3.6)
  Gifts have a positive EP Cost.
  Foibles have a negative EP Cost.
  Subtract these Costs from EP.
  Step 6:
  Select a skill for the character (see Chapter 4).  If the character has chosen a career, the skill
  should fall within one of the EP groups in which the character has some EP remaining.
  Step 7:
  Note the Skill Cost (1-5 EP per skill level)
  Step 8:
  Decide what level of Training you want your character to have with the skill.
  Step 9:
  Using the Skill Cost and the Desired Training Level, calculate the cost by using the value from the
  skill acquisition costs table (section 3.4) or by using the shortcut formula.  Subtract this number
  from an EP group to which the skill belongs (Career EP or non-Career EP).
  Step 10:
  Repeat steps 6-9 until EP = 0 for all groups or you wish to stop purchasing skills.  Record unused EP
  on your character sheet for later use.
  3.2 TALENTS
  
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  In the DragonNet system, a character is defined by ten primary Talents.  These are described hereafter and
  have been split into two categories - (1) physical and (2) mental.
  Physical:
  Fitness, Agility, Manual Dexterity, Strength, Beauty
  Mental:
  Intelligence, Will Power, Perception, Aura, Psyche
  Human Talents are in the range -5, -4, -3, -2, -1, 0, +1, +2, +3, +4, +5.
  However, Talents are open-ended on both the negative and positive side.  It should also be noted that different
  player species may have modifiers to some Talents, thus moving them above or below the `normal human'
  range of -5 - +5.
  Talent
  Description
  -10*
  Minimum Character Species Talent
  -9*
  -8*
  -7*
  -6*
  -5
  Minimal
  -4
  Sub-"human"
  -3
  Feeble
  -2
  Deficient
  -1
  Below Average
  0
  Average
  +1
  Above Average
  +2
  Exceptional
  +3
  Gifted
  +4
  Prodigious
  +5
  Superior
  +6*
  Heroic
  +7*
  +8*
  +9*
  +10*
  Maximum Character Species Talent
  *Assuming modifiers for Species
  
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     3.2.1       Physical       
  Talents
  Agility (AGI)
  Agility represents body control (static and motive) and connectivity.  It includes balance, rhythm, and
  flexibility.
  Beauty (BEA)
  Beauty simply defines how good a character looks in terms of sheer physical attractiveness.  It can be
  particularly important when you have no time to argue or express yourself but must still leave a good
  impression.
  Manual dexterity (DEX)
  Manual dexterity includes hand-eye coordination, fine motricity of the arms and hands, and sensitivity of
  touch.
  Fitness (FIT)
  Fitness is an indicator of bodily health (including resistance to hardship, injury and disease) and
  metabolic efficiency.  Running for two hours without halt is a good example of a fitness related activity.
  Strength (STR)
  Strength is a rating of physical power, both in its instantaneous explosive expression and in its prolonged
  and measured form.
     3.2.2        
  Mental       
  Talents
  Aura (AUR)
  Aura is the non-tangible complement to beauty.  It represents a character's ability to impress, influence,
  seduce, command and lead people.  Qualities such as natural charisma, personal magnetism, and sex
  appeal are greatly influenced by a character's aura.
  Intelligence (INT)
  Intelligence encompasses memory, analytical and reasoning ability, and speed of thought.  A high
  intelligence indicates a natural aptitude for the generation, retention, and understanding of linear thought.
  Perception (PER)
  Perception includes alertness and observational acuity.  A character with a high perception score has keen
  senses and is less likely to be surprised by unexpected developments.
  Psyche (PSY)
  Psyche is the emotional counterpart to intelligence.  It rates a character's ability to engage in creative,
  intuitive, spiritual and transcendental thought.  Amongst other things, Psyche enables interaction with the
  supernatural, including the gods, the spirit of Nature, and the mysteries of the universe.
  Willpower (WIL)
  Willpower is an indicator of self discipline (determination and persistence) and mental fortitude
  (resistance to influence, pain and stress).
  
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  3.3 GENERATING 
  TALENTS
  The first step in the character creation process is to generate Talents.  There are two methods for doing this -- buying
  Talents with a point-cost method (3.3.1) or randomly rolling for Talents (3.3.2).
     3.3.1       
  Buying       
  Talents
  A character begins with a number of Talent Points (TP) divided evenly into the two attribute categories, i.e.
  one half of the TPs must be spent on Talents for Physical attributes and the half on Talents for Mental
  attributes.
  The number of starting TP depends on the genre set by the Game Master:
  Highly Heroic:
  20 TP
  Average Talent = +2
  Heroic:
  10 TP
  Average Talent = +1
  Realistic:
  0 TP
  The adventurer is just as good as a normal human (Average Talent = 0)
  The Talent of each attribute is purchased at a cost equal to the Talent value.  For example, a Talent of +5 in
  Strength costs five Talent Points, while a Talent of -2 would yield two Talent Points to be spent on other
  Attributes.
  A character cannot have a Talent over +5 or below -5 before the Species' modifiers are applied.
           
     3.3.2       
  Rolling     for       
  Attribute       
  Talents
  To generate values in the -5 to +5 range, the basic die roll method is to roll 2d6 then subtract 7 (i.e.  2d6-7).
  This methods gives a -5 to +5 distribution that looks like a linear climbing ramp followed by a linear falling
  ramp, and has a mean of 0.  The odds of rolling each extreme (-5 or +5) are 1 chance out of 36 for each roll.
  On ten rolls, the probability of having at least one +5 is about 25%.
  OPTIONAL:
  When creating a character, a player has the choice to distribute starting TP into the two
  categories using any of the following breakdowns: (Physical/Mental)
  60% / 40% (6 TP / 4 TP)*
  50% / 50% (5 TP / 5 TP)
  40% / 60% (4 TP / 6 TP)
  *Cost in parenthesis are given for the Heroic genre.
  OPTIONAL:
  At least half of the TP must be used when buying Talents in a category.  Left over TP can be
  converted to Experience Points using a 1 to 10 conversion ration (1 TP = 10 Experience Points).
  The converted points can only be applied to skills whose primary attribute is a member of the
  category h(physical or mental) from which the points were converted.
  
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  3.4 STARTING EXPERIENCE 
  POINTS
  Experience
  Career
  Maximum Starting Tr Level (Optional)
  Level
  EP
  EP
  1
  2
  3
  4
  5
  Starting
  250
  193 / 82
  10
  8
  6
  4
  2
  Moderate
  500
  385 / 165
  12
  10
  8
  6
  4
  High
  1000
  770 / 330
  16
  14
  12
  10
  8
  Very High
  2000
  1540 / 660
  24
  22
  20
  18
  16
  Experience Level
  The average experience level of characters in the GM's campaign.
  Starting
  Characters have few skills.
  Difficult
  skills have low Tr levels.
  Moderate
  Characters have some skills.  Difficult skills have moderate Tr levels.
  High
  Characters have many skills.  Difficult skills have high Tr levels.
  Very High
  Characters have lots of skills.  Difficult skills have very high Tr levels.
  EP
  The number of EP associated with the campaign's Experience Level.  EP are used for selecting a species,
  buying gifts and foibles, and buying skills.
    
  The EP values listed represent the experience points that a character has accumulated throughout his
  lifetime.  It quantifies the achievements the character has made since childhood and the experience the
  character has obtained from those achievements.
  GMs are encouraged to assign their own EP values if those listed do not fit with the GM's personal rate of
  awarding experience.
  Career EP
  If a player decides to select a Career for his character then EP is increased by 10% (rounded up).
  However, in order to receive this bonus, 70% of EP must be devoted to skills within the domain of the
  Career.  A given career may further specify to which skills portions of that 70% must be devoted.  The
  remaining 30% of EP can be used to freely select any other skills, including additional career skills.
    
  OPTIONAL:
  A simple variant to the method presented above is to roll more dice than needed and keep only
  the best.  For example, one could roll 3d6 and keep only the two best, ignoring the result of the
  lowest dice (this result is NOT added).  The use of this method is left to the discretion of the
  Game Master.
  Once the die rolling method has been chosen (by the Game Master), several procedures can be
  applied to generate a character's attributes.  A few are:
  1) Make a roll for each attribute in order.
  2) Make ten rolls and assign the results to the attributes as you wish.
  3) Make eleven or more rolls, drop the lowest and arrange to taste.
  
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  The "Career EP" column in the table gives the number of experience points that must be spent on career
  skill (the number preceding the slash) and the number of experience points that can be spent on other
  skills (the number after the slash).
  Maximum Starting Training Level (Optional)
  Listed as an optional rule to control how much Training a player can acquire for a skill at character
  creation.  It simulates the fact that at lower Experience Levels a character has not had enough time to
  develop skills to high levels of mastery.  In particular, harder skills would not have been developed as
  much as the easier skills.  If GMs have no problem with characters beginning with skills starting out at any
  Tr level, then they can ignore this option.
  The numbers in the table indicate the maximum training level a character may advance a given skill to
  start with.  For example, if a character were just starting out, and wanted to learn Cooking (a low cost
  skill costing 1 EP (Adv cost) - see the skill lists in the `World' book, Chapter 2 - Skills for more
  information) and Armorer (a more difficult skill costing 4 EP), he could advance Cooking to a maximum
  level of 10 (at a cost of 55 EP - please see Skill Acquisition Costs table below), and Armorer to a
  maximum level of 4 (at a cost of 40 EP).
  The following table can be used to look up the EP cost for advancing a skill from a Training level of 0 to
  the desired training level in one step.  This table is most useful when creating a character and buying
  skills for the first time.
  Skill Acquisition Costs
  Shortcut Formula:
  EP needed = (Desired Tr) * (Desired Tr + 1) * (EP Cost of skill) / 2
  Desired
  Skill Advancement Cost
  Tr Level
  1
  2
  3
  4
  5
  1
  1
  2
  3
  4
  5
  2
  3
  6
  9
  12
  15
  3
  6
  12
  18
  24
  30
  4
  10
  20
  30
  40
  50
  5
  15
  30
  45
  60
  75
  6
  21
  42
  63
  84
  105
  7
  28
  56
  84
  112
  140
  8
  36
  72
  108
  144
  180
  9
  45
  90
  135
  180
  225
  10
  55
  110
  165
  220
  275
  11
  66
  132
  198
  264
  330
  12
  78
  156
  234
  312
  390
  13
  91
  182
  273
  364
  455
  14
  105
  210
  315
  420
  525
  15
  120
  240
  360
  480
  600
  16
  136
  272
  408
  544
  680
  17
  153
  306
  459
  612
  765
  18
  171
  342
  513
  684
  855
  19
  190
  380
  570
  760
  950
  20
  210
  420
  630
  840
  1050
  21
  231
  462
  693
  924
  1155
  22
  253
  506
  759
  1012
  1265
  
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  276
  552
  828
  1104
  1380
  24
  300
  600
  900
  1200
  1500
  25
  325
  650
  975
  1300
  1625
  26
  351
  702
  1053
  1404
  1755
  27
  378
  756
  1134
  1512
  1890
  28
  406
  812
  1218
  1624
  2030
  29
  435
  870
  1305
  1740
  2175
  30
  465
  930
  1395
  1860
  2325
  3.5 CAREERS
     3.5.1       
  Career       
  Bonus
  Character's who embark upon a career have some small advantages over those who take a more generic
  approach.  Specifically, upon creation, Characters receive a 10% bonus to Experience Points (EP's) provided
  at least 70% of their EPs are spent on skills in their career areas.  30% of their starting skill EPs may be spent
  on any skills.  There is no bonus for choosing a career once play begins.
  Choosing a career does not limit a character to a certain set of skills exclusively, nor prevent a character from
  gaining skills outside their career areas.  The character will simply have more starting EPs to spend on skills
  within their career areas.  There is nothing to prevent, for example, a Soldier character from learning skills
  from the Magic area at some later time, provided he has the needed EP.
     3.5.2     (Example)       
  Career       
  Table
  Some common careers are shown below.  GMs and players (with GM approval) are encouraged to develop
  their own careers.
  Career
  Skill Areas
  Artist
  artistic, athletic, social
  Assassin
  athletic, combat, subterfuge
  Bodyguard
  athletic, combat, social
  Craftsman
  artistic, craft, social
  Gatherer
  athletic, movement, nature
  Hunter
  athletic, combat, nature
  Illusionist
  knowledge, magic, subterfuge
  Magi
  knowledge, magic, social
  Mentalist
  knowledge, magic, social
  Merchant
  knowledge, movement, social
  Priest
  knowledge, magic, social
  Professional
  craft, knowledge, social
  Rogue
  athletic, social, subterfuge
  Sage
  craft, knowledge, social
  Shaman
  knowledge, magic, nature
  Soldier
  athletic, combat, movement
  Spy
  knowledge, social, subterfuge
  Traveler
  athletic, movement, social
  Artist
  
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  Someone who is skilled in one or more artistic areas (music, painting, sculpting, acting, etc.)
  Assassin
  A person who is skilled in killing for fun and profit.  A professional killer who is usually avalible for hire.
  Bodyguard
  A person who is skilled in protective measures including combat, counter intelligence, investigations, etc.
  An excellent example would be the United States Secret Service.
  Craftsman
  A person skilled in one or more crafts such as a blacksmith, bowyer, chef, seemstress or tailor, etc.
  Gatherer
  A person skilled in living off the land, usually subsisting on gathered berries, fruits, roots, insects, etc.
  Hunter
  A person skilled in living off the land, usually subsisting on wild game either trapped or hunted.
  Illusionist
  Someone who is skilled in the use of magical or mundane means of sleight of hand, misdirection, and
  other illusions.
  Magi
  A person skilled in one or more magical skills, not including priests.
  Mentalist
  A person who is skilled in pseudo-magical skills of the mind, e.g. telepathy, ESP, precognition,
  telekinesis, etc.
  Merchant
  A person who is skilled in the buying and selling of goods and services, including judging the quality of
  merchandise they are familiar with, negotiating prices, etc.
  Priest
  A person who is knowledgable in the rituals and rites of a particular god (or sometimes more than one
  god), as well as being skilled in using magic associated with their god.
  
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  Professional
  Rogue
  A person who is skilled in one or more area of thievery, deception, or other generally illegal activities.
  Sage
  Someone who is highly knowledgable in a particular area of study or small group of related disciplines.
  Shaman
  A usually tribal spellcaster or medicine man.
  Soldier
  Someone who is trained in the art of war including tactics, individual, small and large unit combat, and
  sometimes command.
  Spy
  Someone who is skilled at infiltration and the gathering of information from government, military and
  civilian sources.  This person is sometimes in the permanent employ of an organization and sometimes
  offers their services for hire.
  Traveler
  3.6 GIFTS AND FOIBLES
     3.6.1       
  Gifts
  The following are available to ALL species at character creation time:
  Standard Gifts
  EP Cost (Multiples of 10)
  Ambidexterity
  +20
  Enhance Vision
  +20
  Keen Hearing
  +5 / 10m
  Animal Empathy
  +20
  Sixth Sense
  +20
  Healing / Regeneration
  Variable
  Can replace limbs
  +1000
  Per INJURY point
  +5 * Recovery Rate
  Recovery Rate:
  per day
  x1
  per hour
  x10
  per minute
  x100
  per combat round
  x1000
  
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  Night Vision
  +5 / 10m
  Skill Aptitude, ISB
  ISB * (Skill’s EP Cost) * 5
     3.6.2       Foibles
  Standard Foibles
  EP Cost (Multiples of 5)
  Age outside prime
  -5 / age category
  Abnormal Voice
  -5 * Severity
  Color blindness
  -5 * Severity
  Deafness
  -10 * Severity
  Eyesight, poor
  -15 * Severity
  Eyesight, missing eye
  -15
  Distinguishing mark
  -5
  Mutated Skin
  -10 * Severity
  Overweight
  -10 * Severity
  Phobias
  -5 * Severity
  Primarily handed
  -5 * Severity
  Sterile
  -5
  Severity = 1 - 4
  1 - Mild
  3 - Severe
  2 - Moderate
  4 - Crippling
  Age outside prime
  Character suffers the effects related to his/her age.  Consult age table in section ?.?
  Abnormal voice
  Character stutters, squeaks, rumbles, etc. enough that people have a hard time understanding him/her.
  Skills that require a voice are reduced by -Severity.
  Color blindness
  1:
  Character is green/red color blind and suffers a -1 penalty to any skill check requiring the use of color.
  2:
  -2 to any skill check requiring the use of color.
  3:
  -3 to any skill check requiring the use of color.
  4:
  Character is unable to see much difference in colors at all.  People who are able to see through the
  character's eyes will see that everything is a grainy black-n-white.  -4 penalty
  Deafness
  1:
  Character is deaf in one ear or sometimes unable to hear things being said.  GM should require a PER
  check when the character is in a noisy or audibly distracting situation.
  2:
  Character is often unable to hear things.  GM should require a PER check whenever the character is
  being spoken to in a normal voice.  Character can hear if being shouted at.  Skills requiring hearing
  are at -2.
  3:
  Character must be shouted at in order for him/her to have a chance to hear what is being said.  GM
  should require a PER check (-5 if not being shouted at)  Skills requiring hearing are at -4.
  4:
  Character is completely deaf.
  
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  Eyesight, poor
  1:
  Glasses/spectacles needed or PER is decreased by 2.
  2:
  Glasses/spectacles needed or PER is decreased by 4.
  3:
  Glasses/spectacles needed or PER is decreased by 6.
  4:
  Character is blind.
  Eyesight, missing eye
  Character is only able to see through one eye, and thus lacks stereo vision.  PER is lowered by -5 for
  anything occurring on blind side.
  Distinguishing mark
  Character has something distinguishing or odd about his appearance.  an eyeball not in line with the other,
  an abnormally large nose, a scar, etc.)  People will easily remember the character based on the mark.
  Skills using BEA are decreased by -1.
  Mutated skin
  1:
  Acne, small rashes.  BEA skills decreased by -1.
  2:
  Albino, skin discoloration’s.  BEA skills decreased by -2.
  3:
  Skin blotches, rashes covering most of body.  BEA skills decreased by -3.
  4:
  Extreme skin blotches.  BEA skills at -4.  Sunlight causes damage.
  Overweight
  1:
  -1 FIT
  2:
  -1 FIT, -1 AGI
  3:
  -2 FIT, -1 AGI
  4:
  -2 FIT, -2 AGI
  Phobias
  agoraphobia
  (crowds, public places, open areas)
  arachnophobia
  (spiders)
  claustrophobia
  (enclosed/narrow places)
  xenophobia
  (foreigners, strangers, strange/foreign things)
  Primarily handed
  Character is dependent on one hand more so than normal.  Using other hand results in a penalty of -
  Severity.
  Sterile
  Character is unable to produce children.  Character may suffer social consequences as a result.
  
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  SECTION 4
  SKILLS
  A skill is an acquired ability, one that a character learns.
     4.1       Skill       
  Competency
  A skill is composed of two parts:
  1) Talent (Ta)
  (determined by the attribute relevant to the skill)
  2) Training (Tr) (determined by experience with the skill)
  Thus:
  Skill = Talent (Ta) + Training (Tr)
  Skill
  Competency
  Description
  Tr=0
  No Skill
  A character who has no training with a skill
  <= 0
  Novice
  A character who has Training but low Talent
  1-5
  Apprentice
  A character being taught a skill
  6-10
  Journeyman
  A character who has learned his skill
  11-15
  Craftsman
  A character who is proficient with his skill
  16-20
  Adept
  A character who is an expert with his skill
  21-25
  Master
  A character who is a master with his skill
  26+
  Grandmaster
  A character who is legendary with his skill
  All skills confer the following abilities:
  •
   A character who has Tr > 0 in a skill can recognize the use of that skill by another.
   
  •
   A character who has Tr > 0 in a skill can recognize the Competency level of another person with the
  same skill.
   
  •
   A character can determine the actual skill level of another if the character's skill level is greater than
  the other person's.
  4.2 SKILL COSTS
  All skill costs are measured in Experience Points.  The higher the number of Experience Points, the harder the
  skill is to learn and master.
  Skill Difficulty
  Base EP Cost
  Trivial
  1 EP
  Easy
  2 EP
  Average
  3 EP
  Difficult
  4 EP
  Very Difficult
  5 EP
  4.3 UNTRAINED PENALTY (UP)
  
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  When a character attempts a task for which he has not been trained (Skill Competency is 'No Skill', see
  section 4.1), or to which no skill is related, he suffers an "Untrained Penalty".
  Some skills will have a special UP of Impossible.  This indicates that the skill cannot be attempted when Skill
  Competency is 'No Skill'.
  The UP is equal to 5 for all tasks.
  4.4 SKILL ADVANCEMENT
  To increase a skill to its next training level, a character must spend a number of experience points equal to the
  next training level times the Base EP Cost (see section 4.2) of the skill.
  Skill Advancement Formula:
  EP Cost = Next Tr * Base EP Cost
  For example, if Argis the ranger wants to increase his tracking skill (Base EP Cost = 4 EP) from training level
  8 to training level 9, he must spend:
  EP Cost = Next Tr * Base EP Cost = 9 * 4 EP = 36 EP
  For those who prefer not to use the formula, a table is provided.
      Skill Advancement Costs Table
  Next
  Skill Difficulty
  Tr
  T
  E
  A
  D
  VD
  1
  1
  2
  3
  4
  5
  2
  2
  4
  6
  8
  10
  3
  3
  6
  9
  12
  15
  4
  4
  8
  12
  16
  20
  5
  5
  10
  15
  20
  25
  6
  6
  12
  18
  24
  30
  7
  7
  14
  21
  28
  35
  8
  8
  16
  24
  32
  40
  9
  9
  18
  27
  36
  45
  10
  10
  20
  30
  40
  50
  11
  11
  22
  33
  44
  55
  12
  12
  24
  36
  48
  60
  13
  13
  26
  39
  52
  65
  14
  14
  28
  42
  56
  70
  15
  15
  30
  45
  60
  75
  OPTIONAL:
  The UP is generally equal to 5 but can be changed by the game master.  The game master may
  set a higher UP for a task that is normally performed using a skill requiring a lot of knowledge
  or practice (Difficult and Very Difficult skills).  In the same way, the game master may reduce
  or eliminate the UP for tasks that are primarily based on attributes (ex: resisting a poison), or
  that do not benefit much from knowledge or practice (Trivial and Easy skills).
  As a guideline, a UP of twice the Base EP Cost (see section 4.2) of the related skill is
  suggested for tasks that are normally performed using a skill.
  UP = 2 * Base EP Cost
  
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  16
  16
  32
  48
  64
  80
  17
  17
  34
  51
  68
  85
  18
  18
  36
  54
  72
  90
  19
  19
  38
  57
  76
  95
  20
  20
  40
  60
  80
  100
  21
  21
  42
  63
  84
  105
  22
  22
  44
  66
  88
  110
  23
  23
  46
  69
  92
  115
  24
  24
  48
  72
  96
  120
  25
  25
  50
  75
  100
  125
  26
  26
  52
  78
  104
  130
  27
  27
  54
  81
  108
  135
  28
  28
  56
  84
  112
  140
  29
  29
  58
  87
  116
  145
  30
  30
  60
  90
  120
  150
     4.4.1       
  Training     (Optional)
  When a PC is ready to train a skill (he has enough EP to advance a Tr level), he must make a Training check.
  2d10* + Adv Ta >= Desired Tr level + Base EP Cost
  If the Training check is successful, the PC gains another Tr level.
  If the Training check is unsuccessful, the PC has two options:
  1)
  The PC must wait until he or she has recieved twice the number of base experience points for the skill
  in question (see example below).  (The PC retains his EP)
  2)
  Pay additional EP equal to the TD minus the result of the die roll.
       
  Example    :
  Ronan has STR 5, AGI -3, and 100 Experience Points.
  He wants to increase his Running skill from Tr 14 to Tr 15 and his Climbing skill from Tr
  5 to Tr 6.
  He attempts a Training check for Running:
  Running,  A=3, Adv Ta STR
  2d10* + 5 >= 15 + 3
  He rolls a 16.  His attempt is successful and he decreases his EP pool by 15 * 3 = 45 EP.
  He now has 55 EP left.
  Ronan next attempts a Training check for his Climbing skill:
  Climbing, D=4, Adv Ta AGI
  2d10* + -3 >= 6 + 4
  He rolls an 11.  His attempt is unsuccessful.  Ronan must decide between option 1 or 2
  above:
  
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  1)
  He can now either wait until he earns eight (8) more EP (climbing is a D=4 skill, so
  2*4=8) before making another Climbing Training check.  His EP remain at 55.
  2)
  He can pay additional EP equal to the difference between the TD and the result of his
  roll:
  10 (TD) minus 8 (the 11 he rolled plus his -3 Talent) = 2.
  Thus the total cost to move from Tr 5 to Tr 6 would be 6*4 + 2 = 24 + 2 = 26 EP leaving
  Ronan with 29 EP.
  4.5 GENERAL SKILLS
  This section describes general skills, i.e. those that do not require special rules.  For Combat and Magic skills,
  please refer to sections 6 and 7 respectively.
  Skill name
  EP
  Cost
  Attr.
  Tal
  Adv
  UP
  Default
  TD*
  Tasks Description
  ARTISTIC SKILLS
  Acting
  3
  AUR
  PSY
  6
  D/15
  Convincing personification
  Disguise
  2
  AUR
  PSY
  4
  D/15
  Render irrecognizable
  Drawing / Painting
  3
  DEX
  PSY
  6
  D/15
  Draw or paint an average image
  Musical instrument
  3
  DEX
  PSY
  6
  D/15
  Performing a common piece
  Sculpture / Carving
  3
  DEX
  PSY
  6
  D/15
  Sculpt or carve a small piece
  Ventriloquism
  4
  AUR
  WIL
  8
  D/15
  Simple speech
  ATHLETIC SKILLS
  Acrobatics
  3
  AGI
  PER
  6
  D/15
  Dropping one floor in combat
  Climbing
  4
  AGI
  AGI
  8
  A/10
  Normal brick wall
  Contortion
  5
  AGI
  AGI
  10
  D/15
  Passing a torso-sized tunnel
  Endurance
  3
  FIT
  WIL
  6
  D/15
  Jogging for two hours
  Falling
  4
  AGI
  AGI
  8
  VD/20
  Falling 10 meters unarmed
  Juggling
  2
  DEX
  PER
  4
  A/10
  Juggling five normal objects
  Jumping
  3
  STR
  STR
  6
  ED/25
  Jumping one's height
  Running
  3
  STR
  FIT
  6
  D/15
  Running 100m under 15 sec.
  Swimming
  3
  STR
  FIT
  6
  A/10
  Swimming 1km at a good pace
  Tightrope walking
  4
  AGI
  PER
  8
  D/15
  Walking 25m on a rope
  CRAFT SKILLS
  Agriculture
  2
  INT
  INT
  4
  A/10
  Growing common plants
  Armorer
  4
  DEX
  DEX
  8
  A/10
  Fabricating a chain mail
  Blacksmithing
  3
  DEX
  INT
  6
  A/10
  Forging a cauldron
  Bowyer
  3
  DEX
  PER
  6
  A/10
  Assembling a short bow
  Carpentry
  2
  DEX
  INT
  4
  A/10
  Fabricating a chest
  Cooking
  1
  PSY
  INT
  2
  E/5
  Making a simple meal
  Fishing
  2
  INT
  INT
  4
  A/10
  Catching "a meal" in 3 hours
  Leatherworking
  2
  DEX
  DEX
  4
  A/10
  Making a leather backpack
  Medicine
  4
  PER
  INT
  8
  D/15
  Healing a broken leg
  Mining
  3
  PER
  INT
  6
  A/10
  Tunneling in normal rock
  
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  Pottery
  2
  DEX
  DEX
  4
  A/10
  Molding a decorated urn
  Rope use
  2
  DEX
  AGI
  4
  A/10
  Tying up a person solidly
  Stonemason
  2
  STR
  DEX
  4
  D/15
  Cutting tower stones
  Weaponsmithing
  4
  DEX
  DEX
  8
  A/10
  Making a dagger
  Wood Working
  2
  DEX
  DEX
  4
  A/10
  Build a wooden chair
  KNOWLEDGE SKILLS
  Ancient History
  3
  INT
  INT
  6
  D/15
  Recalling heroic stories
  Appraising
  3
  PER
  INT
  6
  D/15
  Estimating the value of gems
  Botany
  3
  INT
  INT
  6
  D/15
  Identifying rare plants
  Cartography
  2
  INT
  INT
  4
  D/15
  Mapping a region from sight
  Cryptography
  4
  INT
  INT
  8
  VD/20
  Deciphering a standard code
  Engineering
  4
  INT
  INT
  8
  D/15
  Drawing plans for a catapult
  Geography
  2
  INT
  INT
  4
  A/10
  Knowing country of city
  Heraldry
  2
  INT
  INT
  4
  D/15
  Recognizing a coat of arms
  Herbalism
  4
  INT
  INT
  IMP
  D/15
  Brewing a special remedy
  Identify magic
  5
  PER
  INT
  IMP
  ED/25
  Identifying a magical item
  Language
  3
  INT
  INT
  IMP
  A/10
  Understanding a foreign tongue
  Local History
  2
  INT
  INT
  4
  A/10
  Recalling an important event
  Metallurgy
  4
  INT
  INT
  8
  D/15
  Identifying a metal
  Navigation
  4
  INT
  INT
  IMP
  D/15
  Finding one's position
  Read/write
  4
  INT
  INT
  IMP
  A/10
  Reading a sign.
  Species enemy
  2
  INT
  INT
  4
  D/15
  Recognizing behaviors
  Spelaeology
  3
  PER
  INT
  6
  A/10
  Successfully navigating a cave
  Spellcraft
  4
  INT
  INT
  IMP
  D/15
  Recognizing a spell being used
  Teratology
  3
  INT
  INT
  6
  VD/20
  Identifying monster indices
  Theology
  3
  INT
  INT
  6
  D/15
  Remembering rites
  Tribal Memory
  4
  PSY
  INT
  8
  A/10
  Recite oral history
  Zoology
  3
  INT
  INT
  6
  D/15
  Identifying animal behaviors
  MOVEMENT SKILLS
  Direction sense
  3
  PER
  PER
  6
  VD/20
  Determining current direction
  Riding (airborne)
  4
  AGI
  PER
  8
  ED/25
  Maintaining mount control
  Riding (land)
  2
  AGI
  PER
  4
  A/10
  Maintaining mount control
  Seamanship
  3
  PER
  INT
  6
  A/10
  Rigging sails
  NATURE SKILLS
  Animal Training
  3
  PER
  PSY
  6
  VD/20
  Training a horse
  Falconry
  3
  PER
  PSY
  6
  D/15
  Training a falcon
  Fire-building
  1
  INT
  INT
  2
  A/10
  Building a fire without f&s
  Foraging
  2
  PER
  INT
  4
  D/15
  Finding a "meal"
  Hunting
  2
  PER
  PER
  4
  A/10
  Shooting enough for a "meal"
  Hydrology
  2
  PER
  INT
  4
  A/10
  Locate potable water in forest
  Survival
  4
  WIL
  INT
  8
  A/10
  Finding shelter during storm
  Tracking
  4
  PER
  INT
  8
  VD/20
  Finding a 4 day old trail
  Weather sense
  3
  PER
  PSY
  6
  D/15
  Predicting next day's weather
  SOCIAL SKILLS
  Bardic influence
  3
  AUR
  PSY
  6
  D/15
  Awe a crowd with performance
  Bribery
  3
  AUR
  PER
  6
  D/15
  Bribing a guard
  
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  Dragonshah
  2
  INT
  INT
  4
  E/5
  Drinking
  2
  FIT
  WIL
  4
  A/10
  Drink FIT + 8 ales
  Eating
  2
  FIT
  WIL
  4
  A/10
  Eat FIT + 6 Kg food
  Etiquette
  2
  AUR
  PSY
  4
  A/10
  Acting courteously
  Gambling
  2
  DEX
  PSY
  4
  D/15
  Win against unskilled opponent
  Haggling
  1
  AUR
  PSY
  2
  D/15
  Getting an offer accepted
  Heroic Inspiration
  4
  PSY
  AUR
  8
  D/15
  Succeed in inspiring fellow warriors
  Interrogate
  3
  AUR
  PSY
  6
  VD/20
  Getting confession from WIL 0
  Oration
  4
  AUR
  PSY
  8
  D/15
  Successful speech to large aud.
  Streetwise
  2
  PER
  PSY
  4
  D/15
  Obtaining "street" info
  Trading
  3
  AUR
  PSY
  6
  D/15
  Getting a trade accepted
  Truthtell
  4
  PER
  PSY
  8
  E/30
  Recognizing a lie
  SUBTERFUGE SKILLS
  Detect traps
  3
  PER
  INT
  6
  D/15
  Detecting a needle trap
  Evade pursuit
  2
  AGI
  INT
  4
  VD/20
  Losing pursuit (non-trackers)
  Forgery
  4
  DEX
  INT
  8
  VD/20
  Copying an official document
  Move quietly
  4
  AGI
  AGI
  8
  D/15
  Moving without armor
  Open locks
  3
  DEX
  INT
  6
  D/15
  Opening standard locked door
  Pick pockets
  3
  DEX
  PER
  6
  D/15
  Pulling coin purse, large crowd
  Reading lips
  4
  PER
  INT
  8
  D/15
  Deciphering speech, clear view
  Remove traps
  4
  DEX
  INT
  8
  D/15
  Removing a needle trap
  Set snares
  2
  DEX
  INT
  4
  D/15
  Setting a foot snare
  Shadowhide
  3
  PER
  AGI
  6
  VD/20
  Medium shadow cover
  * Values listed in this column are for the optional Untrained Penalty (UP) rule found in section 4.3.  If this
  rule is not being used then UP is either Impossible (IMP) or 5 (GM's discretion).
     4.5.1       
  Artistic       Skills
  Acting
  Confers the ability to convincingly portray a character either from a literary work or of one's own creation.
  This includes improvisational acting.
  Disguise
  Confers the ability to alter one's general appearance in order to avoid identification and deceive
  opponents.  Encompasses alteration of height, weight, posture and/or facial and body features.  Often
  combined with the acting skill.
  Drawing / Painting
  Convers the ability to draw and paint life-like images as well as impressionistic images.
  Musical instrument
  Confers proficiency in an instrument of choice.
  Sculpture / Carving
  
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  Confers the ability to shape and mold clay, stone, and wood into life-like images of various sizes and
  compositions.
  Ventriloquism
  Confers the seeming ability to project one's voice so that it appears to emanate from inanimate objects,
  other people, or unusual locations.  Good for party tricks and for starting ale-house brawls.
     4.5.2       
  Athletic       Skills
  Acrobatics
  Confers the ability to swing from a chandelier, somersault through a stained glass window, and land on
  one's horse, ready to make a getaway.  Can be used in combat to dodge or reduce the effects of a blow.
  Climbing
  Lets a character scale vertical and near vertical surfaces such as smooth walls and rough cliff-faces.
  Harder with slippery or featureless surfaces or if burdened with accouterments.  Often combined with the
  falling and medicine skills :)
  Contortion
  Enables the manipulation of one's body in order to move through small openings, hide in absurdly small
  containers or edifices, and escape from bonds.
  Endurance
  Enables prolongation of application with regard to physically demanding and/or mentally draining tasks.  A
  swimmer nears exhaustion towards the end of long swim; they apply their endurance skill, and if
  successful, can continue swimming anew, as if refreshed for half as long again.  Successive uses of the
  skill increase task difficulty and reduce prolongation span.
  Falling
  Enables the reduction of falling damage by such methods as slowing the rate of descent by incidental
  surface contact, harm minimizing impact postures, and "dodging the spikes/aiming for the soft bits."
  Juggling
  Confers an ability to manipulate balls and other objects primarily for entertainment purposes.  Subsumes
  minor sleight-of-hand techniques.
  Jumping
  Confers a proficiency at spanning sudden drops such as those encountered during rooftop chases or across
  mountain gorges, ready leaps onto elevated stations such as tavern tables and desperation jumps out of
  first or second story abodes.
  
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  Running
  Through a combination of running and power-walking, enables movement at twice the normal rate for a
  fixed duration.  A period of rest and recuperation is required at the end of such exertion.
  Swimming
  Confers the ability to float upon deep water and to traverse same in a limited fashion.  Heavy
  accouterments, exhaustion, wounds, cold water, and high waves make things harder.
  Tightrope walking
  Enables safe transition along a strong rope strung between two points or any similarly narrow and
  (generally) high-up path.
     4.5.3       
  Craft       Skills
  Agriculture
  Confers the ability to raise plants for various reasons (crops, reforestation, etc.).  This skill also allows the
  character to identify plants.  [Includes related fields such as horticulture]
  Armorer
  Enables the construction and repair of metal, mesh and/or material armor.
  NB: historically spans the trades of Armorer, Mailmaker, Linen Armorer, Heaumer (helmets), and
  Targeter (shields)
  Blacksmithing
  Enables the working of iron to produce and repair domestic and agricultural items.
  Bowyer
  Enables the construction and repair of bows, x-bows, arrows, and arrowheads.
  NB: historically spans the trades of Bowyer, Crossbow Maker, Fletcher (arrows), Arrowsmith
  (arrowheads), and Stringer (bow strings).
  Cooking
  Enables the preparation of diverse foods including flesh-meat and poultry, pasties, and confections.
  NB: Historically spans the trades of Cook, and Confectioner.
  Fishing
  
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  Enables the use of rod, net, and weir to catch a wide variety of species including pike, carp, trout, eels,
  catfish, lampreys and crabs.
  Leatherworking
  Confers the ability to make items from leather or other skins, including clothing, armor, saddles, etc.  This
  skill includes the ability to etch, carve and stamp leather for design and artistic value, but does not confer
  the artistic ability to make this work of high quality (see Drawing / Painting skill)
  Medicine
   [Includes First Aid]
  Confers the ability to attenuate pain, stop bleeding, and prevent further injury as a result of cuts, bruises,
  abrasions, burns, broken and sprained limbs, bites and stings (see section 8.5 - Healing).
  Mining
  Confers a knowledge of ore prospecting, geological surveying, and extraction techniques and hazards.
  Pottery
  Enables the working and firing of clay pieces to produce glazed and painted jars, pots and tiles.
  Rope use
  Enables the character to tie effective knots for a variety of uses including mountaineering, restraint,
  building rope bridges, etc.  Also includes splicing two pieces of rope together, care of rope, types and
  sizes of ropes needed for various jobs, etc.
  Stonemason
  Enables the shaping and dressing of stones used in the construction of houses, towers, and castles.
  Weaponsmithing
  Enables the construction and repair of knives, swords and miscellaneous weapons.
  NB: Historically spans the trades of Blader/Bladesmith (blades), Cutler or Swordsmith/Sword-Cutler
  (handles), Sheather (sheath/scabbard), Weaponsmith (everything else bar knives, bows, and swords).
  Wood Working
  Enables the construction of common items from wood, including furniture of all types, utensils, and even
  buildings.  While this skill allows the construction of high quality objects, it does not confer the ability to
  artistically carve or paint the items into true works of art (see Drawing / Painting and Sculpture / Carving
  skills).
     4.5.4       
  Knowledge       Skills
  
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  Ancient History
  Confers an academic type knowledge of a past civilization ("Atlantis") or a more generalized knowledge
  of a specific period of history (4th Century AD).
  Appraising
  Enables the considered determination of the value of a range of curios including objets d'art, jewelry, and
  collectibles.  Easier if the item in question can be handled; harder if applied by sight or by description or
  from drawing alone.
  Botany
  Confers knowledge of plants, lichens, flowers, trees, vegetables, and fruits.
  Cartography
  Allows one to make accurate map from topographical measurements.  Also confers the ability to make
  reliable maps while traveling a region or visiting a building.
  Cryptography
  Confers proficiency in the field of codes, ciphers, and code-breaking.
  Engineering
  Confers knowledge of design and construction principles especially those of a public utility nature such as
  bridges, roads, aqueducts, harbors, and drainage works.  Military Engineering concentrates on the
  construction of military works (including engines of destruction) for attack or defense.
  Geography
  Confers knowledge of matters concerning the description of a world's surface, its form and physical
  features, natural and political divisions, climate, resources, and populations of various countries.
  Heraldry
  Confers knowledge of the etiquette of chivalry, including the genealogies and armorial bearings of noble
  families, laws of succession, and orders of precedence.
  Herbalism
  Confers a knowledge of the medicinal properties of herbs and plants.
  Identify magic
  
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  Subsumes a general knowledge of the reputed origin and history of magical artifacts.  Enables one so
  learned to recognize such items and to speculate as to their application and usefulness.
  Language
  Confers knowledge of a verbal communication medium whether ancient, modern, or esoteric.
  NB: Dead and forgotten languages tend to have greater training requirements and higher TD ratings.
  Local History
  Confers a detailed knowledge of the development, stories, and events surrounding a thorp, county,
  province or region; the smaller the area, the more detailed the knowledge.  Extends to such things as
  notable battlefields, regional politics, rumors, scandals, flood, fire and drought, lost treasures and the like.
  Metallurgy
  Confers a knowledge of metals and their behavior under stress.  Enables the identification of most types by
  virtue of familiarity with their physical characteristics.
  Navigation
  The ability to find one's position using the sun/stars, currents, ...
  Read/write
  Confers the ability to understand and prepare written communication mediums.
  Species enemy
  Confers an intimate knowledge of the behavior, anatomy, strengths and weaknesses of a specified class of
  creatures such as giants or dragons or orcanthropoids.
  Spelaeology
  Confers a knowledge of caving techniques including familiarity with basic underground features and
  hazards.
  Spellcraft
  Confers the knowledge of common spells, sources and conductors, and effects of their combinations.  It
  allows the character to recognize the likely effects of a given spell.
  Teratology
  Confers a knowledge of monsters and their characteristics including diet, powers (actual and reputed),
  activity cycles, friends, enemies, and habitat.
  
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  Theology
  Confers a general knowledge of the more significant of a world's religions.  Includes creation and world
  building lore, deity virtues and spheres of influence, liturgical rites and practices, notable heroes, orders
  and authorities, sanctions, holy days and places, and religious festivals.
  Tribal memory
  A character with this skill can neither read nor write but has exceptional powers of memory.  They can
  recall the exact topography of places they have visited, draw an accurate map of a five-thousand mile
  route, or recite three-thousand-line epics of poetry.
  Zoology
  Confers a knowledge of natural animals and their characteristics including diet, behavior, activity cycles,
  friends, enemies, and habitat.
     4.5.5        
  Movement       Skills
  Direction sense
  Confers the ability to determine true north through a combination of familiarity with heavenly aspects,
  sensitivity to geomagnetic flux lines, and natural psychic affinities.  Harder during the day, on occluded
  nights, and when underground.
  Riding (airborne)
  Enables the riding of beasts of the air for rapid and safe conveyance.
  Riding (land)
  Enables the riding of beasts of burden and conveyance over lands both clear and rough, in a safe and
  comfortable fashion.
  Seamanship
  Confers a familiarity of working life aboard a water borne vessel and the practices and hazards of such a
  calling.  Enables the safe passage of a water-borne ship through doldrum and tempest by virtue of
  familiarity with the heavens and the vagaries of wind and current.
     4.5.6       
  Nature       Skills
  Animal Training
  Enables the training of domestic animals and beasts so as to obey instructions and learn specified routines.
  NB: at higher TD levels can be used to train semi-wild and wild animals and at the heights of the art,
  confer rudimentary speech in the more intelligent and cooperative types.
  
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  Falconry
  Confers knowledge of the art of the keeping and training of hawks and like birds of prey.
  Fire-building
  Confers the ability to start a small fire suitable for camping purposes.  Ignition methods include eye-glass,
  flint and steel, and simple fricative.  Difficulty varies according to environment and atmospheric
  conditions.
  Foraging
  Enables survival off the land by virtue of familiarity with natural food and water sources, and their
  extraction/safe preparation methodologies.
  Hunting
  Confers the ability to track and bag beasts of the hunt such as bears, wild boar, deer, foxes, hares, grouse,
  wild duck, and geese, by virtue of familiarity with their habitat, behavior, and anatomy.
  Hydrology
  Confers the ability to locate sources of fresh water above and below ground and to identify tainted
  holdings.
  Survival
  Each survival skill conveys survival ability based on location/climate.  Examples include Woodlands,
  Desert, Mountains, Arctic etc.  Survival allows a character to build shelter, find food and water, etc...
  Tracking
  Confers the ability to track all forms of ground based creatures.
  Weather sense
  Enables the anticipation of forthcoming meteorological phenomena.
     4.5.7       Social       Skills
  Bardic influence
  Facilitates the mood alteration of a passive listener or group of people through song, melody, humor and/or
  tragedy.
  NB: at higher TD levels can be used to invoke heroic inspiration, counter the effects of sirens and the like,
  and heal solely by the purity of voice and/or instrument.
  
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  Bribery
  Facilitates the circumvention of cumbersome laws, the cooperation of agents of inspection, and the ready
  consideration of petitions and entreaties and the like.  Minimizes the consequences of a rebuff.
  Dragonshah
  A board game analogous to chess.  Played throughout the known worlds, often for agreed stakes.
  Drinking
  Subsumes a good knowledge of alcoholic beverages.  Enables one to drink those not so skilled, under the
  table.
  Eating
  Confers an Epicurean knowledge of food and wine.  Depending on one's bent can also be used to out-gross
  those without the skill, in pig-out competitions.
  Etiquette
  Confers knowledge of the proper mode of dress, behavior, and language when speaking to nobility.
  Gambling
  Confers the ability to master games of chance either by "reading the odds" or by subtle
  manipulation/substitution of game equipment and paraphernalia.
  Haggling
  Confers the ability to negotiate price effectively, including having an idea of when the price of an object
  has been inflated.  To be the most effective, the use of this skill requires the character to have some idea
  of the true value of the item being haggled over.
  Heroic Inspiration
  Interrogate
  This skill is used to extract special information through the use indiscriminate physical and mental
  persuasion.
  Oration
  Enables the conveyance of ideas and concepts to groups of people ranging from small assemblies to
  raucous multitudes.  Often used (and abused) by religious leaders and holders of public office, whether
  benign or corrupt, prospective or incumbent.
  
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  Streetwise
  Confers familiarity with the ways of the street.  Enables neutral interaction with members of urban
  underclasses, the location of discrete accommodation and food sources, and access to street knowledge,
  strong-arms for hire, outlets for the acquisition and disposal of illicit or "borrowed" property, and similar
  questionable activities.
  Trading
  Truthtell
  Enables one to tell when a human, demi-human, or humanoid is lying by watching the subject's eyes,
  breathing, and so on.
     4.5.8       Subterfuge       Skills
  Detect traps
  Enables the detection of mechanically based traps: whether a small poisoned needle in a jewelry box or a
  pressure plate activated falling block in a passage.  The character assays the item/area in question and is
  able to detect small irregularities in construction or tell-tale differences in contrast or surface
  homogeneity.  Higher proficiency levels confer a limited ability to sense temperature inconsistencies and
  magical augmentation emanations.
  Evade pursuit
  Confers knowledge in the detection and evasion of pursuit including effective hiding, switchbacks,
  covering tracks, etc.
  Forgery
  Enables the production of facsimile documents, forged artwork, and artificial imitations of valuable stones
  and items of jewelry.
  Move quietly
  Facilitates movement which avoids the rustle of clothing and the padding of footsteps.  Good for sneaking
  up on guards and sentries.
  Open locks
  Confers the ability to defeat locks and like security devices by manipulating their mechanical
  components.
  Pick pockets
  Confers the ability to extract baubles and the like from the pockets and purses of unsuspecting marks.
  
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  Reading lips
  Enables the discernment of what is being said by the observation and interpretation of lip motion.  Useful
  across a crowded room if discretion is required.
  Remove traps
  Enables the character to disarm or harmlessly set off common types of traps.
  Set snares
  Enables the character to install and build common types of traps.
  Shadowhide
  Enables the observation of goings-on from a position of concealment such as amidst a naturally
  camouflaged field or from within the depths of urban shadows.  Can avoid house-to-house and all points
  searches by moving surreptitiously from hidey hole to darkened corner.
  
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  SECTION 5
  TASKS
  A Task is a situation in which a character applies his abilities to accomplish some action.  A character may use his
  Talent or a skill when attempting to resolve the Task.
  5.1 TASK RESOLUTION
  The process of resolving a Task is called Task Resolution.  It is done via a roll of the dice.  The applicable
  Skill is then added to the die roll and the result must be greater than or equal to the Task Difficulty set by the
  GM.  Thus the standard Task Resolution Formula is:
  2d10* + Skill >= TD
  where:
  2d10*
  = Standard Dice Roll
  and:
  Skill
  = Ta + Tr
  and:
  TD
  = Task Difficulty
  If situation modifiers reduce a Task Difficulty to zero or less, a Task Resolution roll is not required; the
  outcome is an automatic success.
  Similarly, and especially in non-crisis situations, a GM may waive the requirement for a task resolution roll
  when a character's skill rating is within 5 points of the Task Difficulty rating e.g., Skill 6, TD 10.
  5.2 RELATIVE VS 
  ABSOLUTE TASKS
  Tasks can be divided into two categories:
  Relative:
  Those whose difficulty are relative to the Talent of the character attempting the Task.
  Absolute:
  Those whose difficulty are constant regardless of Talent.
  Lifting weight is an example of a Relative Task, while picking a lock is an example of an Absolute Task.
  Establishing Task Difficulties for Absolute Tasks is done by determining what the difficulty of the task would
  be for a minimally trained average character (Ta = 0, Tr = 1).  The same Task Difficulty is then used by all
  characters no matter what their skill is.  Absolute Tasks use the standard Task Resolution Formula from
  section 5.1.
  For Relative Tasks, the Task Difficulty is established as a function of the Talent of the character attempting
  the Task.  For example, the Task Difficulty for lifting 120 kg is relative to the maximum weight a character
  can lift, which is in turn relative to the Strength Talent of the character.  Thus, a character with a maximum
  Lift of 50 kg faces the same Task Difficulty when trying to lift a weight of 100 kg as a character with a
  maximum Lift of 20 kg trying to lift a weight of 40 kg.
  When a character is attempting a Relative Task, he must use a slightly modified Task Resolution Formula:
  with a skill:
  2d10* + Tr >= TD
  without a skill:
  2d10* - UP >= TD
  where UP is the "Untrained" Penalty (see section 4.3).
  As you will notice, Talent is not used in the Relative Task Resolution Formula; this is because the Task
  Difficulty already takes Talent into account.
  
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  A rule of thumb to use to determine if a task is Relative or Absolute is to decide if the task is quantitative or
  qualitative by nature.
  Examples of quantitative tasks are:  lifting 100 kg, running at 2 meters per second.
  Tasks of a qualitative nature would be:  climbing a wall, picking pockets, or playing chess.
  If the Game Master has a hard time deciding if a task is Absolute or Relative, he should treat it as an Absolute
  task, which will simplify calculations and accelerate game play.
  5.3 TASK DIFFICULTIES
  To aid the GM in determining task difficulties, the following task difficulties have been established relative to
  what an average character (Ta = 0) with minimal training in a skill (Tr = 1) can accomplish.  Therefore, the
  values were derived from the following task resolution formula:
  2d10* + 1 >= TD
  Thus, when assigning a difficulty to a task, the Game Master should set the Task Difficulty as if the task was
  being attempted by a Ta = 0, Tr = 1 character.  The Game Master should not base the difficulty on the skill
  level of the character attempting the task.  In other words, figure out what the task is like, then use the table
  below to find the description that best fits the Task.  With this description, use the TD value listed.
  For example, climbing a moss covered wall by someone with Ta = 0, Tr = 1 could be described as tricky.
  Tricky is listed under the "Could also be described as" column for Difficult.  The TD associated with a
  Difficult Task is 15.  Thus no matter what the Skill of a character attempting to climb a moss covered wall,
  the Task Difficulty is 15.
  If a character with Skill 3 in Climb Walls attempts to climb the moss covered wall, he uses the formula:
  2d10* + 3 >= 15.
  If a character with Skill 10 in Climb Walls attempts to climb the moss covered wall, he uses the formula:
  2d10* + 10 >= 15.
  Description
  TD
  Odds
  Could also be described as
  Easy
  5
  97%
  Routine, Simple, Trivial
  Average
  10
  75%
  Engaging, Fair, Intermediate
  Difficult
  15
  32%
  Difficult, Tough, Tricky
  Very Difficult
  20
  9%
  Challenging, Demanding, Tasking, Vexing
  Extremely Diff
  25
  4%
  Exacting, Formidable, Punishing
  Extreme
  30
  2%
  Ballistic, Limit
  Crushing
  35
  Backbreaking, Monumental
  Herculean
  40
  Epic, Staggering, Superhuman
  Gargantuan
  45
  Stupefying
  Titanic
  50
  Awesome
  Unbelievable
  60
  Impossible
  Inconceivable
  70
  Shattering
  God-like
  80
  Legendary, Mythic
  Immortal
  90
  Celestial, Eternal
  Cosmic
  100
  Transcendental
  5.4 TASK RESOLUTION WHEN NO SKILL IS USED
  
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  If a character attempts a task for which he does not possess a skill or to which no skill is related, he uses (Ta -
  UP) in place of Skill and the Task Resolution Formula becomes:
  2d10* + (Ta - UP) >= TD
  where UP is the "Untrained" Penalty.
  UP is generally equal to 5 but see Section 4.3 for GM options.
  5.5 CONTESTED 
  SKILL TASK RESOLUTION
  Formula:
  2d10* + Skill^ >= TD + Opponent's Skill
  [If contestant is not using a skill (generally because he is untrained), replace Skill with (Ta - UP)]
  5.6 COMPOSITE TASK RESOLUTION
  There is a TD for the task as a whole.  A roll is made at an effective skill equal to the sum of his skills which
  are involved in the task against that TD.  If the roll succeeds, the task succeeds.  If the roll fails, the task fails.
  5.7 COMBINING EFFORTS
  When many characters unite their strength, intelligence, etc.  to accomplish a Task, they are often more
  efficient than if they were trying to accomplish the Task independently.  In such a situation, the success of the
  attempted Task is obtained by having each character roll independently against the Task Difficulty.  The TD is
  lowered by 1 for every character working on the Task beyond the first.  The Task Resolution Formula for each
  character is therefore:
  2d10* + Skill >= TD - (N-1)
  where N is the number of characters attempting the task.
  The Task is successful if at least one of the characters makes his roll.
  The GM must decide, based on the Task, if more than one character can attempt the Task.  If he decides that
  more than one character can attempt the Task, he must then decide the maximum number of characters that
  can take part in attempting the Task.
  5.8 GRADED OUTCOMES 
  (OPTIONAL RULE)
  For Gms who prefer a slightly less absolute (success or failure) systems of determining the result of Task
  Resolution, the following system is provided as an option for measureing the degree of success or failure.
  Bonus:
  Roll >= TD + 10
  A really good result which surpasses normal expectations.  If the GM cannot think of a resonable
  Bonus, then the outcome should simply be treated as a success.
  Success:
  TD + 1 <= Roll <= TD + 9
  
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  A successful outcome which achieves the desired result
  Partial:
  TD - 1 <= Roll <= TD
  An outcome that could be categorized as somewhere between success and failure.  The exact
  result is left to GM discrethion.  As a guideline, if Roll = TD, then the GM should make sure that
  the end result is a success.  Likewise, if Roll = TD - 1, then the end result should be treated as a
  failure.
  Failure:
  TD - 9 <= Roll <= TD - 2
  An unsuccessful outcome which does not achieve the desired result.
  Mishap:
  Roll <= TD - 10
  A particularly bad failure that exposes the character to additional misfortune, harm, penalty or
  confusion.  If the GM cannot think of a reasonable Mishap then the outcome should simply be
  treated as a Failure.
       
  Example    :
  Shardra the Ranger has Tracking 4.  She tries picking up the trail of a wounded bandit.  The DM
  decides that this will be hard, as it's been training.  The formula becomes:
  2d10* + 4 >= 15
  If Shardra's player rolls a 25 or higher, a Bonus, not only does Shardra pick up the trail, she also
  picks up the overlying trail of a pursuing wolverine!
  If she rolls 17-24, a Success, Shardra picks up the bandit's trail.
  If she rolls 13-16, a Partial, Shardra picks up the trail just long enough to figure the general
  direction taken by the bandit.
  If she rolls 6-12, a failure, Shardra cannot pick up the trail because it's been washed away.
  If she rolls a 5 or less, a mishap, Shardra picks up the wrong trail that leads her in a totally
  different direction.
  
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  SECTION 6
  COMBAT
  6.1 INTRODUCTION
  "...  violence is the last refuge of the incompetent." Isaac Asimov
  When other means of achieving objectives have failed, the party of adventuring characters may find
  themselves in an encounter that leads to combat.  Combat can take many forms including melee, archery,
  arcane, etc.  Good combat rules should cover all those situations, while being simple enough not to prevent the
  players from having fun.
  Like everything else in the DragonNet system, combat rules seek to achieve a balance between realism,
  simplicity and heroism.  In a completely realistic system, serious wounds often prove fatal and the game
  master has to take great care not to create a situation where combat is unavoidable.  At the opposite, in a
  heroic system where the characters can endure extreme wounds without flinching, combat often becomes the
  preferred mean to resolve situations of conflict.  In our vision, combat should not limit character development
  by ending it whenever it happens, nor should it prevent it by being a universal solution to all problems.
  Therefore, the DragonNet combat system is deadly enough that characters won't always seek combat as the
  solution to their problems, but not so deadly as to make the characters flee each time brute force is required.
  6.2 BASIC PREMISES
     6.2.1       
  The       
  Combat       
  Round
  As in many RPG system, combat in DNet is resolved by dividing its duration into rounds.  During a round,
  each character can perform one action:  attacking an opponent, casting a spell, reloading a bow, etc.  Each
  combat round represents six seconds of action, giving ten rounds per minute.
  During a combat round, each protagonist will get to accomplish one action, without consideration for who acts
  first or last.  Each attack/defense confrontation is in fact an exchange of blows and the damage inflicted by the
  protagonists upon each other is the summation of the effects of each individual blow.  It is therefore perfectly
  possible for two combatants to finish off each other in the same round, giving a situation similar to the final
  combat scene in the movie "Excalibur".
     6.2.2       
  Combat       Styles
  There is more to combat than just swinging a weapon; most of the reflexes that make a good fighter have more
  to do with the way he uses his weapon than with the particular weapon used.  The skills your character has to
  learn to be a proficient fighter are thus named combat styles.  The primary style for a fighter with military
  training would probably be "Weapon and Shield".  A northern barbarian wielding a claymore would most often
  use the "Two-handed weapon" style.  A magic oriented character would probably opt for a low cost style such
  as "Staves", giving him basic combat abilities while letting him focus most of his efforts on magic lore.
  As your character gains experience, he can advance in one or more combat style.  Since combat styles are
  used for both attack and defense, improving them makes you both harder to hit and better at hitting your
  opponents.
     6.2.3      Impact,       
  Damage      and      Injury
  When you hit an opponent with a weapon, you generally intend to cause him some physical damage.  The
  DragonNet system uses a specific procedure with its associated terminology to calculate this damage; the
  
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  basics of the damage calculation procedure are exposed here, so that you can better understand the rest of the
  system.  The complete procedure will be described in detail later in the combat chapter.
  Every physical attack is said to cause an IMPACT.  For example, a hit with bastard sword made by an average
  human causes 2d6+4 points of IMPACT.  If the target is wearing armor, part of the attack's IMPACT is
  absorbed by the armor, while the remaining part, if any, constitutes the true physical DAMAGE, which is
  added to the target's INJURY heap.  If the target suffers too much INJURY, i.e.  more than what is BODY
  allows, he will pass out and eventually die.
     6.2.4       
  Combat       
  Round       Sequence
  Most gamers hate it when the mechanics of combat system take more time than the actions and tactical
  decisions of the characters.  In other words, the mechanics should not slow down the combat flow and bring
  down the climactic tension.  The combat round sequence outlined here and described more fully later in the
  text will generally be most effective one for smooth combat resolution.
  The combat round begins with the declaration phase, during which each player announces the actions of his
  character(s) and the game master states the actions of the non-player characters (NPC).  The order of the
  declaration can be arbitrary or determined by rolling for initiative.  In both cases, it is advantageous to declare
  last, since you can decide the actions of your character in regard of what others have announced.
  After all actions have been declared, the resolution phase begins.  No particular order is required, as all
  actions are considered to be simultaneous and every character is assured that he will have a chance to attempt
  its planned actions.  For attacks, resolution is divided in two steps:  the attacker first attempts to hit the
  defender in a contest of skills; if he is successful, damage is calculated using the procedure outline above
  (sec.  6.2.3).
  At the end of each combat round, after all actions have been resolved, characters that have been wounded
  during the round must check to see if they remain conscious and alive.
  6.3 COMBAT SKILLS
     6.3.1       
  Combat       Styles
  One of the fundamental premises behind the DNet combat system is that one's fighting style is more important
  than the actual weapon used.  A fighter used to fighting with a broad sword and a shield will find it much
  easier to fight with a bastard sword and a shield than to fight with a broad sword alone.  His combat reflexes
  are tuned to certain strike sequences relying on the shield to parry blows.  For him, fighting without the shield
  means developing new strike sequences, something that is not always easy to do in the middle of a melee.
  Style Skill Name
  EP
  Cost
  Attr.
  Tr
  Adv
  AM
  DM
  Special Characteristics
  LONG RANGE STYLES
  Archery
  4
  PER
  DEX
  extreme, 0 def
  Cross Bows
  2
  PER
  DEX
  extreme, 0 def, slow ROF
  Thrown Weapons
  3
  DEX
  PER
  near, no defenses
  MELEE STYLES
  Articulated Weapons
  4
  AGI
  AGI
  +1
  entangle, +2 disarm
  
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  Articulated Weapons +
  Shield
  5
  AGI
  AGI
  +1
  *
  shield bonus/bash, entangle,
  +2 disarm
  Bolas, Whips, Ropes, Nets
  3
  DEX
  AGI
  trip/entangle, 0 def, +3
  disarm
  Close Weapons
  2
  DEX
  AGI
  Close Weapons + Shield
  3
  DEX
  AGI
  *
  shield bonus/bash
  Dual Weapon
  4
  AGI
  AGI
  +2
  -1
  Fencing
  5
  DEX
  AGI
  +2
  DEF Fencing/Close only
  One-Handed Weapons
  3
  AGI
  AGI
  One-Handed Weapons +
  Shield
  4
  AGI
  AGI
  *
  shield bonus/bash
  Polearms
  4
  AGI
  AGI
  +1
  -1
  2nd rank, fend
  Staves
  2
  AGI
  AGI
  Thrusting Weapons
  3
  PER
  AGI
  2nd rank, fend
  Thrusting Weapons + Shield
  4
  PER
  AGI
  *
  shield bonus/bash, 2nd rank,
  fend
  two-handed Weapons
  3
  STR
  AGI
  -2
  2nd rank
  *see style description
      
  Table       
  Description
  EP Cost
  This is the training cost associated with the skill
  Attr. Tal
  The attribute which forms the basis for using this skill.  (i.e. The attribute acts as a modifier for
  use of the skill in the targeting equation.)
  Attr. Adv
  This attribute is used as a modifier for advancement of the skill.
  AM
  Attack modifier
  DM
  Defense modifier
      Special       
  Characteristics
  Range
  Close (0 - 1 m; actually engaged in close combat)
  Near
  (1 - 10 m; engaged or able to move to engage this round)
  Far
  (11 - 100 m; not in melee range, but probably in missile weapon range)
  Extreme
  (> 100 m; out of all but the longest range missile weapons)
  2nd rank
  extended weapon reach to attack opponents from a distance, as from behind a line of friendly
  shield bearers.
  Fend
  Basically Fend keeps opponent with shorter weapon at a distance unable to attack.  Opponent
  who loses against Fend either cannot attack or takes automatic hit at full damage (maximum for
  thrusting weapon and STR bonus).
  A Fend can be started if an opponent is outside of Close range at the start of a combat round.
  Otherwise, a successful Fend means that an opponent who is at Close range is unable to attack in
  the next round.  A successful Fend must occur in each subsequent round to keep the opponent at
  bay.
  Entangle
  entangle limbs.  A successful attack will entangle the limbs of the defender, unless an AGI check
  against a TD equal to the attacker's total roll is made by the defender.  The attacker must specify
  that he is trying to entangle during the declaration phase.
  Trip
  entangle legs and trip opponent.  A successful attack will entangle the legs of the defender, unless
  an AGI check against a TD equal to the attacker's total roll is made by the defender.  The
  attacker must specify that he is trying to trip during the declaration phase.
  
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  Shield bonus
  +1 to +5 defense bonus depending on the type of shield
  Shield bash
  Ability to use shield as a weapon.  Blow causes 1d6 + 1 point per size category of the attacker +
  STR of attacker.  Defender is knocked off his feet unless a successful AGI check against a TD
  equal to the attacker's total roll is made.
  DEF Fencing Close only
  Defense against Fencing and Close styles only.
     6.3.1.1       
  Long       
  Range       Styles
  Archery
  EP Cost:
  4
  Talent Attribute:
  PER
  Advancement Attribute:
  DEX
  Special:
  Extreme Range, No Defenses
  Weapons allowed:
  Any (non-cross) bow
  Description:
  ROF is generally one arrow per round.
  Cross Bows
  EP Cost:
  2
  Talent Attribute:
  PER
  Advancement Attribute:
  DEX
  Special:
  Extreme Range, No Defenses, slow Rate of Fire
  Weapons allowed:
  All crossbows
  Description:
  ROF will be determined by weapon and STR.  High STR crossbow weapons may
  only allow occasional fire 1/3 rounds to 1/10 rounds.  If there is a 1/1 rate of fire,
  damage is minimal e.g. per dagger.
  Thrown Weapons
  EP Cost:
  3
  Talent Attribute:
  PER
  Advancement Attribute:
  DEX
  Special:
  Near Range
  Weapons allowed:
  Any weapon which can be thrown.  Effectiveness is greatly limited with weapons
  that were not designed to be thrown.  Weapons designed to be thrown -- axe,
  knives, boomerang, darts, javelin, discus, etc.
  Description:
  ROF is 1 per round if the weapon is appropriately carried on the body (at girdle
  or similar -- not in pack).  When throwing into a melee situation, ROF is reduced
  to 1/2 rounds or roll randomly for target.
     6.3.1.2        
  Melee       Styles
  Articulated Weapons
  EP Cost:
  4
  
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  Talent Attribute:
  AGI
  Advancement Attribute:
  AGI
  Special:
  Entangle, +2 disarm
  Weapons allowed:
  Any articulated weapon
  Description:
  Leveraged weapons (like a flail) are harder to use than a more straightforward
  weapon.  This covers all such weapons, one or two handed, when used without a
  shield.  If a shield is used, a penalty of -5 is applied to the skill.
  Articulated Weapons & Shield
  EP Cost:
  5
  Talent Attribute:
  AGI
  Advancement Attribute:
  AGI
  Special:
  Entangle, +2 disarm, shield bonus, shield bash
  Weapons allowed:
  Any one handed articulated weapon used with a shield.
  Description:
  Leveraged weapons (like a flail) are harder to use than a more straightforward
  weapon.  This covers all such one handed weapons, when used with a shield.  If
  no shield is used, a penalty of -5 is applied to the skill.
  The use of a shield gives a bonus to defense of 2 plus the shield bonus, which depends on the type of
  shield (from 1 for a buckler to 5 for a tower shield).
   
  Bolas/Whips/Ropes/Nets
  EP Cost:
  3
  Talent Attribute:
  DEX
  Advancement Attribute:
  AGI
  Special:
  No Defenses
  Weapons allowed:
  Bolas, whips, ropes and nets
  Description:
  Close Weapons
  EP Cost:
  2
  Talent Attribute:
  AGI
  Advancement Attribute:
  AGI
  Special:
  Close Range
  Weapons allowed:
  Any weapon with a reach of 0, such as knives, daggers, brass knuckles, etc.
  Description:
  Opponents must be at close range.  If not they can FEND.  If a shield is used, a
  penalty of -5 is applied to the skill.
  Close Weapons & Shield
  EP Cost:
  3
  Talent Attribute:
  AGI
  Advancement Attribute:
  AGI
  Special:
  Close Range, shield bonus, shield bash
  Weapons allowed:
  Any weapon with a reach of 0, such as knives, daggers, brass knuckles, etc.
  Description:
  Opponents must be at close range.  If not they can FEND.  If no shield is used, a
  penalty of -5 is applied to the skill.  The use of a shield gives a bonus to defense
  OPTIONAL:
  Instead of the fixed +2 defense bonus, the Shield Use skill gives a +1 bonus for every 5
  levels, i.e. +1 at levels 1 through 5, +2 at levels 6 through 10, +3 at levels 11 through 15, ...
  
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  of 2 plus the shield bonus, which depends on the type of shield (from 1 for a
  buckler to 5 for a tower shield).
  Dual Weapon
  EP Cost:
  4
  Talent Attribute:
  AGI
  Advancement Attribute:
  AGI
  Special:
  +2 Attack Skill, -1 Defense Skill
  Weapons allowed:
  Any 2 non-articulated weapons which can be wielded with one hand with a reach
  of 1 or less.
  Description:
  Comments:
  minus on defense, or limit defense as in previous post. (i.e. can not defend
  against weapons more than one `class' larger than secondary weapon without
  loosing attack.  Limit weapons to those smaller than medium with respect to
  character size/strength.
  Fencing
  EP Cost:
  5
  Talent Attribute:
  DEX
  Advancement Attribute:
  AGI
  Special:
  +2 Attack Skill, Fencing defense can only occur against Fencing and Close
  Weapons.  Against other Styles, reduce DEF to 1.
  Weapons allowed:
  Rapier, Saber, Dagger, Epee, foil
  Description:
  Parry repose style fighting with light weight weapons -- edge or point attacks.
  This is not for unbalanced weapons like Axe or Mace.
  One-handed Weapons
  EP Cost:
  3
  Talent Attribute:
  AGI
  Advancement Attribute:
  AGI
  Special:
  Weapons allowed:
  Any non-articulated weapon which can be wielded with one hand with a reach of
  1 or 0.
  Description:
  If a shield is used, a penalty of -5 is applied to the skill.
  One-handed Weapons & Shield
  EP Cost:
  4
  Talent Attribute:
  AGI
  Advancement Attribute:
  AGI
  Special:
  shield bonus, shield bash
  Weapons allowed:
  Any non-articulated weapon which can be wielded with one hand with a reach of
  1 or 0.
  Description:
  If no shield is used, a penalty of -5 is applied to the skill.  The use of a shield
  gives a bonus to defense of 2 plus the shield bonus, which depends on the type of
  shield (from 1 for a buckler to 5 for a tower shield).
  OPTIONAL:
  Instead of the fixed +2 defense bonus, the Shield Use skill gives a +1 bonus for every 5
  levels, i.e. +1 at levels 1 through 5, +2 at levels 6 through 10, +3 at levels 11 through 15, ...
  
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  Polearms
  EP Cost:
  4
  Talent Attribute:
  AGI
  Advancement Attribute:
  AGI
  Special:
  +1 Attack Skill, -1 Defense Skill, 2nd rank, fend, 3rd rank at -3 on Attack Skill
  (if formation and length avail.)
  Weapons allowed:
  Halbards, poles with ax, blade, pick, or exotic ends of reach 2 to 2.5.
  Description:
  Pole arms are commonly swung, having blade or pick.  They have a higher
  moment of inertia than two-handed weapons.  They also have some closer grip
  style that allows some parry action with the either end ala quarter staff.  Most
  wielders of pole arms do not like to use that style, preferring to use weapon from
  second rank.  If the weapon has a spear point, it may also be used in Thrusting
  Weapons style.
  Staves
  EP Cost:
  2
  Talent Attribute:
  AGI
  Advancement Attribute:
  AGI
  Special:
  Weapons allowed:
  All staves
  Description:
  Thrusting Weapons
  EP Cost:
  3
  Talent Attribute:
  AGI
  Advancement Attribute:
  AGI
  Special:
  2nd rank, fend
  Weapons allowed:
  Any spear weapon with a reach of 2 or more.  Includes pike which is a reach 3
  spear.
  Description:
  This to cover spears and such.  Thrusting style does not use nether end for block,
  but forward shaft.  Thrusting style also includes Fend as an alternative to Attack
  & Defend.  If a shield is used, a penalty of -5 is applied to the skill.
  Thrusting Weapons & Shield
  EP Cost:
  4
  Talent Attribute:
  AGI
  Advancement Attribute:
  AGI
  Special:
  2nd rank, fend, shield bonus, shield bash
  Weapons allowed:
  Any one-handed spear weapon with a reach of 2 or more.  Includes pike which is
  a reach 3 spear.  (*pike is one-handed?)
  Description:
  This to cover spears and such.  This includes shield use for smaller shields.
  Thrusting weapon may be one handed with shield.  Thrusting style does not use
  nether end for block, but forward shaft.  Thrusting style also includes Fend as an
  alternative to Attack & Defend.  If no shield is used, a penalty of -5 is applied to
  the skill.  The use of a shield gives a bonus to defense of 2 plus the shield bonus,
  which depends on the type of shield (from 1 for a buckler to 5 for a tower shield).
  OPTIONAL:
  Instead of the fixed +2 defense bonus, the Shield Use skill gives a +1 bonus for every 5
  levels, i.e. +1 at levels 1 through 5, +2 at levels 6 through 10, +3 at levels 11 through 15, ...
  
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  Two-handed Weapons
  EP Cost:
  3
  Talent Attribute:
  STR
  Advancement Attribute:
  AGI
  Special:
  2nd rank, -2 Defense Skill
  Weapons allowed:
  Any non-articulated weapon which can be wielded with two hands with a reach
  of 1.5 to 2.
  Description:
     6.3.2       
  Other       
  Combat       Skills
  Skill name
  EP
  Cost
  Attr.
  Tal
  Adv
  NSP
  Default
  TD
  Task Description
  Catch Missiles
  4
  PER
  AGI
  10
  D/15
  Catch an incoming spear
  Disarm
  4
  STR
  DEX
  8
  D/15
  Make opponent drop
  weapon
  Dodge
  3
  AGI
  AGI
  6
  N/A
  Not applicable
  Evade Missiles
  3
  PER
  AGI
  6
  A/10
  Dodge an incoming spear
  Catch Missiles
  Gives the character a chance to catch missiles, but only if the player says he will try to do so in the
  declaration phase.  The task difficulties (TD) for the various kind of missiles are given below:
  Missile
  TD
  Spear
  D/15
  Axe, dagger, etc
  V/20
  Arrow
  ED/25
  Crossbow bolt
  E/30
  Disarm
  This skill is used in place of a normal attack to attempt to disarm an opponent.  The success check is:
  2d10* + att's skill + STR >= 2d10* + def's STR + def's skill
  This skill can be used by both armed and unarmed combatants.  Some combat styles may have modifiers
  that are added to your roll when you attempt to disarm an opponent.
  Dodge
  OPTIONAL:
  Instead of the fixed +2 defense bonus, the Shield Use skill gives a +1 bonus for every 5
  levels, i.e. +1 at levels 1 through 5, +2 at levels 6 through 10, +3 at levels 11 through 15, ...
  OPTIONAL:
  Both opponents can add the mass of their weapon (rounded to the nearest kilogram) to their
  roll.
  
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  EP Cost:
  3
  Talent Attribute:
  AGI (PER?)
  Advancement Attribute:
  AGI
  Description:
  The Dodge skill allows the character to attempt to escape blows from two
  opponents for each Dodge action.  It can be used in conjunction with the Style
  attack/defenses using the multiple actions mechanism.  For example, if a fighter
  wants to attack one opponent and Dodge two others, the Style actions (attack
  and defense) and the Dodge action (evading the blows from the two other
  opponents) will be rolled with a -5 penalty.  If the dodge skill is used in
  conjunction with a shield, the bearer can add the shield bonus to his defense roll.
  Evade Missiles
  Allows character to dodge incoming missiles.  The player must declare that the character will try to do so
  during the declaration phase.  Task difficulties are:
  Missile
  TD
  Spear
  A/10
  Axe, dagger, etc
  D/15
  Arrow
  V/20
  Crossbow bolt
  ED/25
  6.4 COMBAT SEQUENCE
  This section explains in detail how combat is resolved in the DragonNet system.  To this end, a game situation
  leading to combat is developed as the rules are presented.
  Combat is broken down into rounds.  Each round is considered to last 6 seconds.  All actions that occur within
  a round are independent of each other and are considered to take place at the same time.  Thus it is always
  possible for two combatants to strike each other down in the same round.
  Within a combat round, attacks and defenses are viewed as a passé d'armes, not as individual strokes.
       
  Game       situation:   
  Neila and Jalik have been cautiously exploring the ruins of a temple of Hekari, an almost
  forgotten deity of darkness and disease, in the hope of lifting a curse that as been plaguing
  a pixie community for centuries.  As they are about to despair, their efforts are rewarded by
  a hollow sound from a flagstone revealing a hidden passage.  After double-checking their
  torches and pushing the stone safely aside, they engage in the shadows of a stairway.
  The characteristics and appropriate skills and equipment of the two characters are given here for reference
  purposes.
      
  Neila    (Bob's character)
  Physical Talents:
  AGI:
  2
  Combat skills:
  Skill
  (Ta + Tr)
  BEA:
  1
  DEX:
  -2 
  One Handed W.  & Shield:
  8
  (2 + 6)
  FIT:
  2
  Attack:
  8
  STR:
  3
  Defense:
  14
  (9 + 2 + 4)
  Mental Talents:
  AUR:
  0
  INT:
  1 
  Dodge:
  9
  (2 + 7)
  PER:
  0
  Defense:
  13
  (9 + 4)
  PSY:
  1
  
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  WIL:
  2 
  BODY: 15
  Equipment:
  War Hammer (IMPACT = 2d6+4)
  Kite (defense bonus = 4)
  Soft leather bezainted armor (RESISTANCE = 6)
     Jalik     (Roger's character)
  Physical Talents:
  AGI:
  3
  Combat skills:
  Skill
  (Ta + Tr)
  BEA:
  0
  DEX:
  2
  Dual Weapons:
  9
  (3 + 6)
  FIT:
  1
  Attack:
  11
  (9 + 2)
  STR:
  0
  Defense:
  8
  (9 + -1)
  Mental Talents:
  AUR:
  1
  INT:
  1 
  Dodge:
  8
  (3 + 5)
  PER:
  2
  PSY:
  0
  WIL:
  0
  BODY: 15
  Equipment:
  2 small swords (IMPACT = 2d6+2)
  a 2 meters wooden pole
  Quilt armor (RESISTANCE = 3)
     6.4.1       
  Declaration
  At the beginning of every combat round, the game master must ask every player to declare the actions of his
  character for the round.  The game master must also state the actions of all NPCs and monsters during that
  phase.  Once stated, these actions cannot be changed, unless the game master feels that there has been a
  misunderstanding; in that case, every player should be allowed to redeclare the actions of his character.
  The declaration order does not really matter as long as the actions of all protagonists are stated.  A fixed order,
  such as going around the table will generally speed game play.
  Note that a character can attack multiple targets only if he is in close range (0 to 1 meters) of both targets at
  declaration time.
  Game situation:
  Jalik and Neila reach the bottom of the stairs about 5 meters below the ground level.
  Game master:
  In the torchlight, you can see that the floor is littered with bones.
  Roger:
  "[Whisper] Cover me." I slowly crouch to inspect the bones.
  Game master:
  They look like humanoid bones, generally human sized.
  Roger:
  I inspect the walls, looking for holes or any trace of a mechanism.
  Game master:
  You spend 5 minutes doing as careful an inspection you can without stepping on the floor.
  The walls are plain and smooth.  You can’t detect any obvious crevasse.
  Roger:
  I slowly pass the wooden pole along the floor and the walls.
  Game master:
  (rolling a few dice to make good impression) Nothing happens.
  Bob:
  "[Whisper] It looks ok?"
  Roger:
  "[Whisper] Yes...  I go first, you follow me 4 steps behind."  I advance in the passage, tell
  me when I notice anything different.
  Game master:
  After 4 meters, the floor is clear of bones.  The transition is gradual.
  Roger:
  I continue.
  Bob:
  I still follow about 2 meters behind.
  Game master:
  You walk two more steps and hear a concert of clicking sounds as the bone quickly move
  along the floor to reassemble into three distinct shapes.  Two of the shapes are near
  Neila, while the third is behind Jalik's back.  What do you do?
  
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  Bob:
  "[Loud] Watch your back!".  Neila attacks the nearest shape and will dodge the two
  others if necessary.
  Roger:
  Jalik drops his pole and takes out his two swords.  He will also attack the nearest shape.
  Game master:
  Jalik's attack won't happen until next round, but they won't be able to attack this round
  either.  Neila, you realize that you can bash at the nearest one without worrying about
  dodging the other.
     6.4.1.1      Initiative     (OPTIONAL)
  Some role players find that basing the declaration order on the Talents of their characters allow for more
  strategy during combat.  A declaration method which allow the characters with the best perception to react to
  the actions of others is presented here.  
  Determining initiative:
  1)
  Roll 1d10
  2)
  Add PER (you may get negative results)
  INITIATIVE = 1d10 + PER
  All players should roll for initiative and the game master should also roll it for NPCs and monsters.  In large
  combats, the game master may wish to roll initiative for groups of monsters or even for all monsters at the
  same time.
  Actions are then declared starting with the lowest initiative roll to the highest.  This gives a chance to
  characters with the highest PER to adjust their actions to those of others.
  [Should we add weapon speed and spell casting time here? It seems weird to me to add such a modifier before
  the action has been declared if the goal of the initiative roll is of determining who will declare first so that one
  can adjust himself to the actions of others.  (Guillaume)]
     6.4.2       
  Action      resolution
  Once all actions have been declared, they are resolved using standard skill checks.  The order of the resolution
  does not matter since all actions within a round are considered to be simultaneous.  Again, resolving the
  actions in a fixed order will speed up the game and simplify combat.
  While there are no strict limits to the actions that can be attempted during combat, we will focus here on the
  actions that are directly related to the resolution of combat.
     6.4.2.1       
  Targeting
  The determination of an attack outcome is achieved using the targeting equation:
  2d10* + Att Sk [+ Sk mods] >= 2d10* [+ TD mods] + Def Sk [+ Sk mods]
  If the left hand side is greater than or equal to the right hand side, then the attacker scores a hit and should
  proceed to determine damage.
  While this expression may seem complex, it summarizes a very simple process:
  1)
  Both the attacker and the defender roll 2d10*, as in a skill check.
  2)
  The attacker adds his Attack Skill to his roll, while the defender adds his Defense Skill to his roll.
  3)
  They also add any situation combat modifiers that the game master judge necessary to their
  respective rolls.
  
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  4)
  If the attacker's total is greater than or equal to the defender's total, then the attacker is successful in
  his attack and should now roll for DAMAGE.
  The targeting roll can be modified by situation combat modifiers.  These situation combat modifiers are chosen
  by the game master and are broken into two categories:
  •
   Task Difficulty Modifiers (TD mods): modifiers that affect the difficulty of the combat task.
  •
   Skill Modifiers (Sk mods): modifiers that affect the skill of the combatants.
      
  Situation combat modifiers are detailed in sections 6.3.2.1.1 and 6.3.2.1.2.
  Game situation:
  (first round)
  Neila swings her war hammer at the nearest skeleton.
  Bob rolls 13 and adds Neila's attack skill of 8 for a total of 21.
  The game master rolls 8, adds the skeleton guardian defense skill of 8 and a skill
  modifier of -2 due to the fact that the guardian is still taking shape, for a total of 14.
  Neila hits the skeleton and sends crushed bones flying.  In the meantime, Jalik wields his
  two swords.
  (sixth round)
  Neila is still engaged with two Guardians; she has suffered a few hits but has nearly
  destroyed the first while dodging the other.  Jalik has also hit his Guardian a few times,
  while taking only two hits.
  Neila's attack:
  Bob rolls 33 (!), adds Neila's attack skill of 8 and subtracts 5 because of the multiple
  actions (attacking and dodging) for a total of 36.
  Game master rolls 3 (!) and adds the skeleton defense skill (8) for a total of 11.
  Neila scores another precise hit on the first skeleton.
  1st skeleton's attack:
  Game master's roll: 1 + 8 = 9
  Bob's roll: 8 + 14 - 5 = 17
  Neila blocks the skeleton attempts.
  2nd skeleton's attack:
  Game master's roll: 13 + 8 = 21
  Bob's roll: 9 + 13 (dodge skill) - 5 = 18
  The skeleton hits Neila.
  Jalik's attack:
  Roger's roll: 16 + 11 = 27
  Game master's roll: 9 + 8 = 17
  Jalik successfully stabs at the skeleton.
  3rd skeleton's attack:
  Game master's roll: 17 + 8 = 21
  Roger's roll: 17 + 8  = 21
  The skeleton hits Jalik.
  OPTIONAL:
  For NPCs, the GM may replace the defender roll by a constant value of 10 to accelerate
  combat resolution:
  2d10* + Att Sk [+ Sk mods] >= 10 [+ TD mods] + Def Sk [+ Sk mods]
  Note that this makes the NPCs harder to hit if the PC's attack skill is less than 2 points higher
  than the defending NPC's skill.  If the PC's skill is 2 points higher or more, then it is easier for
  the PC to hit.
  
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  Skeleton Guardians
  Physical Talents:
  AGI:
  0
  Combat skills:
  Skill
  STR:
  2
  Mental Talents:
  INT:
  -8
  Claw attacks:
  8
  PER:
  0
  Attack:
  8
  BODY: 15
  Defense:
  8
  Dodge:
  5
  Special:
  Claw IMPACT:
  2d6
  Natural Resistance:
  5
  -2 to combat skills while taking shape.
  Fights until destroyed (no Unconsciousness checks)
     6.4.2.1.1       
  Task       
  Difficulty        
  Modifiers
  Condition
  Modifier
  Target Semi-prone
  -1
  Target Prone
  -2
  Target Partly Immobile
  -4
  Target Immobile
  -8
  Target Invisible
  +3
  Target out of range
  +1 / 10% beyond
  weapon's range
  Target Size
  (SR Attacker - SR
  Target)
     6.4.2.1.2       Skill        
  Modifiers
  The modifiers below apply to both attack and defense skills, unless noted.  Modifiers that apply only to the
  attack skill are identified with "+X Attack", while those applying only to defense are noted with  "+X
  Defense".
  Condition
  Modifier
  Semi-prone
  -1
  Prone
  -2
  Partly Immobile
  -4
  Immobile
  -8
  Poor Footing/Environment
  -1 to ...
  (Left to GM Discretion)
  On higher ground than oppon.
  +1
  Charging
  +2 Attack, -2 Defense
  Set to receive a charge
  +2 Defense
  (assuming Attacker is Charging)
  Hasted
  +2
  Slowed
  -2
  Invisible
  +3
  Additional Action Attempted
  -5 per additional action
  Injury
  -1/5 points
  (OPTIONAL)
  
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  Fatigue
  -1/point
  (OPTIONAL)
     6.4.2.1.3       
  Called       Shots
  Using the Strength Table in section 3.2.1, determine the size rating of the body part that is being targeted.
  Values listed are for human body parts.  To convert to the species being targeted, add the Size Rating of the
  species to the Size Rating of the (human) body part.
  Designer note:
  Because SR is log based, using the following formula keeps everthing nice and relative
  between species.
  Body Part SR = Human body part SR + species SR
  Example:
  human arm
  = 0
  pixie arm
  = 0 + -10
  = -10
  hobbit arm
  = 0 + -2
  = -2
  ogre arm
  = 0 + 1
  = +1
     6.4.2.2       
  Damage      and      Injury
  When a successful hit has been scored, DAMAGE is computed by subtracting the defender's RESISTANCE
  from the attacker's IMPACT.
  DAMAGE = IMPACT - RESISTANCE
  The attacker's IMPACT is the sum of his Strength and his weapon's Impact:
  IMPACT = Weapon IMPACT + STR
  The RESISTANCE of the defender is the sum of his Natural Resistance and his armor's Resistance:
  RESISTANCE: Natural Resistance + Armor Resistance
  Armor Resistance is always a positive value that depends on the type of armor being worn.  Natural Resistance
  is a value representing the natural body covering of a species (see the species description).  Natural
  Resistance can be negative.  Because of this, RESISTANCE can be negative as well.
  If DAMAGE is lower than 0, then it is considered to be 0.  A DAMAGE of 0 or less is considered to be just a
  scratch.  If DAMAGE is greater than 0, then it should be added to the INJURY heap.
  INJURY = INJURY + DAMAGE
  Game situation:
  (first round)
  To determine the IMPACT done by Neila's hit on the skeleton, Bob rolls 11 on 2d6+4
  (the war hammer Impact) and adds Neila's STR for a total of 14.  The game master
  subtract the Natural Resistance (5) of the Guardian from Neila's IMPACT and adds 9 to
  the Guardian's INJURY heap (previously at 0).
  (sixth round)
  (Note that DAMAGE calculations are normally done just after determining if an attack
  was successful.  All DAMAGE calculations are presented here in the same section for
  explanation purposes)
  Neila hits the first skeleton for 11+3=14 points of IMPACT.  This increases the skeleton's
  INJURY by 9 to a total of 36.
  
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  The second skeleton hits Neila for 8+2=10 for a DAMAGE of 4 after the attack has
  passed through the armor (RESISTANCE=6).  This brings her INJURY heap to 26.
  Jalik hits the third skeleton for 6 points of IMPACT.  Only 1 point passes the skeleton's
  Natural Resistance, bringing its injury heap to 24.
  The third skeleton does 13 points of IMPACT to Jalik.  His armor only absorbs 3 points,
  adding 10 points of DAMAGE to INJURY, for a total of 18.
     6.4.3       Survival      checks
  At the end of the combat round, after all actions have been resolved, every combatant that has been injured
  during the round (i.e.  that has seen his INJURY heap increase) must make Unconsciousness and Death
  checks.
  An Unconsciousness check is made by rolling 2d10* and adding the character's Willpower and BODY.  If the
  total is greater than or equal to INJURY, then the check is successful and the character stays conscious.
  Unconsciousness:
  2d10* + WIL + BODY >= INJURY
  It is not necessary to make an Unconsciousness check until INJURY is greater than BODY + WIL.
  A Death check is similarly made by rolling 2d10* and adding the character's Fitness and BODY + 10.  If the
  total is greater than or equal to the INJURY, then the check is successful and the character stays alive.
  Death: 2d10* + FIT + BODY >= INJURY
  It is not necessary to make a Death check until INJURY is greater than twice the BODY value + FIT + 10.
  Game situation:
  (first round)
  The INJURY heap of the first Skeleton Guardian is now equal to 9.  Since this is much
  lower than twice the BODY value of the skeleton, there is no need for a Death check
  (the skeleton does not check for Unconsciousness, see description).
  (sixth round)
  Bob's roll for Neila:  9 + 2 (WIL) + 15 (BODY) = 26 (INJURY)
  Neila remains conscious enough to continue the fight.
  Roger's roll for Jalik:  8 + 0 (WIL) +15 (BODY) > 18 (INJURY)
  Jalik remains conscious.
  Game master's roll for the 1st skeleton:  4 + 0 (WIL) + 15 (BODY) + 10 < 36 (INJURY)
  The skeleton crumbles into a heap of broken bones.
  The INJURY of the third skeleton (24) is lower than twice his BODY + 10 (25), so there
  is no need for a death check.
   
  6.5 MOVEMENT AND 
  DISTANCES IN 
  COMBAT
  OPTIONAL:
  If the Unconsciousness check is failed by no more than 5 points, then the character is not
  Unconscious but suffers from such pain that he is not able to do anything beside moaning and
  screaming.  He remains generally aware of what is happening around him.  As usual, the game
  master is free to apply or ignore this optional rule.
  
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     6.5.1       
  Combat        
  Movement
  While it may be possible for some characters to cover 60 meters in a standard 6 seconds round, this is not a
  typical character nor a character loaded with equipment.  Even if he was, he would be in no condition at the
  end of the round to carry out other actions.  Moreover this speed allows for only the gentlest of turns; Combat
  movement involves turns and other actions.
  •
   Movement will occur as fast as a characters Agility will allow reduced by his Encumbrance.
  •
   Maximum Movement = 50 + 2*AGI meters per 6 second round
  •
   Maneuvering or Fighting COMBAT Movement = 3 + AGI/5 (round normally) meters
  •
   Maneuvering is limited to = 6 + AGI/2 meters
     6.5.2       
  Attack      reach     (OPTIONAL)
     6.5.3       
  Combat       
  Hex       
  Grid     (OPTIONAL)
  6.6 UNARMED COMBAT
     6.6.1       
  Unarmed       
  Attacks
  There are five types of unarmed attacks.  For game mechanics, they are handled the same way as weapons are
  handled in armed combat styles.  They have an associated damage, reach, etc, just as weapons do.  An
  unarmed defender against a weapon gets no defense or a penalty, depending on the fighting style being used.
  Name
  Action
  IMPACT
  Reach
  Mass
  Length
  Hands
  Speed
  hand
  B
  2d6-8
  C
  0
  0
  1
  foot
  B
  2d6-6
  C
  0
  0
  0
  bash
  B
  2d6-4
  C
  0
  0
  0
  throw
  B
  2d6-6
  C
  0
  0
  1*
  hold
  B
  0
  C
  0
  0
  1*
     6.6.2       
  Unarmed       
  weapon     types
  Attacks with hands or fists do 2d6-8 IMPACT, 2d6-6 if using brass knuckles.
  Kicking attacks to 2d6-6 IMPACT.   
  Bashing attacks include body slams and tackles.   
  IMPACT is 2d6-4.  A running start is required to do damage, so no IMPACT is done if you are already at close
  range.  (possible to force backwards even if starting at close range)
  OPTIONAL:
  Effects of Fatigue
  Maximum Movement = 50 + 2*AGI - Fatigue  (meters / round)
  Combat MOVEMENT = 3 + AGI/5 - Fatigue/10  (meters / round)
  
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  Throws include leg sweeps and judo/wrestling throws.  IMPACT is 2d6-6 and is not modified by STR.  Success
  leaves the defender prone.
  Hold attacks include judo holds and wrestling pins.  After a successful attack the defender must make a roll if
  he wants to try to break the hold.
  2d10* + STR + skill >= 10 + holder's STR + skill
  The "skill" may be from any style which includes "hold" attacks.  If the hold is successful, the attacker may
  choose to inflict damage:  IMPACT is 2d6-4 (+STR).
  Note about HANDS:
  There are holds and throws which require two hands, and some which require no hands.
  The GM may judge if a maneuver is possible or more difficult (skill penalty) in some
  situations, such as if the player has his hands bound.
     6.6.3       
  Unarmed       
  Combat       Styles
  I would like to use a minimal list of unarmed combat styles, since it is more in the spirit of the current weapon
  styles.  A well rounded martial artist using this list would learn Karate for the hand and foot maneuvers, Close
  Weapons for the usual list of Chinese peasant weapons, Judo for the throws, Staff, and One-Handed Weapon
  skills.
  Style Skill Name
  EP
  Cost
  Attr.
  Tal
  Adv
  AM
  DM
  Special Characteristics
  Boxing
  2
  AGI
  FIT
  hand, no def vs Wpn
  Brawling
  3
  STR
  FIT
  hand, bash, -5 def vs Wpn
  Karate
  3
  WIL
  FIT
  hand, foot, -3 def vs Wpn
  Judo/Wrestling
  3
  WIL
  FIT
  hold, throw, no def vs Wpn
  Boxing
  EP Cost:
  2
  Talent Attribute:
  AGI
  Advancement Attribute:
  FIT
  Special:
  No defense vs weapons
  Weapons Allowed:
  hand, brass knuckles
  Description:
  Boxing-ring, or bare-fist style fighting.
  Brawling
  EP Cost:
  3
  Talent Attribute:
  STR
  Advancement Attribute:
  FIT
  Special:
  -5 defense vs weapons
  Weapons Allowed:
  hand, bash
  Description:
  Barroom brawl style.
  Karate
  EP Cost:
  3
  Talent Attribute:
  WIL
  Advancement Attribute:
  FIT
  
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  Special:
  -3 defense vs weapons
  Weapons Allowed:
  hand, foot
  Description:
  Generic style for basic Eastern martial arts.  We may want to limit weapon
  defenses for Brawling and Karate for small and maybe medium size weapons.
  Judo/Wrestling
  EP Cost:
  2
  Talent Attribute:
  WIL
  Advancement Attribute:
  FIT
  Special:
  No defense vs weapons
  Weapons Allowed:
  hold, throw
  Description:
  Generic style for Western-style wrestling and Eastern-style Judo
  
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  SECTION 7
  MAGIC
  7.1 INTRODUCTION
  Revision History for version 3.0:
  1.0
  Partial Ruleset...Lost or Destroyed
  1.1
  Rewrite of 1.0 and Completion of Rules and Example Skills.  First version posted to DnExotica.
  1.2
  Minor changes to 1.1.  Rewrote the 5th Elemental Focus.  Changed some minor aspects of the
  example skills.
  2.0
  Format changed to conform with the table of contents.  Separation of rules, skills, careers, and
  spells into separate documents.  Removal of costs and heaps.  Overall overhaul.
  3.0
  Del hacks things up.  Specifically, templates for types of magic are added, guidelines for creating
  spells, and spell templates.
  7.2 OVERVIEW
  Like every other aspect of DragonNet, the magic system is essentially made up of skills and tasks which use
  those skills.  In the specific case of the magic system, the skills are those which give a character the
  capability to cast a magical spell, and the tasks are: first, the use of source skills to access the power for the
  spell, and second, the use of conductor skills to actually cast the spell.  For example, to cast the "Reading
  Light" spell involves two tasks, the first of which requires the application of the "Power of Daylight" skill and
  the second of which requires the application of the "Light Focus" skill.
  Magic often varies from gameworld to gameworld, but the mechanics of how magic works are still the same.
  In here we will use examples of how magic works of the type of magic found in Corellus.  The guidelines
  presented for created types of magic and spells are just that guidelines.
  7.3 MAGIC SKILLS
  There are two categories of magic skills in the DragonNet system.  These are source skills and conductor
  skills.  For a character to successfully cast a spell, he or she must successfully use source skills to make
  magical power available, and then conductor skills to use that power.  For example, a magus' "Reading Light"
  spell requires the caster to use the "Power of Daylight" source skill and then the "Light Focus" conductor skill.
  A more complex spell may require more than one skill from one or both of those categories, making one or
  both tasks composite in nature.  For example, a magus' "Foobar's Fabulous Fireball" spell requires the caster
  to use the "Power of Energy" and "Power of Entropy" source skills for the task of accessing the power for the
  spell, and the "Fire Focus," "Air Focus," and "Water Focus" conductor skills for the task of using that power.
  Thus, the character must succeed on two task resolutions:  the first to gather the necessary magical energy
  (source), and the second to use the energy made available (conductor).
     7.3.1       Sources
  Source skills represent the ability of the caster to draw upon a particular source of supernatural energy and
  make that energy available for the casting of a spell.  Sources are much like outlets in the modern world.
  Outlets are useless by themselves, but when their energy is used by an appliance, technological wonders
  occur.  So, too, are source skills useless by themselves, but when their energy is used by a conductor skill,
  magic happens.
  
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  Whenever a caster wishes to cast a spell, he must make the energy for that spell available by using one or
  more source skills.  Making the energy available is a simple matter of making a composite task check using
  the source skill(s) required of the spell at a Task Difficulty (TD) plus the Power Level of the spell.  For
  example, the "Reading Light" spell from above is a Power Level 5 spell, which uses only the "Power of
  Daylight" source.  There are no modifiers for accessing the source, and the base cost is 2.  Therefore, to use
  that spell the caster must make the composite task check:
  2d10* + ["Power of Daylight" Skill] >= 5 + 2
  Another spell, Foobar's Fabulous Fireball, is a Power Level 20 spell which uses both the "Power of Energy"
  source and the "Power of Entropy" source.  Both of which have a base cost of 2.  To cast that spell, the caster
  must make the composite task check:
  2d10* + ["Power of Energy" Skill] + ["Power of Entropy" Skill] >= 20 + 2 + 2
  Power level roughly indicates the level of effect.
  If the composite task check fails, the caster is unable to gather the energy required for the spell and the spell
  fizzles.  If the composite task check succeeds, the character has successfully gathered the energy, and may
  proceed to harness that energy using the appropriate conductor skill(s).
     7.3.2       
  Conductors
  Where source skills represent an ability to draw upon a particular source of supernatural energy, conductor
  skills represent an ability to use that energy in a particular way.  Where a source skill is an outlet in the
  modern world, a conductor is an appliance.  Without electricity, appliances are useless by themselves, but
  when they are given energy to work with they can do amazing things.  So, too, are conductor skill useless
  without energy from a source skill, but when they have that energy, magic happens.
  We must also take the analogy one step further.  Not all appliances can plug into all outlets throughout the
  world; they must have compatible voltages and have the same type of current.  Conductors, too, can only be
  used with those sources with which they are compatible.  Energy from any other incompatible source is useless
  to them.  The sources with which a given conductor is compatible are listed in the description for that skill.
  Once a caster has gathered the energy from a source or sources, he or she can utilize that energy by using one
  or more conductor skills.  Similar to using source skills, harnessing energy using conductor skills is a simple
  matter of making a composite task check using the conductor skill(s) required of the spell at a Task Difficulty
  (TD) equal to the Power Level of the spell.  For example, the "Reading Light" spell from above is a Power
  Level 5 spell which only uses the "Focus of Light" conductor.  Therefore, to finish casting this spell (once
  energy has been made available from the appropriate source), the caster must make this task check:
  2d10* + ["Light Focus" Skill] >= 5
  As another example, "Foobar's Fabulous Fireball" is a Power Level 20 spell which requires the Fire, Air, and
  Water conductors.  Therefore, to finish casting the spell (once the energy has been gathered, above), the
  caster must make the task check:
  2d10* + ["Fire" Skill] + ["Air" Skill] + ["Water" Skill] >= 20
  If the composite task check fails, the caster was unable to successfully conduct the spell's energy and an
  unpredictable result may occur; the power was not properly "focused." Once the conductor task check has
  succeeded, the spell is cast.
  OPTIONAL:
  A failure of the source check can cause damage to the caster.
  
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  The TD can generally be determined by the complexity of the spell.  Some common modifiers are:
  Efficiency:
  1 <-> 9%:
  -9 <-> -1
  10%:
  0
  20% <-> 90%:
  3 <-> 21
  91% <-> 100%:
  24 <-> 51
  Distance:
  Close:
  -3
  Near:
  0
  Far:
  +5
  Extreme:
  +5 per 100m
  Complexity:
  # of source:
  +5 per source
  # of conductors:
  +2 per conductor
  Casting Time:
  < round:
  +5
  round:
  0
  > round:
  -1 per minute up to -5 max.
  additional -1 per 10 minutes up to -5
  additional -1 per hour up to -5
  additional -1 per day up to -5
     7.3.3        
  Magic       Skill       
  List
     7.3.3.1       Sources
  Table 7.3.3.1
  Source
  EP
  Cost
  Ta*
  Adv
  Compatible Conductor(s)
  Celestial Power of Darkness
  3
  INT
  INT
  the Celestial Foci
  Celestial Power of Daylight
  3
  INT
  INT
  the Celestial Foci
  Elemental Power of Energy
  3
  INT
  INT
  the Elemental Foci
  Elemental Power of Entropy
  3
  INT
  INT
  the Elemental Foci
  Kundalini
  5
  WIL
  WIL
  the Chackras
  Spirit of [spirit]
  3
  AUR
  AUR
  Communion with Spirits
  Doctrine of [deity]
  4
  PSY
  PSY
  Piety to [same deity]
  *All Sources have a NSP of Impossible.
  Celestial Power of Darkness
  The Celestial Power of Darkness is one of the two Celestial Powers, those source skills used by Celestial
  Magi.  This particular source allows a magus to call upon 'negative' magical energy to use with the
  Celestial Foci, those conductor skills compatible with the Celestial Powers and used by Celestial Magi.
  Darkness, when used with a Celestial Focus, destroys or diminishes that which falls under the purview of
  that Focus.  The Power of Darkness is not an evil power, as many seem to believe, it is simply one of the
  destructive powers of the universe.
  
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  Celestial Power of Daylight
  The Celestial Power of Daylight is the 'positive' Celestial Power.  It is used to build up and enhance in
  ways depending upon which aspect of the power the magus chooses to focus into form and reality.
  Elemental Power of Energy
  The Power of Energy plays the role for Elemental Magi that the Power of Daylight plays for Celestial
  Magi.  This power creates, enhances, and builds up the elements.
  Elemental Power of Entropy
  The Power of Entropy is the opposite of the Power of Energy.  Its role is similar to that of the Power of
  Darkness of the Celestial Magi.  It tears down, destroys, and subdues the elements under its control.  It is
  the unrelenting force in the universe that will not rest until all is destroyed.  Again, this Power is not evil
  inherently, only when used for evil deeds.
  Kundalini
  Kundalini is the raw energy which exists in the Astral Plane.  The Psionic draws upon Kundalini and uses
  it through different Chakras (the associated conductors) to achieve different effects.  The Psionic is more
  versatile than the Magi, but less powerful at manipulating his reality.  None surpass the Psionic's mastery
  of the mind, however.
  Spirit of [spirit]
  The Spirit world is the domain of the Shamanic spell-caster.  For each type of Spirit the Shaman wishes to
  contact and commune with, the Shaman must have a Source skill.  After the Spirit has been contacted
  using this Source skill, the Shaman must commune with the Spirit using the Communion conductor skill to
  attempt to explain to the Spirit what is desired, and to convince the Spirit to do as it is asked.
  Doctrine of [deity]
  The power of the gods is available to those who call themselves Priests.  Priests worship one (or, rarely,
  more) deity who answers his Priests' prayers and requests in the form of Miracles (spells).  In order to have
  one's prayers heard by a deity, the Priest must have a skill in that deity's Doctrine.  This skill represents
  how well the Priest knows the teachings and requirements of the deity necessary to get part of the deity's
  attention.  The higher the character's skill in Doctrine, the greater portion of the deity's attention is gained.
  Once the Priest has successfully contacted the deity with a Doctrine skill, he must pray the deity does as
  he wishes, the success of which is determined by the Priest's Piety skill to that deity.
     7.3.3.2       
  Conductors
  Table 7.3.3.2
  Conductor
  EP
  Cost
  Ta*
  Adv
  Compatible Source(s)
  Earth Elemental Focus
  4
  INT
  INT
  the Elemental Powers
  Fire Elemental Focus
  4
  INT
  INT
  the Elemental Powers
  Air Elemental Focus
  4
  INT
  INT
  the Elemental Powers
  Water Elemental Focus
  4
  INT
  INT
  the Elemental Powers
  5th Elemental Focus
  4
  INT
  INT
  the Elemental Powers
  
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  Aurora Celestial Focus
  4
  INT
  INT
  the Celestial Powers
  Comet Celestial Focus
  4
  INT
  INT
  the Celestial Powers
  Firmament Celestial Focus
  4
  INT
  INT
  the Celestial Powers
  Light Celestial Focus
  4
  INT
  INT
  the Celestial Powers
  Moon Celestial Focus
  4
  INT
  INT
  the Celestial Powers
  Stars Celestial Focus
  4
  INT
  INT
  the Celestial Powers
  Sun Celestial Focus
  4
  INT
  INT
  the Celestial Powers
  Astral Chackra
  3
  WIL
  WIL
  Kundalini
  Body Chackra
  3
  WIL
  WIL
  Kundalini
  Dream Chackra
  3
  WIL
  WIL
  Kundalini
  Emotion Chackra
  3
  WIL
  WIL
  Kundalini
  ESP Chackra
  3
  WIL
  WIL
  Kundalini
  Mind Chackra
  3
  WIL
  WIL
  Kundalini
  Reality Chackra
  3
  WIL
  WIL
  Kundalini
  Temporal Chackra
  3
  WIL
  WIL
  Kundalini
  Piety to [deity]
  4
  AUR
  AUR
  Doctrine of [same deity]
  Communion with Spirits
  5
  PSY
  PSY
  Spirit of [any spirit]
  *All Conductors have a NSP of Impossible.
  Elemental Earth Focus
  The earth is the focus of physical power.  This aspect of energy affects all things with solid physical form.
  With this power the magus may raise up great mountains, or bring them crashing down upon his foes.  The
  earth aspect of entropy allows the magus to destroy the physical.  With it he can disintegrate physical
  objects and beings, or create doorways where none were before.
  Elemental Fire Focus
  Fire is the form of true power.  Fire is heat, warmth, life, and energy.  By mastering the aspect of fire, a
  magus can hurl balls of flame towards his enemies, or keep warm on a cold winters night.  He can cause
  forest-fires in the dead of winter, or light a dark passage.  Using entropy, the magus can hurl balls of ice,
  or stamp out natural or magical flames, or even put out the fire within each person.
  Elemental Air Focus
  The focus of air is the ethereal aspect of the elemental powers.  It controls winds and gravity.  With the
  energy of air, a magus can fly above his enemies, or blow thunderstorms over their heads.  The entropy of
  air can cause suffocation of his enemies, or bring things down to earth.
  Elemental Water Focus
  The water focus is the domain of the seas and the lakes.  It has complete control over liquids in all its
  forms.  It can bring water into being for the benefit of the magus, or drown the magus' enemies.  It can also
  create patches of ice, or slippery stones.  The entropy aspect of this focus destroys water, soaks it up.  This
  aspect can turn an enemy into parched dry bones instantly, or dry up a lake which happens to be in the
  way.
  The 5th Elemental Focus
  Powerful Elemental Magi have theorized the existence of a 5th Element of unknown properties which
  could be used with the Energy or Entropy sources of Elemental magic.  Unfortunately, no one has yet
  discovered this elusive Element, or determined its probable nature.  Perhaps the sages of DnExotica will,
  
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  in time, solve this perplexing mystery :).  Current theories include the concept of an Element of
  Nothingness, or Void, an Element of Pure Magic, an Element of Spirit, an Element of the Aether, that
  which fills the Void, or a Quintessential Element.  It is believed that once the 5th Element is discovered,
  many of the mysteries of Elemental magic will be solved.
  Celestial Aurora Focus
  The aurora, which appears in the northern night sky, is the most beautiful and entrancing of all celestial
  elements.  Through the study of this wondrous effect, magi are able to draw upon and use its ability to
  charm and entrance the observer.  With this focus, the magus may charm an enemy and calm his friends.
  With the darkness of the aurora, a magus may strike fear into his enemy, remove charmed influences from
  his friends, and prevent beguiling effects from manipulating himself or others.
  Celestial Comet Focus
  The comet is the messenger of the heavens.  Continually moving at blinding speeds throughout the night
  sky, it is the master of all movement.  By studying the properties of the comet, the magus is able to use its
  movement for himself.  With this focus he can instantly move anywhere in the world, or, in combination
  with the focus of the firmament, he can even move out of this world.  The darkness of the comet prevents
  movement, imprisoning and trapping enemies, and preventing others from coming near.
  Celestial Firmament Focus
  The light of the sky and the heavens above is the study of the firmament.  Those magi who strive to
  understand the magnitude of the firmament, are able to transcend this reality and get a glimpse into other
  realities of infinite varieties.  Through this study, magi can commune with gods or angels or demons.  In
  combination with the field of comet, magi are even able to walk the infinite planes of existence.  Through
  the study of the night sky, the darkness of the heavens, magi are able to block off the conduits through
  which these inter-planar communion occur.  With this discipline, magi can return foreigners to their home
  realities, and prevent their return, or stop the communication of other magi with extra-planar beings.
  Celestial Light Focus
  Light is purity incarnate.  This focus allows the magus to wield true power, without manipulation.  With it
  bolts of pure magical energy can spring forth from the casters hand, or magical effects can be detected or
  enhanced.  The dark allows the magus to cancel the magic of others or inhibit magic.
  Celestial Moon Focus
  The moon is the mistress of mysteries, the lady of the night.  Under her pale glow, reality takes on new
  dimension.  By studying the moon, magi are able to use her light to mask reality, to make what isn't really
  there come to life.  With this power, magi can weave strange and powerful illusions of things which only
  exist by the light of the moon, though the moon does not need to actually be shining for the magus to draw
  upon her power.  Those who study the dark side of the moon, on the other hand, can see through all
  pretenses and appearances to the stark reality underneath, though the vision is not always a pleasant one.
  Illusions have no affect on those who wield the power of the dark side of the moon, and all that was once
  hidden comes clear.
  Celestial Stars Focus
  The stars in their infinite formations hold the knowledge of all that was, all that is, and all that will be.
  Through the study of starlight, the magus can glean some small inkling into the vastness of the universe
  
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  and can divine what is and what will come.  Through knowledge of the light of the stars, all knowledge
  comes clear.  However, by manipulating the dark stars, magi are able to obscure the meaning the stars
  hold.  They can prevent less powerful magi from discerning particular knowledge, or even misdirect such
  inquiries.
  Celestial Sun Focus
  The sun is the giver of life, the celestial orb that brings warmth and health to all the realms.  Therefore,
  the sun is the focus of life.  The celestial magus who masters the sun aspect of daylight masters life itself.
  He is capable of healing, or even of bringing those which were dead back to the realms of the living.
  However, the one who masters the darkness aspect of the sun learn the true meaning of death, and with
  that knowledge can bring death to others and undo the work of the sun.
  Astral Chackra
  This is the Chackra that allows the Psionic that in addition to the normal capabilities of drawing power
  from the Astral Dimension, allows the Psionic to also travel into this dimension and to summon creatures
  from the Astral dimension.
  Body Chackra
  Man is not made of only a mind, but also a physical body.  Through the use of this Chackra, the Psionic
  can utilize the Astral energy to enhance his physical attributes.
  Dream Chackra
  This powerful Chackra allows the Psionic to achieve superhuman feats, as he accomplishes them not in
  this world, but the world of his dreams.  Of course, the unnaturally good is tempered with the unnaturally
  bad--most Dream powers carry some penalty, as they are under control of the Psionic subconscious, and
  not his conscious mind.
  Emotion Chackra
  This Chackra deals with the emotional, colorful side of the mind, whereas Mind deals with the cold,
  logical side of the mind.
  ESP Chackra
  Clairvoyance, reading the future, picking up auras would be included in this Chackra.  It would also affect
  how much the psionic can perceive while in the astral plane.
  Mind Chackra
  The Psionic's most powerful tool is his mind.  Utilizing the Chakras of mind allows the Psionic not only to
  delve deeper into his mind than he normally would be capable of doing, but it also allows him to delve
  into the mind of others when it is used in conjunction with other Chakras.
  Reality Chackra
  
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  This Chackra is about imposing a Psionic's will over reality.  Control over Fire, Air, Water, and Earth
  would be included in this Chackra.  A psionic wouldn't be able to manipulate these elements as well as an
  elemental magus.  An example of this Chackra would be a fire-starter (pyrogenic).
  Temporal Chackra
  This Chackra would be allow the psionic to affect the flow of time and to perceive in things in the future
  and/or past.  Examples of this would be (in conjunction with other Chakras) slowing down metabolism,
  fortune telling, speeding healing, etc.
  Piety to [deity]
  The Piety skills represent how devout and reverent a character has learned to act towards a particular
  deity.  Because the nature of worship required by separate deities is different, there is a unique Piety skill
  for each deity.  Pragmatically, the Piety skills are what keep Priests on the 'good' sides of their deities.
  That is to say, the Piety skill helps to convince the deity to act in the best interests of the Priest, after the
  Priest has gotten part of the deity's attention, instead of, say, killing the priest.  :)
  Because the Priest must be able to gain a part of the deity's attention before making his request, the Priest
  must first have at least 1 level of training in the Doctrine skill of a deity before he may be trained in the
  Piety skill of that deity.
  Communion with Spirits
  The Communion conductor is what allows those who weave Shamanic spells to commune with the
  denizens of the Spirit world.  It is this communion which allows the caster to communicate to the Spirits
  his or her desires.  Without this, the Spirits would be powerless to help the caster.  The skill level a caster
  possesses in the Communion skill represents how capable the caster is of communicating complex wishes
  to Spirits.
  Before using the Communion skill, the caster must first contact the Spirit with which he wishes to
  commune using the appropriate Spirit skill, and he must, therefore, have some skill in a Spirit skill before
  gaining training in the Communion skill.
  7.4 MAGIC TYPES GUIDELINES
  Magic can come in many types and flavors.  The GM will probably decide on the types of magic depending on
  the type of world that is being played in.  The magic types in the standard world 'Corellus' provide good
  examples of how to set up the types of magic.
  The first thing that needs to be decided is what types of magical energy are available for use.  These are the
  sources that the players can use.  Are there any restrictions on these sources (e.g., priestly sources have the
  restriction that the priest must be in good favor with that deity).  Sources usually have a base task difficulty
  associated that reflects how hard it is to draw on that source.
  The next decision is, how can these sources be manipulated.  These will be the conductors.  The conductors
  also usually have a base cost associated with them.  Other modifiers can be used from the table above.
  A template for magic types can be found in section 8.5.
  7.5 MAGIC SPELLS
  
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  The casting of magic spells is the primary task to which source and conductor skills are put.  The variety in
  types of spells is as infinite as a player's imagination.  Spell effects may be small or large, blatant or subtle.
  Types of spells range from powers of the mind to pyrotechnics of the skies.  Yet even with all of these
  differences, there are some basic rules and guidelines governing the creation and use of spells in the
  DragonNet system.
     7.5.1       
  Casting       Spells
  Casting a spell operates just like any other task in the DragonNet system with two minor exceptions:
  1)
  Successful spellcasting requires two consecutive, successful, composite task checks: the first to make
  the energy available to the caster, using source skill(s), and the second to harness that available
  energy using conductor skill(s).
   
  2)
  Secondly, spellcasting is much more tiring work than most activities.  To reflect this, the caster's
  fatigue heap is incremented by the Power Level of any spell the caster even attempts to cast
  (regardless of success).
  [Ed.  Note: Subject to finalization of the heap rules]
  Other differences may occur beyond those mentioned above, depending on the spellcaster(s), the spell(s), and
  the skill(s) involved.  For example, some conductor skills require spells to be researched or otherwise learned
  before they can be used.
  A verbose example of casting a complex spell:
  Foobar's Fabulous Fireball is a Power Level 20 spell requiring the "Power of Energy" and the "Power of
  Entropy" sources, and requiring the "Fire Focus," "Air Focus," and "Water Focus" conductors.  Therefore,
  the caster must make the following two task checks:
  1)
  2d10* + ["Power of Energy" Skill] + ["Power of Entropy" Skill] >= 20 + 4 (for the source
  skills)  (4 is the task difficulty 2 + 2 for the base cost of the sources)
  2)
  2d10* + ["Fire Focus" Skill] + ["Air Focus" Skill] + ["Water Focus" Skill] >= 20 + 22 (for
  the conductor skills)  ( +10 for the 2 sources, +6 for the 3 conductors, +6 for the base cost of
  the conductors)
  If the first check fails, the spell merely fizzles.  Optionally, the spellcaster may take some kind of
  damage.  If the second check fails, the spell goes wild with effects determined by the GM.  If both checks
  are successful, the spell is cast.
  Finally, regardless of whether the spell succeeded or failed, the caster's fatigue heap must be incremented
  by one fifth of the Power Level of the spell, which in this case was 20.  Should this result in a fatigue heap
  greater than its potential (WIL), a fatigue potential check must be made as:
  2d10* + WIL >= Fatigue
  Failure of this check results in unconsciousness.  (See combat rules for details).
     7.5.2       Spell          
  Attributes
  All spells have many of the same basic attributes.  These attributes bear no relation to a character's attributes,
  except in that they serve to define the basic nature of the spell in the same way that character attributes serve
  to define the basic nature of a character.  The basic attributes and their values are:
  
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  Power Level
  Each spell must define how much magical energy the spell uses.  This value is the spell's Power Level,
  and affects how difficult the spell is to cast and how draining the spell is to cast.
  Source(s)
  Each spell must also define which source(s) of energy are used to draw the power required by the spell.
  Source TD
  The total TD associated with accessing the source(s).
  Conductor(s)
  Each spell must also define which conductor(s) must be used to harness the energy once it is gathered
  from the source(s).
  Conductor TD
  The total TD associated with making use of the conductors.
  Casting Time
  This value represents the amount of time it takes to successfully cast the spell.  This value is usually the
  Power Level of the spell, in seconds.
  Duration
  This value represents the length of time the spell lasts once it has been successfully cast.
  Range
  This value represents the maximum distance, in meters, from the caster that the spell effect may be
  centered or initiated.
  Volume of Effect
  This value represents the volume of space which is directly affected by the casting of this spell.  (Note
  that secondary effects, like falling rocks, may extend beyond this range.)
  Spell descriptions may augment or supersede this list of attributes.
  
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     7.5.4        
  Making       Spells
  The procedure and rules used for making a new spell are entirely dependent upon the types of conductor skills
  to be used by the Spell.  Some conductors require research and memorization, some require learning, others
  allow for 'on-the-fly' creation.  Please see the conductor skill lists for specific rules.
     7.5.3       
  Tweaking       Spells     (      
  VERY       
  OPTIONAL      )
  The ability to tweak a spell allows a spellcaster to modify one or more of the basic attributes of a spell, or
  (depending on the spell) some of the specific effects of the spell (for example, putting more energy into a
  simple "Fireball" spell can increase the damage it does, which is not a basic attribute).  For those spellcasters
  restricted to previously learned or researched spells, the ability to tweak those spells they already know is a
  godsend.  However, the degree to which spells may be tweaked is limited, as are the ways in which they may
  be tweaked.
  When a caster tweaks a spell, he changes an aspect of the spell result by changing either the Power Level of
  the spell (for effect changes), or by changing the TD of the source and/or conductor check  (for casting
  changes).  Which aspects of a spell may be tweaked, and to what degree at what cost, are generally specific
  to the spell being cast.  However, there are two general 'tweaks' which should be available to almost all
  casters and for almost all spells:
  1)
  The fatigue caused by a spell may be tweaked by changing the source task difficulty.  For every point
  by which the source task difficulty is increased, the fatigue caused by the spell is decreased by a
  point to a minimum of 1 point of fatigue.  Similarly, for every point by which the source task difficulty
  is decreased (to a minimum TD of 1), the fatigue caused by the spell is increased by a point.
  2)
  The casting time of a spell may be tweaked by changing the conductor task difficulty.  For every point
  by which the conductor task difficulty is increased, the casting time of the spell is reduced by 1 unit
  (where the unit is the units in which the spell's casting time is measured, be it seconds, minutes,
  hours, or days).  Similarly, for every point by which the conductor task difficulty is decreased (to a
  minimum TD of 1), the casting time of the spell is increased by 1 unit.
  Almost all other 'tweaks' change the Power Level (and subsequently both the source and conductor TDs and
  the fatigue incurred) of the spell.  Examples of aspects of a spell which might be capable of being tweaked in
  this way include:
  •
  Duration
  •
  Range
  •
  Volume of Effect
  •
  Damage
  In general, these aspects may never be tweaked beyond double their original value, nor tweaked lower than
  half their original value, and the cost for doubling a value should be roughly equal to the original power cost.
  While tweaking as a whole is optional, it is recommended that those campaigns with high-level spellcasters
  use, at the least, the rules for decreasing fatigue costs and casting times to enable those magi to operate
  effectively.
  
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  SECTION 8
  MISCELLANY
  8.1 EXPERIENCE 
  AWARDS
  Experience Points (EP) are awarded in five categories -
  (a) Adventure/goals fulfilled
  (b) Bard's tale/heroics
  (c) Conflict/danger
  (d) Forethought/ingenuity
  (e) Growth/interaction
  1-6 dice can be awarded in each category depending on the significance of the event or session.
  Significance
  Dice (d6)
  Constant
  None
  0
  0
  Noteworthy
  1
  4
  Impressive
  2
  8
  Spectacular
  4
  16
  Legendary
  6
  24
      Simple      examples       by      category
  (a1)
  Surviving one session whilst actively adventuring (i.e., in the midst of potential danger and/or
  intrigue)
  (a4)
  Successfully completing a campaign requiring a significant expenditure of time and resources in an
  environment of considerable danger
  (a6)
  As above but one of those "save the world" type conclusions
  (b2)
  A character rescues a hostage from bandits
  (b4)
  Loot in hand, a character leaps off a balcony, grabs the swinging chandelier, completes a
  somersault through a stained glass window, and lands safely on the snow covered ground outside
  (c0)
  Ronan defeats an orc
  (c1)
  A character wins a Dragonshah tournament
  (c2)
  A character defeats an opponent but is seriously wounded
  (c4)
  A character leads an army and scores a crushing victory
  (c6)
  David beats Goliath
  (d1)
  A character takes a simple precaution that saves the party's bacon (they spiked the door)
  (d2)
  A character exhibits a novel use of an attribute or skill
  (d4)
  By logic, deduction, and a touch of intuition, a character uncovers a major plot element that leads
  to the successful conclusion of an adventure
  
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  (e1)
  A character attends a social engagement and makes a good impression on the assembled nobility
  (e2)
  A character displays convictions of belief in the face of ridicule
  (e4)
  A character saves the life of a servitor
  (e4)
  Using only accrued clout and connections, a character successfully initiates a socio-political
  "power-play" from a distance
  (e6)
  A character with a barbarian background becomes king of a mighty nation through repute, force of
  arms, and power politics
   
      
  Using      experience       dice
  Once the experience dice have been awarded by the Game Master, the player has three options:
  1)
  He can roll the dice and get a number of experience points equal to their total.
  2)
  He can play safe and get a number of experience points equal to 4 times the number of experience
  dice (1 dice = 4 EP).
  3)
  He can divide his experience dice between the two options above,  choosing to roll some of them and
  to cash in the remaining ones.  The player must decide how many dice will be rolled before he starts
  rolling.
  Of course, the Game Master may rule that some options are not available if he feels that they are detrimental
  to the game.
       
  Example    
  Say a player is awarded 10 experience dice.  The player could:
  1)
  Roll all 10 dice, which would generate from 10 to 60 points, with an average of 35.
  2)
  Exchange the 10 dice for 40 experience points.
  3)
  Roll 3 dice and cash in the remaining 7, which would generate between 31 and 46, with an average of
  38.5.
  8.2 EXPERIENCE 
  DICE DURING PLAY (OPTIONAL)
  During a game session, if a character has some experience dice saved up, he may use them for purposes other
  than skill advancement.
  In this case, Experience Dice can be used for:
  1)
  Improving a Task Resolution (2d10*) roll
  2)
  Increasing an Impact roll
  To avoid a penalty, a player must declare the use of experience dice BEFORE he makes his roll.  He should
  tell the GM that he wishes to modify his pending dice roll with some experience dice.  After the GM has been
  told how many experience dice are going to be used in this way, the player rolls the total of the original dice
  plus how ever many experience dice he told the GM he was going to use.
  If a player wishes to modify a die roll AFTER he has rolled the dice, he must do so at a penalty of three times
  the cost; therefore, the player pays three experience dice for each die added to the roll.
  
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  Version 3.0 beta 8
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  8.3 AFFLICTION
  Affliction is the general term given to any condition which will affect a character adversely, such as poison
  and disease.  The mechanics for determining the results of disease or poisoning are the same.
     8.3.1        
  Mechanics
  All poisons and disease have a VIRULENCE rating.  In basic terms, the VIRULENCE is a measure of the
  strength of the poison or disease; the difficulty a person has in overcoming it's effects.
  There are two stages of affliction: Partial Effects and Full Effects.  The effect on a creature will vary from
  affliction to affliction.  Some example afflictions will be given below.
  A character will suffer partial effects from the affliction if they fail to make their Afflicted roll, and likewise,
  they will suffer the full effects if they fail to make their Resistance roll, as given below:
  Afflicted: 2d10* + WIL + BODY >= VIRULENCE
  Resistance:
  2d10* + FIT + BODY + 5 >= VIRULENCE
  Each affliction will also be given an Onset Time.  It is after the Onset Time has passed that a character is
  allowed to make their Afflicted roll.
  Should a character succeed in making their Afflicted roll, they will suffer no adverse effects from the
  affliction.  Should the Afflicted roll be failed, and after the Onset Time has passed again, the character is
  allowed to make their Resistance roll.  If the character makes their Resistance roll, the affliction will proceed
  no further and the character will recover in (VIRULENCE - WILL - FIT) days.
  If the Resistance roll is failed the character will suffer, in addition to the partial effects, the full effects of the
  affliction and, if they survive, will recover in (VIRULENCE - FIT) days.
     8.3.2       
  Dosage
  Dosage for all afflictions is given as `LD50 dosage'.  The LD50 dosage is defined as the dosage that will cause
  death in 50% of the creatures exposed to that dosage.  The LD50 Dosage is given or must be determined for
  each poison or disease.
  For the administration of either larger or smaller dosages, the following table is used to determine
  VIRULENCE:
  Dose
  TD
  .125
  20
  .25
  25
  .5
  30
  (Half the LD50 Dose)
  1.0
  35
  (LD50 dose)
  2.0
  40
  (Double the LD50 Dose)
  4.0
  45
  8.0
  50
  For each doubling in administered dose, +5 is added to the TD.  GM's should note that, for poisons, an
  increased dosage administered will increase the chance of the poison being detected.
  
  DragonNet Rulebook
  Version 3.0 beta 8
  Page 75
  All LD50 Dosages are given assuming roughly human body size and weight.
     8.3.3       
  Example       
  Afflictions
      Poisons
      Sodium Cyanide   
  LD50:
  1.1 g
  Onset Time:
  5 minutes
  Partial Effects:
  -3 to STR, -3 to FIT, 2d6 pts of INJURY
  Full Effects:
  -2 STR, -2 FIT, 3d6 pts of INJURY
  Comments:
  has a distinctive burnt almond taste.  When put in acid, generates hydrogen
  cyanide gas.
      Tetrodotoxin   
  LD50:
  .001 g
  Onset Time:
  2 minutes
  Partial effects:
  -3 DEX, -1 AGI
  Full effects:
  -2 DEX, -1 AGI, 3d6 pts of INJURY
  Comments:
  Found in puffer-fish, and with a low LD50 would be good for coating weapons,
  but also effective as ingested poison.  Neurotoxin.
      Sarin   
  LD50:
  .001 g
  Onset Time:
  2 minutes
  Partial effects:
  -1 DEX
  Full Effects:
  -2 DEX, 5d6 pts of INJURY
  Comments:
  Nerve gas.  Effective as contact poison, inhaled, or ingested.  Neurotoxin.
      
  Bungarotoxin   
  LD50:
  .012 g
  Onset time:
  10 minutes
  Partial effects:
  -2 STR, -2 FIT
  Full effects:
  -1 FIT, 3d6 pts INJURY
  Comments:
  Common neurotoxin from snakes.
      
  Amanitin   
  LD50:
  .01 g
  Onset time:
  30 minutes
  Partial effects:
  -2 STR, -2 FIT
  Full effects:
  -1 STR, 3d6 pts INJURY
  Comments:
  Poison found in some poisonous mushrooms.  If whole mushrooms or pieces are
  eaten, then the LD50 dose becomes 10 g.  Concentrated form effective ingested
  and injected.
      
  Diseases
  
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  Version 3.0 beta 8
  Page 76
  8.4 STRENGTH TABLE
  The following table can be used to determine a number of factors relating to a creatures size and strength.
  Size
  Factor
  Strength
  Factor
  SR
  STR
  Height
  LIFT
  LOAD
  Humanoid
  species
  0.0623
  0.0039
  -10
  -20
  11cm
  600g
  300g
  Pixie
  0.108
  0.012
  -8
  -16
  20cm
  1.0
  500g
  Homunculus
  0.189
  0.036
  -6
  -12
  34cm
  3.0
  1.5
  Quasit
  0.329
  0.11
  -4
  -8
  59cm
  7.5
  3.75
  Mandrake*
  0.378
  0.14
  -3
  -7
  68cm
  9.0
  4.5
  Nymph
  0.435
  0.19
  -3
  -6
  78cm
  10.0
  5.0
  Gremlin
  0.500
  0.25
  -2
  -5
  90cm
  12.0
  6.0
  Nixie
  0.574
  0.33
  -2
  -4
  1.0m
  15.0
  7.5
  Hobbit
  0.659
  0.43
  -1
  -3
  1.2m
  20.0
  10.0
  Goblin
  0.758
  0.57
  -1
  -2
  1.4m
  30.0
  15.0
  Halfling
  0.870
  0.76
  0
  -1
  1.6m
  40.0
  20.0
  Elf
  1.0
  1.0
  0
  0
  1.8m
  60.0
  30.0
  Human
  1.15
  1.32
  0
  1
  2.1m
  90.0
  45.0
  Bugbear
  1.32
  1.74
  1
  2
  2.4m
  120.0
  60.0
  Gnoll
  1.52
  2.30
  1
  3
  2.7m
  180.0
  90.0
  Lizard Man
  1.74
  3.04
  2
  4
  3.1m
  240.0
  120.0
  Minotaur
  2.00
  4.01
  2
  5
  3.6m
  300.0
  150.0
  Ogre
  2.30
  5.29
  3
  6
  4.1m
  360.0
  180.0
  Troll
  2.64
  6.98
  3
  7
  4.8m
  420.0
  210.0
  Flesh Golum
  3.04
  9.22
  4
  8
  5.5m
  480.0
  240.0
  Vampire
  *new monster
  Size Factor
  A number showing a creature's size relative to humans.
  Strength Factor
  A number showing a creature's strength relative to humans.
  SR
  Size Rating, to be used in targeting rolls.
  STR
  Strength.
  Height
  The average height of a typical creature of that size.
  LIFT
  
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  Version 3.0 beta 8
  Page 77
  kg unless otherwise indicated Attempting to lift LIFT overhead has a TD of 15.
  For every 10% increase in weight above LIFT, increase TD by 2
  For every 10% decrease in weight below LIFT, decrease TD by 2
  Shortcut Formula:
  TD = 20 * weight / LIFT - 5
  LOAD
  kg unless otherwise indicated LOAD is the amount of weight a character can carry before they will feel
  the effects of encumbrance.
  Upon GM request, a character must make an Encumbrance check using:
  2d10* >= TD
  Where TD increases by 5 for every 10% of weight above LOAD:
  Encumbrance
  TD
  LOAD
  0
  LOAD+10%
  5
  LOAD+20%
  10
  LOAD+30%
  15
  LOAD+40%
  20
  LOAD+50%
  25
  LOAD+60%
  30
  etc.
  Shortcut Formula:
  TD = 50 * (Encumbrance/LOAD) - 50
  Humanoid Species
  An example species of a given size and strength.
  8.5 HEALING
  Activity
  Per day
  Weekly
  level
  Example
  w/o Healer
  w/ healer*
  bonus
  Low
  Bed rest
  10%
  20%
  +2d6
  Moderate
  Travelling
  5%
  10%
  +1d6
  High
  Fighting
  0
  1
  0
  * conditions apply (ref. Medicine skill)
  Healing rates per day are based on a percentage of the injured person's BODY score.
  Activity level
  The most demanding level of activity undertaken during any particular day or week.
  Weekly bonus
  
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  Version 3.0 beta 8
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  Requires a successful Fitness roll vs Injury (2d10* + FIT >= INJURY).  If sucessful, INJURY is reduced
  by the indicated roll.
       
  Medicine      skill
  (See also Section 4 - Skills)
  Enables two types of healing - emergency and palliative.
  Emergency healing can lessen the severity of a new wound.  Treatment must commence within 1 minute
  following the wounding.  TD is 5 per point of damage the healer attempts to recover.  Add 5 to TD for each
  attempt after the first on the same character inside the same day.  Example: Ronan sustains a 12 point wound;
  Kara attempts to reduce it to a 7 point wound.  TD will be 25.  If Ronan had been treated by Kara once already
  on that day, TD would instead be 30.
  Palliative healing enables natural healing to occur at the rate of 2 points per day of low to moderate activity
  and 1 point per day of high activity, provided the care-giver makes a Healing roll at TD 10 for each of the
  patients under their care.
  Medicine skill can also be use to alleviate the effects of poisoning and to diagnose and treat illnesses.  A
  Healer who comes to the aid of a poisoned or diseased individual can attempt to reduce the VIRULENCE of
  the affliction.
  The Healer's TD for this action is 5 per point of VIRULENCE the Healer attempts to remove.  Example Ronan
  drinks poison with a VIRULENCE of 25; Kara attempts to reduce the VIRULENCE to 20.  Kara's TD would be
  25.  This must be done before the poisoned character begins to suffer the full effects of the affliction (see
  section 8.3).
  8.6 MASTER SKILLS LIST
  Skill name
  EP
  Cost
  Attr.
  Tal
  Adv
  UP†
  Default
  TD‡
  Tasks Description
  ARTISTIC SKILLS
  Acting
  3
  AUR
  PSY
  6
  D/15
  Convincing personification
  Disguise
  2
  AUR
  PSY
  4
  D/15
  Render irrecognizable
  Drawing / Painting
  3
  DEX
  PSY
  6
  D/15
  Draw or paint an average image
  Musical instrument
  3
  DEX
  PSY
  6
  D/15
  Performing a common piece
  Sculpture / Carving
  3
  DEX
  PSY
  6
  D/15
  Sculpt or carve a small piece
  Ventriloquism
  4
  AUR
  WIL
  8
  D/15
  Simple speech
  ATHLETIC SKILLS
  Acrobatics
  3
  AGI
  PER
  6
  D/15
  Dropping one floor in combat
  Climbing
  4
  AGI
  AGI
  8
  A/10
  Normal brick wall
  Contortion
  5
  AGI
  AGI
  10
  D/15
  Passing a torso-sized tunnel
  Endurance
  3
  FIT
  WIL
  6
  D/15
  Jogging for two hours
  Falling
  4
  AGI
  AGI
  8
  VD/20
  Falling 10 meters unarmed
  Juggling
  2
  DEX
  PER
  4
  A/10
  Juggling five normal objects
  Jumping
  3
  STR
  STR
  6
  ED/25
  Jumping one's height
  Running
  3
  STR
  FIT
  6
  D/15
  Running 100m under 15 sec.
  Swimming
  3
  STR
  FIT
  6
  A/10
  Swimming 1km at a good pace
  
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  Version 3.0 beta 8
  Page 79
  Tightrope walking
  4
  AGI
  PER
  8
  D/15
  Walking 25m on a rope
  CRAFT SKILLS
  Agriculture
  2
  INT
  INT
  4
  A/10
  Growing common plants
  Armorer
  4
  DEX
  DEX
  8
  A/10
  Fabricating a chain mail
  Blacksmithing
  3
  DEX
  INT
  6
  A/10
  Forging a cauldron
  Bowyer
  3
  DEX
  PER
  6
  A/10
  Assembling a short bow
  Carpentry
  2
  DEX
  INT
  4
  A/10
  Fabricating a chest
  Cooking
  1
  PSY
  INT
  2
  E/5
  Making a simple meal
  Fishing
  2
  INT
  INT
  4
  A/10
  Catching "a meal" in 3 hours
  Leatherworking
  2
  DEX
  DEX
  4
  A/10
  Making a leather backpack
  Medicine
  4
  PER
  INT
  8
  D/15
  Healing a broken leg
  Mining
  3
  PER
  INT
  6
  A/10
  Tunneling in normal rock
  Pottery
  2
  DEX
  DEX
  4
  A/10
  Molding a decorated urn
  Rope use
  2
  DEX
  AGI
  4
  A/10
  Tying up a person solidly
  Stonemason
  2
  STR
  DEX
  4
  D/15
  Cutting tower stones
  Weaponsmithing
  4
  DEX
  DEX
  8
  A/10
  Making a dagger
  Wood Working
  2
  DEX
  DEX
  4
  A/10
  Build a wooden chair
  KNOWLEDGE SKILLS
  Ancient History
  3
  INT
  INT
  6
  D/15
  Recalling heroic stories
  Appraising
  3
  PER
  INT
  6
  D/15
  Estimating the value of gems
  Botany
  3
  INT
  INT
  6
  D/15
  Identifying rare plants
  Cartography
  2
  INT
  INT
  4
  D/15
  Mapping a region from sight
  Cryptography
  4
  INT
  INT
  8
  VD/20
  Deciphering a standard code
  Engineering
  4
  INT
  INT
  8
  D/15
  Drawing plans for a catapult
  Geography
  2
  INT
  INT
  4
  A/10
  Knowing country of city
  Heraldry
  2
  INT
  INT
  4
  D/15
  Recognizing a coat of arms
  Herbalism
  4
  INT
  INT
  IMP
  D/15
  Brewing a special remedy
  Identify magic
  5
  PER
  INT
  IMP
  ED/25
  Identifying a magical item
  Language
  3
  INT
  INT
  IMP
  A/10
  Understanding a foreign tongue
  Local History
  2
  INT
  INT
  4
  A/10
  Recalling an important event
  Metallurgy
  4
  INT
  INT
  8
  D/15
  Identifying a metal
  Navigation
  4
  INT
  INT
  IMP
  D/15
  Finding one's position
  Read/write
  4
  INT
  INT
  IMP
  A/10
  Reading a sign.
  Species enemy
  2
  INT
  INT
  4
  D/15
  Recognizing behaviors
  Spelaeology
  3
  PER
  INT
  6
  A/10
  Successfully navigating a cave
  Spellcraft
  4
  INT
  INT
  IMP
  D/15
  Recognizing a spell being used
  Teratology
  3
  INT
  INT
  6
  VD/20
  Identifying monster indices
  Theology
  3
  INT
  INT
  6
  D/15
  Remembering rites
  Tribal Memory
  4
  PSY
  INT
  8
  A/10
  Recite oral history
  Zoology
  3
  INT
  INT
  6
  D/15
  Identifying animal behaviors
  MOVEMENT SKILLS
  Direction sense
  3
  PER
  PER
  6
  VD/20
  Determining current direction
  Riding (airborne)
  4
  AGI
  PER
  8
  ED/25
  Maintaining mount control
  Riding (land)
  2
  AGI
  PER
  4
  A/10
  Maintaining mount control
  Seamanship
  3
  PER
  INT
  6
  A/10
  Rigging sails
  NATURE SKILLS
  
  DragonNet Rulebook
  Version 3.0 beta 8
  Page 80
  Animal Training
  3
  PER
  PSY
  6
  VD/20
  Training a horse
  Falconry
  3
  PER
  PSY
  6
  D/15
  Training a falcon
  Fire-building
  1
  INT
  INT
  2
  A/10
  Building a fire without f&s
  Foraging
  2
  PER
  INT
  4
  D/15
  Finding a "meal"
  Hunting
  2
  PER
  PER
  4
  A/10
  Shooting enough for a "meal"
  Hydrology
  2
  PER
  INT
  4
  A/10
  Locate potable water in forest
  Survival
  4
  WIL
  INT
  8
  A/10
  Finding shelter during storm
  Tracking
  4
  PER
  INT
  8
  VD/20
  Finding a 4 day old trail
  Weather sense
  3
  PER
  PSY
  6
  D/15
  Predicting next day's weather
  SOCIAL SKILLS
  Bardic influence
  3
  AUR
  PSY
  6
  D/15
  Awe a crowd with performance
  Bribery
  3
  AUR
  PER
  6
  D/15
  Bribing a guard
  Dragonshah
  2
  INT
  INT
  4
  E/5
  Drinking
  2
  FIT
  WIL
  4
  A/10
  Drink FIT + 8 ales
  Eating
  2
  FIT
  WIL
  4
  A/10
  Eat FIT + 6 Kg food
  Etiquette
  2
  AUR
  PSY
  4
  A/10
  Acting courteously
  Gambling
  2
  DEX
  PSY
  4
  D/15
  Win against unskilled opponent
  Haggling
  1
  AUR
  PSY
  2
  D/15
  Getting an offer accepted
  Heroic Inspiration
  4
  PSY
  AUR
  8
  D/15
  Succeed in inspiring fellow warriors
  Interrogate
  3
  AUR
  PSY
  6
  VD/20
  Getting confession from WIL 0
  Oration
  4
  AUR
  PSY
  8
  D/15
  Successful speech to large aud.
  Streetwise
  2
  PER
  PSY
  4
  D/15
  Obtaining "street" info
  Trading
  3
  AUR
  PSY
  6
  D/15
  Getting a trade accepted
  Truthtell
  4
  PER
  PSY
  8
  E/30
  Recognizing a lie
  SUBTERFUGE SKILLS
  Detect traps
  3
  PER
  INT
  6
  D/15
  Detecting a needle trap
  Evade pursuit
  2
  AGI
  INT
  4
  VD/20
  Losing pursuit (non-trackers)
  Forgery
  4
  DEX
  INT
  8
  VD/20
  Copying an official document
  Move quietly
  4
  AGI
  AGI
  8
  D/15
  Moving without armor
  Open locks
  3
  DEX
  INT
  6
  D/15
  Opening standard locked door
  Pick pockets
  3
  DEX
  PER
  6
  D/15
  Pulling coin purse, large crowd
  Reading lips
  4
  PER
  INT
  8
  D/15
  Deciphering speech, clear view
  Remove traps
  4
  DEX
  INT
  8
  D/15
  Removing a needle trap
  Set snares
  2
  DEX
  INT
  4
  D/15
  Setting a foot snare
  Shadowhide
  3
  PER
  AGI
  6
  VD/20
  Medium shadow cover
  MAGIC SOURCE SKILLS
  Celestial Power of
  Darkness
  3
  INT
  INT
  IMP
  ‡
  the Celestial Foci
  Celestial Power of
  Daylight
  3
  INT
  INT
  IMP
  ‡
  the Celestial Foci
  Elemental Power of
  Energy
  3
  INT
  INT
  IMP
  ‡
  the Elemental Foci
  Elemental Power of
  Entropy
  3
  INT
  INT
  IMP
  ‡
  the Elemental Foci
  Kundalini
  5
  WIL
  WIL
  IMP
  ‡
  the Chackras
  Spirit of [spirit]
  3
  AUR
  AUR
  IMP
  ‡
  Communion with Spirits
  Doctrine of [deity]
  4
  PSY
  PSY
  IMP
  ‡
  Piety to [same deity]
  
  DragonNet Rulebook
  Version 3.0 beta 8
  Page 81
  MAGIC CONDUCTION SKILLS
  Earth Elemental Focus
  4
  INT
  INT
  IMP
  the Elemental Powers
  Fire Elemental Focus
  4
  INT
  INT
  IMP
  the Elemental Powers
  Air Elemental Focus
  4
  INT
  INT
  IMP
  the Elemental Powers
  Water Elemental
  Focus
  4
  INT
  INT
  IMP
  the Elemental Powers
  5th Elemental Focus
  4
  INT
  INT
  IMP
  the Elemental Powers
  Aurora Celestial Focus
  4
  INT
  INT
  IMP
  the Celestial Powers
  Comet Celestial Focus
  4
  INT
  INT
  IMP
  the Celestial Powers
  Firmament Celestial
  Focus
  4
  INT
  INT
  IMP
  the Celestial Powers
  Light Celestial Focus
  4
  INT
  INT
  IMP
  the Celestial Powers
  Moon Celestial Focus
  4
  INT
  INT
  IMP
  the Celestial Powers
  Stars Celestial Focus
  4
  INT
  INT
  IMP
  the Celestial Powers
  Sun Celestial Focus
  4
  INT
  INT
  IMP
  the Celestial Powers
  Astral Chackra
  3
  WIL
  WIL
  IMP
  Kundalini
  Body Chackra
  3
  WIL
  WIL
  IMP
  Kundalini
  Dream Chackra
  3
  WIL
  WIL
  IMP
  Kundalini
  Emotion Chackra
  3
  WIL
  WIL
  IMP
  Kundalini
  ESP Chackra
  3
  WIL
  WIL
  IMP
  Kundalini
  Mind Chackra
  3
  WIL
  WIL
  IMP
  Kundalini
  Reality Chackra
  3
  WIL
  WIL
  IMP
  Kundalini
  Temporal Chackra
  3
  WIL
  WIL
  IMP
  Kundalini
  Piety to [deity]
  4
  AUR
  AUR
  IMP
  Doctrine of [same deity]
  Communion with
  Spirits
  5
  PSY
  PSY
  IMP
  Spirit of [any spirit]
  COMBAT SKILLS
  Catch Missiles
  4
  PER
  AGI
  10
  D/15
  Catch an incoming spear
  Disarm
  4
  STR
  DEX
  8
  D/15
  Make opponent drop weapon
  Dodge
  3
  AGI
  AGI
  6
  N/A
  Not applicable
  Evade Missiles
  3
  PER
  AGI
  6
  A/10
  Dodge an incoming spear
  COMBAT STYLES
  Style Skill Name
  EP
  Cost
  Attr.
  Tr
  Adv
  AM
  DM
  Special Characteristics
  LONG RANGE STYLES
  Archery
  4
  PER
  DEX
  extreme, 0 def
  Cross Bows
  2
  PER
  DEX
  extreme, 0 def, slow ROF
  Thrown Weapons
  3
  DEX
  PER
  near, no defenses
  MELEE STYLES
  Articulated Weapons
  4
  AGI
  AGI
  +1
  entangle, +2 disarm
  Articulated Weapons +
  Shield
  5
  AGI
  AGI
  +1
  *
  shield bonus/bash, entangle, +2
  disarm
  Bolas, Whips, Ropes,
  Nets
  3
  DEX
  AGI
  trip/entangle, 0 def, +3 disarm
  
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  Close Weapons
  2
  DEX
  AGI
  Close Weapons + Shield
  3
  DEX
  AGI
  *
  shield bonus/bash
  Dual Weapon
  4
  AGI
  AGI
  +2
  -1
  Fencing
  5
  DEX
  AGI
  +2
  DEF Fencing/Close only
  One-Handed Weapons
  3
  AGI
  AGI
  One-Handed Weapons +
  Shield
  4
  AGI
  AGI
  *
  shield bonus/bash
  Polearms
  4
  AGI
  AGI
  +1
  -1
  2nd rank, fend
  Staves
  2
  AGI
  AGI
  Thrusting Weapons
  3
  PER
  AGI
  2nd rank, fend
  Thrusting Weapons +
  Shield
  4
  PER
  AGI
  *
  shield bonus/bash, 2nd rank,
  fend
  two-handed Weapons
  3
  STR
  AGI
  -2
  2nd rank
  UNARMED STYLES
  Boxing
  2
  AGI
  FIT
  hand, no def vs Wpn
  Brawling
  3
  STR
  FIT
  hand, bash, -5 def vs Wpn
  Karate
  3
  WIL
  FIT
  hand, foot, -3 def vs Wpn
  Judo/Wrestling
  3
  WIL
  FIT
  hold, throw, no def vs Wpn
  * see style description
  † Values listed in this column are for the optional Untrained Penalty (UP) rule found in section 4.3.  If this
  rule is not being used then UP is either Impossible (IMP) or 5 (GM’s discretion).
  ‡ See Section 7 - Magic for spell casting TDs.
      
  Table       
  Description
  EP Cost
  This is the training cost associated with the skill.
  Attribute Tal
  The attribute which forms the basis for using this skill.
  Default Task TD
  The average difficulty associated with using this skill (see Section 6).
  Default Task Description
  An example of an average use of this skill (see Section 6).
  AM
  Attack modifier (only used for Combat Styles).
  DM
  Defense Modifier (only used for Combat Styles).
  
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  Special Characteristics
  Features of various Combat Styles (see individual style descriptions section 4.5.9).
  8.7 MASTER EQUIPMENT 
  LIST
     8.7.1        
  Weapons
  NAME
  Type
  IMPAC
  T
  Rch
  Mass
  Lngth
  Hnds
  Spd
  STYLE
  ARTICULATED
  Military Flail
  B
  2d6+4
  C
  2.5
  1.6m
  1
  Articulated
  Morning Star
  B
  2d6+4
  C
  2.5
  1.0m
  1
  Articulated
  Chigiriki
  B
  2d6+6
  N
  2.6
  2.0m
  2
  Articulated
  CONCUSSION
  Mace
  B
  2d6+4
  C
  2.0
  0.7m
  1
  One Handed
  Club
  B
  2d6+2
  C
  1.5
  0.8m
  1
  One Handed
  Staff
  B
  2d6
  N
  1.2
  2.0m
  2
  Staves
  DAGGERS / KNIVES
  Misericorde
  T
  2d6-1
  C
  0.3
  0.4m
  1
  Close
  Dagger
  T
  2d6-1
  C
  0.3
  0.3m
  1
  Close
  Katar
  T
  2d6
  C
  0.4
  0.4m
  1
  Close
  Knife
  T/S
  2d6-2
  C
  0.2
  0.3m
  1
  Close
  Tanto
  T/S
  2d6-1
  C
  0.3
  0.3m
  1
  Close
  HAMMERS / AXES
  War Hammer
  B
  2d6+4
  C
  2.1
  0.7m
  1
  One Handed
  Fighting Pick
  T
  2d6+3
  C
  1.8
  0.6m
  1
  One Handed
  War Axe
  C
  2d6+4
  C
  2.0
  1.1m
  2
  Two Handed
  Hand Axe
  C
  2d6+1
  C
  1.0
  0.4m
  1
  One Handed
  MISSILES
  Afr. Thr. Irons
  C
  2d6+4
  F
  1.2
  0.7m
  1
  Thrown
  Quoit (Chakram)
  C
  2d6-1
  M
  0.2
  0.3m
  1
  Thrown
  Throwing Axe
  C
  2d6+1
  M
  1.0
  0.4m
  1
  Thrown
  Throwning Knife
  C
  2d6-2
  M
  0.2
  0.3m
  1
  Thrown
  POLEARMS
  Bill
  S
  2d6+9
  N
  2.9
  2.2m
  2
  Pole Arms
  Fauchard
  S
  2d6+9
  N
  2.9
  2.1m
  2
  Pole Arms
  Glaive
  S
  2d6+9
  N
  4.0
  2.3m
  2
  Pole Arms
  Guisarme
  S
  2d6+9
  N
  2.6
  2.5m
  2
  Pole Arms
  
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  Halberd
  S
  2d6+14
  N
  2.8
  2.2m
  2
  Pole Arms
  Partisan
  S
  2d6+4
  N
  2.2
  1.8m
  2
  Pole Arms
  Pole Axe
  S
  2d6+9
  N
  2.9
  2.1m
  2
  Pole Arms
  Spear
  T
  2d6+6
  N
  2.2
  2.0m
  2
  Thrusting
  Lance
  T
  2d6+20
  N
  5.0
  3.7m
  1
  Pole Arms
  SWORDS
  Falchion
  S
  2d6+4
  C
  1.6
  0.8m
  1
  One Handed
  Shamshir
  S
  2d6+4
  C
  1.4
  0.9m
  1
  One Handed
  Shotel
  S
  2d6+2
  C
  1.2
  0.8m
  1
  One Handed
  Long Sword
  S
  2d6+4
  C
  1.5
  0.8m
  1
  One Handed
  Bastard Sword
  S
  2d6+5
  C
  1.2m
  1
  One Handed
  Claymore
  S
  2d6+7
  C
  1.6m
  2
  Two Handed
  Broad Sword
  S
  2d6+4
  C
  1.5
  1.0m
  1
  One Handed
  Short Sword
  T/S
  2d6+2
  C
  1.2
  0.7m
  1
  One Handed
  Rapier
  T
  2d6+3
  C
  1.0
  1.0m
  1
  ne Handed
  Sabre
  S
  2d6+4
  C
  1.5
  1.0m
  1
  One Handed
  Katana
  S
  2d6+5
  C
  1.2
  1.0m
  1
  One Handed
  Wakizashi
  S
  2d6+2
  C
  0.9
  0.7m
  1
  One Handed
  NAME
  The name of the weapon.  Common usage names should be used where possible.  Unique names can be
  added to authenticate the fantasy background.
  TYPE
  B - bludgeoning
  C - cutting/chopping
  S - slashing
  T - thrusting/piercing
  IMPACT
  A measure of the strength and efficiency of the weapon blow.
  Reach / Range (in meters)
  C - close (use Reach (0-???))
  N - near (1-10 meters)
  M - moderate (1-25 meters)
  F - far (10-100 meters)
  E - extreme (100+ meters)
  Rating is Reach value in meters
  OR
  Rating is N,F or E followed by a number within the range.
  Mass (in kg)
  
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  Describes how massive the weapon is in general
  Length (in meters)
  The total length of the weapon from tip to tip.
  Hands
  Number of hands needed for normal use.
  Speed
  Used for rolling for declarations in combat. (See 6.5.1)
  Style
  Shows the Combat Style that covers the use of each weapon.
     8.7.1.2        
  Weapon       
  Descriptions
      
  ARTICULATED
  Military Flail
  Two stout sticks swiveled end to end.  One stick serves as a handle while the other thrashes about.
  Morning Star
  Chigiriki
      
  CONCUSSION
  Mace
  Maces made all of iron or steel are found wherever body armor has been used.  Their weight and hardness,
  especially when focused into a spike or narrow flange, made them more effective than any type of sword.
  Although usually directed against the head, a mace blow on a limb could break a bone even if the armor
  was not pierced. (from me: there've been records showing attempts to ban the mace from the field by
  Europeans during the medieval times because it was so effective in staving and buckling armor -not to
  mention its ability to cripple its foe if not kill him) -these attempts to ban them failed most likely because
  they were so darned effective.  They can be found either one handed or two handed (heavy maces))
  Club
  
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  Staff
      
  DAGGERS     /       
  KNIVES
  Misericorde
  A dagger which was called the "dagger of mercy" with the idea that it was used for the quick dispatch of a
  suffering loser; actually it was the persuader which, presented point first to a fallen foe, impelled him to
  plead for mercy and come across with a health ransom.
  Dagger
  Katar
  Knife
  Tanto
      
  HAMMERS     /       
  AXES
  War Hammer
  A more simple, and perhaps more brutal weapon was the war-hammer.  Although called a hammer
  (implying a blunt head), in fact it usually had a pointed head which was more in the nature of a pick.
  Such weaons were developed by man primitive tribes and were comparable to stone or metal axes but
  with a pointed shape.  They were adopted in Europe during the 14th century when chain mail and other
  forms of armour protection were in vogue.  The pointed head of a war-hammer proved to be an effective
  method of defeating mail, provided that the point and head were thin enough, and it could also be used to
  penetrate the joings of plate armour.  With a pointed head on one side of the weapon and a blunt head on
  the other, the war-hammer became a twofold weapon in so far as the blunt head could be used to stun the
  opponent or unhorse him, after which the pick could be used to defeat his armour and give the finishing
  blow.  The war-hammer saw considerable use in Europe during the 15th and 16th centuries, but its use
  declined as the armoured knight disappeared from the battlefield.
  Fighting Pick
  War Axe
  Hand Axe
       
  MISSILE
  
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  African Throwing Irons
  A "throwing knife" used by various groups in Africa (Sudan, Bwaka, Nigeria, and the Congo to name a
  few).  These knives have multiple points and come in various fancy shapes, having a center of gravity
  somewhere above the handle from which the various points branch out.  These tend to be made of iron or
  steel and when thrown can pierce the traget "at almost any attitude of impact".  There doesn't appear to be
  a name for these -if there is, it probably has a great many since it can be found all over Africa.
  Stones' "A Glossary of the Construction, Decoration and Use of Arms and Armor" mentions these but also
  does not provide the native name, additional information below is from that tome; "...there are many
  special forms of knife made to be thrown that would be of little use if handled the ordinary way.  They are
  used extensively in Central Africa and are of the most extraordinary shapes.  They are thrown horizontally
  from right to left and may hit with any one of the branches.  The trajectory is a curve that inclines towards
  the right of the thrower.  The maximum range is said to be about 100 yards; at 40 to 50 is is quite accurate.
  "Certain travellers relate that this arm thrown by a skillful hand can cut off a man's leg at 20 metres.
  Trials at the Musee du Congo Belge showed that when thrown from distances of 15 metres some of these
  throwing knives would go through a board 15 mm in thickness" (Congo, Feb 1922 p.1) (added by Lbeals)
  Quoit (Chakram)
  One of the more remarkable thrown missiles was the Sikh chakram or throwing quoit, a simple circle of
  metal with a sharp outer circumference, which could be spun and then released with considerable velocity
  and accuracy. (Range: 25 meters)
  Throwing Axe
  Throwing Knife
      POLEARMS
  Bill
  A long shafted weapon having its head a hooklike cutting blade with a beak at the back.
  Fauchard
  A larger glave with a few spurs on its unsharpened side.
  Glaive
  A big knife blade on a pole.
  Guisarme
  A bill with two or three extra spikes
  Halberd
  
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  A pole axe with a longer spear part and a crescent-shaped blade.
  Partisan
  A ontongue with a couple of curved points at the base of the blade.
  Pole axe
  A battle-axe on a long pole.
  Spear
  Lance
      SWORDS
  Falchion
  In war, though not in tournaments, the falchion became deservedly popular.  It was a real snickersnee -- a
  sword, but built more like a knife or a cleaver, and nearly three feet long, with a single, curved cutting
  edge supported by a very thick-backed blade, which gave it weight and authority.
  Shamshir
  Referred to by Europeans as a scimitar.  For game purposes, I would group with this weapon the Saif and
  the Kilij.  All of these blades are curved and single edged (except the kilij -specifics will be discussed
  later on) and the distinctive middle eastern cross shaped guard.  The Shamshir has a blade length of
  roughly 80 cm (in a straight line -this length would be longer if the blade were straightened) and tends to
  be thinner than the saif.  The differences between the shamshir and the saif is that the saif tends to be a bit
  shorter and broader and can be found with a groove in the blade (I wouldn't call it a blood groove since the
  usage of these particular blades are in the draw cut style and tend not to employ stabbing motions).  The
  Kilij is more similar to the shamshir with the exception that the blade broadens near the tip usually and
  has a straight sharpened edge on the back  of the blade (only near the tip).  The Saif is Arab in origin, the
  Shamshir Persian, and the Kilij Turkish.
  Shotel
  The shotel is an Ethiopean sword with a blade that extends straightward for about 7 cm or so then curves
  in a crescent arc ending in a steadily tapered point.  It is double edged and the curvature is meant to be
  used to reach around an opponent's shield.
  Long Sword
  Bastard Sword
  
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  Claymore
  Broad Sword
  Short Sword
  Rapier
  Sabre
  Katana
  Wakizashi
  Hand-and-a-half (Long)
  This type of sword was generally used when dismounted, since it demanded the use of both hands to
  develop the necessary force of blow.
  Oxtongue
  A spear with a two-edged blade with a pole for a handle.
     8.7.1.3       
  Non-Human        
  Weapons
  If a weapon has not been designed to be used by humans, then its impact can be calculated from:
  Weapon Impact = Human Weapon Impact + Species STR
  Human Weapon
  Impact:
  given in the Human Weapons table (below)
  Species STR:
  average strength of the species for which the weapon was made (given in the species
  description).
  For example, a pixie longsword would do an impact of:
  Pixie Longsword Impact
  = Human Longsword Impact + Pixies average STR
  = 2d6+4 + (-6)
  = 2d6-2
     8.7.2       
  Armor
  Armour names and resistance value where extracted from the Palladium "Compendium of Weapons, Armour
  and Castles".  Resistance is an approximate average of cut, chop, thrust and impact resistance.
  
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  Armor
  Res.
  Mass*
  FATIGUE
  modifier
  Bare skin
  0
  –
  + 0
  Medium cloth
  1
  2.5kg
  + 0
  Soft Leather
  2
  3.7kg
  + 0
  Heavy Cloth
  2
  3.7kg
  + 0
  Studded soft leather
  2
  6.0kg
  + 1
  Quilt
  3
  5.0kg
  + 1
  Hard leather
  3
  5.0kg
  + 1
  Padded
  4
  5.0kg
  + 1
  Studded Hard Leather
  4
  7.5kg
  + 2
  Soft leather ringmail
  4
  7.5kg
  + 2
  Heavy Cloth ringmail
  5
  7.5kg
  + 2
  Cuir-bouilli
  5
  5.0kg
  + 2
  Quilt ringmail
  5
  10kg
  + 3
  Soft Leather bezainted
  6
  7.5kg
  + 3
  Hard leather ringmail
  6
  10kg
  + 3
  Mail
  6
  20kg
  + 4
  Hard leather jazeraint
  7
  10kg
  + 4
  Hard leather bezainted
  7
  10kg
  + 4
  Double Mail
  8
  22kg
  + 5
  Augmented Mail
  8
  22kg
  + 5
  Cuir-bouilli bezainted
  9
  10kg
  + 5
  Cuir-bouilli lamellar
  9
  10kg
  + 5
  Metal jazeraint
  10
  20kg
  + 6
  Metal lamellar
  10
  18kg
  + 6
  Laminated
  11
  20kg
  + 7
  Metal brigandine
  11
  22kg
  + 7
  Plate
  13
  25kg
  + 8
  Ribbed Plate
  14
  25kg
  + 8
  *Mass does not include padding, which is necessary for
  metal armors.
  From the descriptions of complete set of armour found in the compendium, armour values for fully armored
  characters should go no higher than 23 (plate over padding, 35kg).
     8.7.2.1       Shields
  Name
  Size
  (m)
  Weight
  (kg)
  Defense
  Bonus
  Bash
  Impact
  Target
  0.0
  1
  +0
  2d6-5
  Buckler
  0.0
  2
  +1
  2d6-5
  Round
  0.5
  4
  +2
  2d6-3
  Knight
  1.0
  4
  +3
  2d6-5
  Kite
  1.0
  5
  +4
  2d6-3
  Tower
  2.0
  8
  +5
  2d6-1
  Size
  The size of the shield (diameter or height) in meters.
  
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  Weigt
  The mass of the shield in kilograms.
  Defense bonus
  A bonus to the defense skill on the relative size of the shield.  This bonus accounts for the fact that merely
  wielding a shield provides a limited amount of cover.
  Bash IMPACT
  The amount of impact done when the shield is used in an attack.
  8.8 FATIGUE
  As a character performs strenuous activities, he or she will get fatigued.
  FATIGUE is a heap that begins at zero and is increased as activity occures.  As FATIGUE is accumulated a
  character must make the following checks:
  Perseverence: 2d10* + WIL + BODY >= FATIGUE
  Pass-out:2d10* + FIT + BODY + 5 >= FATIGUE
  Checks are made as soon as any new FATIGUE is added to a character's heap.
  Should a character fail their Perseverence roll, that character must cease all activity and rest until their
  FATIGUE heap is reduced by at least 1 point.
  The character may then attempt another Perseverence roll, and if made, may resume activity, again making
  checks when necessary.  When FATIGUE reaches a high enough level (BODY + FIT + 5), a character must
  make Pass-out rolls as + well as Perseverence rolls to continue activity.  If a character fails their Pass-out roll,
  they immediately lose conciousness until their FATIGUE heap is reduced by at least 1 point and they make
  another Pass-out roll.
  In addition, the accumulation of FATIGUE has the following effect on all skills attempted by a character:
  Effect on Skills:
  Skill Effectiveness Mod. = -1 / 5 points of FATIGUE
       
  Magic      and       FATIGUE
  Every time a spellcaster attempts to cast a spell, his FATIGUE is increased by the Power Level of that spell
  (regardless of the success of the casting), optionally modified by Tweaking as detailed in Section 7.
  FATIGUE Recovery:
  Activity
  FATIGUE decrease
  resting
  -1 / 10 minutes
  sleep
  -1 /  5 minutes
  
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  Physical Activity and FATIGUE:
  Activity
  FATIGUE rate
  Light
  +1 / 20 Minutes
  Moderate
  +1 / 10 Minutes
  Heavy
  +1 / 5 Minutes
  Strenuous
  +1 / 1 Minutes
  (Combat)
  Endurance Skill and FATIGUE: (Optional)
  A successful use of the Edurance skill allows a character to:
  1)
  Move FATIGUE rate to next lower class (light goes to +1/40 minutes) check is made at start of
  activity
  2)
  Double FATIGUE recovery rate
  sleep -1 / 2.5 minutes
  resting -1 / 5 minutes
  check is made at start of rest
  Armor modifers: (used when Encumbrance is not being used) (Optional)
  Armor
  Res.
  Mass*
  FATIGUE
  modifier
  Bare skin
  0
  –
  + 0
  Medium cloth
  1
  2.5kg
  + 0
  Soft Leather
  2
  3.7kg
  + 0
  Heavy Cloth
  2
  3.7kg
  + 0
  Studded soft leather
  2
  6.0kg
  + 1
  Quilt
  3
  5.0kg
  + 1
  Hard leather
  3
  5.0kg
  + 1
  Padded
  4
  5.0kg
  + 1
  Studded Hard Leather
  4
  7.5kg
  + 2
  Soft leather ringmail
  4
  7.5kg
  + 2
  Heavy Cloth ringmail
  5
  7.5kg
  + 2
  Cuir-bouilli
  5
  5.0kg
  + 2
  Quilt ringmail
  5
  10kg
  + 3
  Soft Leather bezainted
  6
  7.5kg
  + 3
  Hard leather ringmail
  6
  10kg
  + 3
  Mail
  6
  20kg
  + 4
  Hard leather jazeraint
  7
  10kg
  + 4
  Hard leather bezainted
  7
  10kg
  + 4
  Double Mail
  8
  22kg
  + 5
  Augmented Mail
  8
  22kg
  + 5
  Cuir-bouilli bezainted
  9
  10kg
  + 5
  Cuir-bouilli lamellar
  9
  10kg
  + 5
  Metal jazeraint
  10
  20kg
  + 6
  
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  Metal lamellar
  10
  18kg
  + 6
  Laminated
  11
  20kg
  + 7
  Metal brigandine
  11
  22kg
  + 7
  Plate
  13
  25kg
  + 8
  Ribbed Plate
  14
  25kg
  + 8
  *Mass does not include padding, which is necessary for
  metal armors.
  Encumbrance modifiers: (Optional)
  Encumbrance
  FATIGUE modifier
  0
  0
  +20%
  +1
  +40%
  +2
  +60%
  +4
  +80%
  +8
  +100%
  +16
  FATIGUE modifier for Armour and Encumbrance is added to the rate of Fatigue accumulation based on
  physical activity.
       
  Example    :
  Ronan has a BODY of 20, WIL and FIT of zero each, is Wearing Plate armour in
  combat, and is carrying 20% of his maximum Encumbrance load.  He will increase his
  FATIGUE heap at a rate of (1 + 8 + 1 = +10 per minute).  Combat lasts 6 rounds (36
  seconds), and Ronan's FATIGUE is up to 6.  Ronan will automatically make a
  Perseverence roll at this point.  Ronan then defeats his opponents and decides to go for a
  jog (moderate activity) over to where his friends are fighting.  He will continue to
  increase his FATIGUE heap at a rate of +10 per 10 minutes.  He jogs for 10 minutes at
  which time his FATIGUE becomes 16 (still no Perseverence roll required).  Ronan joins
  in the fight (+10 FATIGUE per minute).  After 4 rounds, Ronan's FATIGUE will have
  increased to 20 which will now require a Perseverence roll.  Ronan makes this and
  continues to fight, making a Perseverence roll after each round of combat.
  Combat lasts 6 more rounds (a total of 1 minute of fighting), Ronan has made all of his
  Perseverance rolls, and his FATIGUE is now up to 26.  Not only must Ronan make
  Perseverence rolls to keep fighting, but now must make Conciousness rolls to keep from
  passing out.  If combat were to end at this point and Ronan were to decide to rest, he
  would have to rest for 260 minutes (4 hours and 20 minutes) to feel completely rested.
  
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  APPENDIX A
  TEMPLATES
  A.1 DNET SPECIES TEMPLATE
  Species Name
  Version Number:
  World:
  Author:
  Cultures:
  Can be a PC:
  (Yes/No)
  EP Cost:
  (Use Species EP Cost rules above)
  Average Ht:
  (in cm)
  Average Wt:
  (in kg)
  Size Rating:
  (relative to humans)
  Lifespan:
  Talents:
  (List Talent and +/- value, ex: STR +/-1)
  Body points:
  (list both a constant and a die roll equivalent)
  Speed:
  Innate Gifts:
  (List Gift and positive EP Cost.  See below for some example Innate Gifts.)
  Innate Foibles:
  (List Foible and negative EP Cost.  See below for some example Innate
  Foibles.)
  Innate Gifts and Foibles are what ALL members of a species are born with.
  Individual members may still have other Gifts/Foibles.
  Cultures:
  List of cultures and how the culture of this species is different from the default
  culture description.
  Description:
      
  A.1.1      Innate       
  Gifts      and       Foibles     for       Species       
  Creation
  The following are available to all NON-HUMAN species for species creation:
  Innate Gifts
  EP Cost
  Amphibious
  +500
  Attack method, physical +5 for every 4 points of IMPACT per
  attack method
  IMPACT
  1-4
  +5
  5-8
  +10
  9-12
  +15 etc.
  Blinking
  +20
  Disease attack
  +50 * strength (GM's determination)
  Fear attack
  +40
  Fire attack
  +50
  Flying ability
  +100
  Immunities
  Elements Magic Weapon
  
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  Infravision
  +5 / 10 m
  Invisibility
  Paralysis attack
  Petrification attack
  Poison attack
  +50 * strength (GM's determination)
  Shapechanging
  Per form
  +50 (Unlimited forms = +1000)
  n times daily
  x n (Unlimited = x1000)
  Telepathy
  Specific creature
  +20
  Specific species
  +200
  Multiple species
  +2000
  Any species
  +20000
  Teleporting
  Per every 10 m
  +10 (Unlimited = +100000)
  n times daily
  x n (Unlimited = x10000)
  Innate Foibles
  EP Cost
  A.2 DNET CULTURE TEMPLATE
  Culture Name
  Version Number:
  World:
  Author:
  Habitat:
  Social Structure:
  Political Structure:
  Economic Structure:
  Skill Packages:
  (List the package name and skill areas)
  Common Skills:
  (common types of skills possessed by members of the culture.  List individual
  skills, skill areas, or descriptions of the type of skills.  These are NOT skills that
  all members of the species will have; they are just common skills that a majority
  would probably have)
  Notable relations
  with other cultures:
  (relations with other cultures that play a large role in the culture (e.g.  long
  lasting blood feud/war, dependency on or providing for other cultures))
  Description:
  A.3 NPC T
  EMPLATE
  short form
  Name:
  
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  World:
  Version:
  Author:
  Species:
  Culture:
  Age:
  Possessions:
  Skills:
  (only those relevant to their role)
  Gifts/Foibles:
  (not present in the species)
  Notes:
  (information relevant to their role, possibly including brief personality/history)
  Long form
  Name:
  World:
  Version:
  Author:
  Species:
  Culture:
  Age:
  Physical Characteristics:
  Attributes
  physical description:
  Abilities:
  skills:
  Gifts/Foibles:
  Possessions:
  personal items
  real estate
  Personality:
  Goals/Interests
  Morals/Ethics
  (in particular how it differs from their culture)
  History:
  Organizations associated with
  Conflicts with persons or organizations
  Current place of residence (including game world)
  Outline tracing past actions and changes
  A.4 DEITY TEMPLATE 1.0
  Name:
  Influence:
  Version:
  Author(s):
  Personality:
  History:
  Friends:
  
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  Enemies:
  Species Created:
  Important Dates:
  A.5 ADVENTURE 
  TEMPLATE
  Title:
  Author:
  Game World:
  Location:
  Time:
  Participants:
  Background:
  Plot Sketch:
  Notes:
       
  Example
  Title:
  (Not yet decided upon a title)
  Author:
  Tom
  Game World:
  (?)
  Location(s):
  This is a maritime adventure with possibility of piracy.  The technology can be
  called enlightened medieval.  The naval technology reaches out into the 18th
  century as far as sailing technology is concerned.  There is no gun powder,
  however, so there are no guns or cannons.  The world has no moon, instead it has
  a second sun which is somewhat brighter than the moon illuminating the sky at
  very dark levels of twilight illumination when the yellow sun is absent from the
  night sky.  The year is 400 days long with each season lasting 100 days.  There
  are no months since there is no moon.  There is also an 80 year climate cycle
  called the grand season, this is due to that second orange sun.  At the time of
  this adventure the world is in its second year of grandsummer about 10 days into
  local spring.  The origins of the use of the metric system in an otherwise
  medieval setting are 1111lost in the mists of time and legend.
  Time:
  10 days into spring, second year of grandsummer.
  Participants:
  Player Characters, Pirates, seamonsters
  Background:
  Plot sketch:
  A map to a treasure is found, location of treasure is at an abandoned castle.
  Notes:
  More details will be forthcoming.
  A.6 MAGIC TYPE
  Name:
  Game world:
  Author:
  Version:
  Sources:
  Name
  Base Cost
  Min
  Max
  Domain
  
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  Special
  Conductors:
  Name
  Base Cost
  Max
  Domain
  Special
  Name
  The name of the source/conductor
  Base Cost
  The base of using the source/conductor
  Min
  The minimum amount that can be drawn from the source
  Max
  The maximum amount that can be drawn or the maximum TD that the spell involving this conductor can
  be.
  Domain
  What conductors can be used with the source.  What effects the conductors can produce
  Special
  Any effects/conditions/side effects that are specific to this source/conductor.
  A.7 SPELL TEMPLATE
  Name:
  Game world:
  Author:
  Version:
  Source(s):
  Source TD:
  Conductor(s):
  Conductor TD:
  Power Level:
  Casting Time:
  Duration:
  Range:
  Volume of Effect:
  
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SOURCE: textdata/thevault/DragonNet/DragonNet Corebook.pdf