[net.games.frp] Paul's Adventures in Fantasy

bormanp@stolaf.UUCP (07/21/83)

	Greetings all you FRPers, seems as we died down a bit.  We had
	some good stuff going about a month and a half ago (Even tim
	blessed us with is words of wit! :-) )  Anyhow, back then I said
	I was going to release a my own version of a FRP game.  Well, I
	kinda got delayed in working with it (it's a long story and my
	fishing rod broke besides), but I have been working on it.  This
	is actually the second version of it (The first did not work so
	well).  Please send me comments.  Oh, some info which might help,
	I use twelve stats:  Strength, Intelegence, Wisdom, Const., Dexterity,
	Charisma, Comeleness, Ego, Agility, Swim Ability, Mechanical Ability,
	and Stamina.  I use 3D4+1D8 to determine each one.

					Paul R Borman	      /* Yes, this */
					St. Olaf College      /* is my FULL */
					Northfield MN  55057  /* US mail addr */

					ihnp4!stolaf!bormanp

--------- Cut here -----------






                            Paul's Adventures In Fantasy
                                   Combat Module



                 Among the technical aspects  of  a  FRP  game  is  that
            annoying little thing called combat.  A variety of solutions
            have been proposed, and I, like many others I am sure,  have
            not  been satisfied.  It seems as though all systems have to
            fight between playability and realism.   Proponents  of  the
            first  ask  "what  is real in fantasy anyhow?" Proponents of
            the second claim "but how can it be fun if it is not realis-
            tic?"  I  agree  and  disagree with both.  First: Yes, it is
            fantasy and hence we are  allowed  liberties  in  making  it
            playable.   Second: If it is too simplistic and non-real, it
            just isn't fun.

                 In trying to reconcile this problem,  I  have  come  up
            with A system of combat.  I am sure it is not the system for
            everyone, but I do feel that it  has  some  merit.   I  have
            tried  to do several things with my system.  First, give the
            guy who has  spent  his  life  wielding  a  sword  a  break.
            Second,  give even super-heros mortal traits.  Third, if you
            have never used a sword before do you really expect  to  hit
            that  guy with the armor?  Enough with this rationalization,
            on with the guidelines.

                 Combat is divided into two distinct parts,  Attack  and
            Defense.   As  with  most  FRP  games,  every  being has hit
            points.  When they are hit, they lose hit points.   At  zero
            hit  points  they  go  unconscience.  At negative hit points
            they are unable to heal without outside help.  At some given
            negative  constant,  they  die.   This constant may be arbi-
            trarily set to -10, although with characters at least, I use
            negative their constitution.  A characters Maximum Hit Point
            value is rather constant, only increasing by one  for  every
            level  of experience gained in the art of combat.  To calcu-
            late a characters Maximum hit points, use the following for-
            mula:

                    MHP = Constitution
                        + Stamina Bonus
                        + Combat Level
                        + Racial Bonus
                        + Misc. Bonuses
                        + 8 (Combat Level
                            > 0)

            Note, a character receives an additional 8 hit points  after
            achieving  the  first level in some sort of combat.  This is
            rationalized by the fact that a person trained in combat can
            sustain damage better than one not trained.

                 When injured, a character will gain two  hit  points  a



                                   July 21, 1983





                                       - 2 -


            day  if  he  is not exerting himself (just walking), three a
            day if he is in bed, but only 1 a day if he  is  subject  to
            combat  or hard work (mountain climbing, door busting, etc).
            These numbers can also be converted to hours per  hit  point
            recovered.   8  per  hour  if  resting,  12 if normal, 24 if
            exerting one's self.

                                       ATTACK

                 Each character has an Attack Factor, this is a  measure
            of  how  well he can hit a normal human with a weapon.  This
            rating is based on the pretence that a  human  has  about  a
            fifty  percent  chance  of hitting his opponent (barring any
            defensive measures the opponent has taken).  The Attack Fac-
            tor of a character is calculated as follows:

                    AF = Natural Base
                       - 4% / Combat Level
                       - Strength Bonus
                      (- Dexterity Bonus
                         Missiles only)
                       - Misc. Bonuses

            The Natural Base for a character is 50 +/- 10% (30 +  1D20).
            A  side note about missiles, the Strength Bonus only applies
            if the weapon was made for that strength.

                                      DEFENSE

                 Akin to the Attack Factor is the Defense  Factor.   The
            Defense  Factor  is  a  measure of the characters ability to
            parry blows, and also any defensive measures he  has  taking
            (like  putting on that +5 Plate (who was his GM?)).  As with
            the previous two stats, there is a simple little formula  to
            use to calculate the Defense Factor for a character.

                    DF = Race Base
                       + Agility Bonus
                       + Armor Bonus
                       + 2.5% / Combat Level
                       + Misc. Bonuses
                         (Like that tree in
                          the way)


                                     THE MELEE

                 In melee combat, initiative is  taken  for  each  melee
            round.  My method is to have each combatant role 1D6 and the
            higher role wins (ties imply simultaneous  attack).   During
            the melee round, which I have set to 10 seconds, a combatant
            may either move or attack.  Movement is the  given  movement
            base  divided  by ten (12" -> 1.2" movement).  If the comba-
            tant chooses attack, and he is indeed close  enough  to  his



                                   July 21, 1983





                                       - 3 -


            adversary  to strike him, add the the combatants attack fac-
            tor to the defendants defense factor to attain  the  percen-
            tage chance the attacker has of missing his opponent.

                 The attacker rolls percentile dice, if his roll  equals
            or exceeds his percentage needed to miss, he has effectively
            damaged his opponent.  To calculate the damage, the type  of
            weapon  used  is  crossed  with size of the defender (small,
            medium, or large) to determine the type of dice to  roll  to
            calculate the damage actually done.

                 During an attack, it is possible that the attacker  may
            either  due  exceptional well or poor on a given blow.  This
            is reflected in the Critical Hit and Fumble  tables.   If  a
            roll is below 10% or above 90%, a Fumble or Critical hit may
            have occurred.  To find if one actually did occur, check the
            "To  Critically  Hit"  and "To Fumble" tables and see if one
            did occur.  If one did, then move to the  appropriate  table
            (Fumble, or one of the three Critical Hit tables), roll per-
            centile dice and find the result.

                 Magical Bonuses from other systems are converted  on  a
            one to four basis (+1 -> +4%) for attack and on a one to two
            and a half basis (+1 -> +2.5%) for defense.

                                 NON-LETHAL COMBAT

                 In the area of non-lethal combat there are  three  main
            subdivisions.   The  subdivisions  are Pummeling, Grappling,
            and Overbearing.  To the man of the street these  are  Slug-
            ging,  Wrestling,  and  Plowing  Over  Thy Opponent.  All of
            these  attacks  proceed  much  as  normal  attacking   goes,
            although each have their own attack and defense factors.  By
            adding the attack factor of the oppressor with  the  defense
            factor  of the oppressed, a base chance of missing is found.
            Then by using the modification table listed  for  each  one,
            the  final number which the attacker must match or exceed is
            found.  If he acquires a high enough  roll  he  may  further
            check to see what type of damage was done.  To do this, sub-
            tract what the attacker needed to roll from what he did  and
            then  add  in  damage  modifications.   Index this resulting
            number  into  the  appropriate  damage  table  to  find  the
            results.   If  not  all  the damage is actual, recovery will
            start after 10 melee rounds and will be at a rate of 1 point
            per round.


                                        PUMMELING









                                   July 21, 1983





                                       - 4 -


                    PAF = 100
                        - Agility
                        - Strength
                        - 4% / Combat Level


                    PDF = 2 * Armor Bonus
                        + Agility
                        + 2.5% / Combat Level




                    To Hit Modifications:

                    Defender Slowed         -10%
                             Stunned        -20%
                             Helpless       HIT
                             Hastened       +10%
                    For every 6" over 12"
                      Movement Base of
                      Defender               +5%




                    Damage Modifications:

                    Wooded Butt or
                      Mailed Fist            +5%
                    Metal Pummel            +10%
                    Defender has
                            Open Faced Helm  -5%
                            Nasaled         -10%
                            Visored         -20%




                    Damage Table (25% damage Actual)

                      <01   Total Miss
                    01-20   Ineffective, Strike Again
                    21-40   Glance,                         2 + Str Bonus
                    41-60   Glance,. Strike Again           4 + Str Bonus
                    61-80   Solid Punch                     6 + Str Bonus
                    81-00   Solid Punch, Strike Again       8 + Str Bonus
                      >00   Crushing Blow, Stunned Opponent
                                    (Opponent Cannot Attack)        10 + Str Bonus


                                 GRAPPLING/OVERBEAR





                                   July 21, 1983





                                       - 5 -


                    GOAF = 3 * Armor Bonus
                         - Agility
                         - Strength
                         - Weight/10 (Lbs)

                    Note: Magical Armor bonuses
                          do NOT apply




                    GODF = Agility
                         + Strength
                         + Weight/10 (Lbs)
                         - Armor Bonus

                    Note: Magical Armor bonuses
                          do NOT apply




                    To Hit Modifications:

                    Defender Slowed         -10%
                             Stunned        -20%
                             Helpless       -30%
                             Hastened       +20%
                    Per 3" movement Base
                            over Attacker   +10%


                                     GRAPPLING

                    Damage Modifications:

                    Defender Plate or Banded Mail   -10%
                             Helmet                 -10%
                             Shield                 -10%




                    Damage Table (25% actual Damage)

                      <21   Waist Clinch,
                              Opponent May counter          1 + Str Bonus
                    21-40   Arm Lock//Forearm/Elbow Smash   2 + Str Bonus
                    41-55   Head/Finger Lock//Bite          3 + Str Bonus
                    56-70   Bear Hug//Trip                  4 + Str Bonus
                    71-85   Headlock//Flip or Throw         5 + Str Bonus
                    86-95   Strangle Hold//Head Butt        6 + Str Bonus
                      >95   Kick/Knee/Gouge                 8 + Str Bonus
                                                              & Stunned



                                   July 21, 1983





                                       - 6 -


            Damage to the left of the // is what the attacker  does,  to
            the  right  is  what  the  defender does.  For A Defender to
            break a hold he must tie or exceed the  attackers  category.
            The hold continues until loosened or broken.

                                      OVERBEAR

                    Damage Modifications:

                    Opponent Braced         -10%
                    Rushing of Leaping to
                      Attack                +15%
                    Opponent per Foot Held  +10%




                    Damage Table (50% actual)

                      <21   Bounced off or avoided,
                              Opponent may counter
                    21-40   Slid Down, Grab Leg
                    41-60   Opponent Staggered,
                              Attack Again                  1 + Str Bonus
                    61-80   Opponent Knocked to Knees       2 + Str Bonus
                    81-00   Opponent Knocked to Hands
                              & Knees                       3 + Str Bonus
                      >00   Opponent Knocked Flat           4 + Str Bonus
                                                              & Stunned



            ______________________________     ______________________________
            _|_______C_r_i_t_i_c_a_l__H_i_t_s__________|     _|__________F_u_m_b_l_e_s_____________|
            |  Normal          Critical  |     |  Normal           Fumble   |
            _|_____________________________|     _|_____________________________|
            |   0-10%               91%  |     |   0-05%              ---   |
            |  11-20%               92%  |     |  06-10%               1%   |
            |  21-30%               93%  |     |  11-15%               2%   |
            |  31-40%               94%  |     |  16-17%               3%   |
            |  41-50%               95%  |     |  18-19%               4%   |
            |  51-60%               96%  |     |  20-24%               5%   |
            |  61-70%               97%  |     |  25-34%               6%   |
            |  71-80%               98%  |     |  35-40%               7%   |
            |  81-90%               99%  |     |  41-70%               8%   |
            |  91-99%              100%  |     _||__7_1_-_1_0_0_%_______________9_%_____||
            _||____1_0_0_%________________-_-_-____||










                                   July 21, 1983





                                       - 7 -


             _________________________________________________________________
            |__________________C_r_i_t_i_c_a_l__H_i_t_s__(_B_l_u_n_t__W_e_a_p_o_n_s_)___________________|
            | Roll                            Affect                         |
            |_________________________________________________________________|
            |  01-31% double damage                                          |
            |  32-64% triple damage                                          |
            |  65-66% shield broken (no effect if no shield)                 |
            |  67-68% shield broken (roll again if no shield)                |
            |  69-70% shield arm struck (no shield defense for 1-6 rounds)   |
            |  71-72% shield arm broken, lose shield                         |
            |  73-74% weapon arm struck, hit probability -2                  |
            |  75-76% weapon arm struck, hit probability -4                  |
            |  77-78% weapon arm broken, no attacks                          |
            |  79-80% hand struck, dexterity down 1-5 pts. until healed      |
            |  81-82% hand struck, dexterity down 1-5 pts.                   |
            |  83-84% chest struck, stunned 1-6 rounds                       |
            |  85-86% chest struck, ribs broken, lungs punctured, no movement|
            |  87-88% chest struck, ribs broken, heart punctured, death      |
            |  89-90% leg struck, fall to ground                             |
            |  91-92% leg struck, movement halved                            |
            |  93-94% leg broken, no movement                                |
            |     95% head struck, lose 1-6 pts. intelligence (no  effect  if|
            |         helmed)                                                |
            |     96% head struck, lose 1-6 pts. intelligence                |
            |     97% head struck, lose 2-12 pts. intelligence (no effect  if|
            |         helmed)                                                |
            |     98% head struck, lose 2-12 pts. intelligence               |
            |     99% skull crushed, dead (no effect if helmed)              |
            ||_____0_0_%__s_k_u_l_l__c_r_u_s_h_e_d_,__d_e_a_d______________________________________||




























                                   July 21, 1983





                                       - 8 -


             _________________________________________________________________
            |__________________C_r_i_t_i_c_a_l__H_i_t_s__(_E_d_g_e_d__W_e_a_p_o_n_s_)___________________|
            | Roll                            Affect                         |
            |_________________________________________________________________|
            |  01-31% double damage                                          |
            |  32-62% triple damage                                          |
            |     63% shield destroyed (no effect if shielded)               |
            |     64% shield destroyed (roll again if no shield)             |
            |     65% helm removed (lose ear, stunned 1-6 rounds if no helm) |
            |     66% helm removed (lose ear, stunned 1-6 rounds)            |
            |     67% voicebox punctured, no talking (no effect if helmed)   |
            |  68-69% ear removed (no effect if helmed)                      |
            |     70% ear removed (helm removed if helmed)                   |
            |  71-72% eye removed (no effect if helmed)                      |
            |     73% eye removed                                            |
            |     74% knee split, movement base halved                       |
            |     75% knee split, no movement                                |
            |     76% fingers removed, dexterity reduced 1-5 pts.            |
            |     77% leg removed at ankle                                   |
            |     78% leg removed at knee                                    |
            |     79% leg removed at hip                                     |
            |     80% shield arm removed at wrist (no effect if shielded)    |
            |     81% shield arm removed at elbow (no effect if shielded)    |
            |     82% shield arm removed at shoulder (no effect if shielded) |
            |     83% shield arm removed at wrist                            |
            |     84% shield arm removed at elbow                            |
            |     85% shield arm removed at shoulder                         |
            |     86% weapon arm removed at wrist                            |
            |     87% weapon arm removed at elbow                            |
            |     88% weapon arm removed at shoulder                         |
            |     89% abdominal injuries, carrying capacity halved           |
            |     90% chest injuries, carrying capacity halved               |
            |     91% abdominal injuries, death in 1-6 days                  |
            |     92% chest injuries, death in 1-4 days                      |
            |     93% abdominal injuries, death in 2-12 turns                |
            |     94% chest injuries, death in 2-8 turns                     |
            |     95% abdominal injuries, immediate death                    |
            |     96% chest injuries, immediate death                        |
            |     97% throat cut, immediate death (no effect if  helmed)     |
            |     98% throat cut, immediate death                            |
            |     99% decapitated, immediate death (no effect if helmed)     |
            ||_____0_0_%__d_e_c_a_p_i_t_a_t_e_d_,__i_m_m_e_d_i_a_t_e__d_e_a_t_h_____________________________||















                                   July 21, 1983





                                       - 9 -


             _________________________________________________________________
            |_________________C_r_i_t_i_c_a_l__H_i_t_s__(_M_i_s_s_l_e__W_e_a_p_o_n_s_)___________________|
            | Roll                            Affect                         |
            |_________________________________________________________________|
            |  01-34% double damage                                          |
            |  35-70% triple damage                                          |
            |  71-72% shield arm struck (no effect if shielded)              |
            |  73-74% shield arm struck                                      |
            |  75-76% weapon arm struck, hit probability -2                  |
            |  77-78% weapon arm struck, hit probability -4                  |
            |  79-80% weapon arm struck, no attacks                          |
            |  81-82% struck in abdomen, death in 1-6 days                   |
            |  83-84% struck in chest, death in 1-4 days                     |
            |  85-86% struck in abdomen, death in 2-12 turns                 |
            |  87-88% struck in chest, death in 2-8 turns                    |
            |  89-90% struck in abdomen, immediate death                     |
            |  91-92% struck in chest, immediate death                       |
            |     93% blinded in eye (no effect if helmed)                   |
            |     94% blinded in eye                                         |
            |     95% larynx punctured (no effect if helmed)                 |
            |     96% larynx punctured                                       |
            |     97% struck in head, lose 1-6 pts. intelligence  (no  effect|
            |         if helmed)                                             |
            |     98% struck in head, lose 1-6 pts. intelligence             |
            |     99% struck in head, immediate death (no effect if helmed)  |
            ||_____0_0_%__s_t_r_u_c_k__i_n__h_e_a_d_,__i_m_m_e_d_i_a_t_e__d_e_a_t_h__________________________||































                                   July 21, 1983





                                       - 10 -


             _________________________________________________________________
            |_____________________________F_u_m_b_l_e_s______________________________|
            | Roll                            Affect                         |
            |_________________________________________________________________|
            |  01-19% slip, roll dexterity or less on d20 or fall stunned for|
            |         1-4 rnds.                                              |
            |  20-33% stumble, roll dexterity or less or fall stunned for 1-6|
            |         rnds.                                                  |
            |  34-39% trip and fall, stunned for 1-6 rounds                  |
            |  40-44% off balance, roll dexterity or less or no  action  next|
            |         round                                                  |
            |  45-49% lose grip on weapon,  roll dex. or less  or  no  attack|
            |         next round                                             |
            |  50-54% lose grip, roll dex. or less or drop weapon            |
            |  55-59% lose grip, drop weapon                                 |
            |  60-61% shield tangled with opponent (no effect if no shield)  |
            |  62-63% shield tangled  with  opponent,  neither  attacks  next|
            |         round.                                                 |
            |  64-65% weapon tangled with opponent, no attack next round     |
            |  66-69% weapon knocked away, roll d8  for  direction,  d10  for|
            |         foot distance                                          |
            |  70-74% weapon breaks (base 100% chance -20% for  each  "+"  of|
            |         weapon)                                                |
            |  75-76% hit self, half damage                                  |
            |  77-78% hit self, normal daamage                               |
            |  79-80% hit self, double damage                                |
            |  81-82% hit friend, half damage                                |
            |  83-84% hit friend, normal damage                              |
            |  85-86% hit friend, double damage                              |
            |  87-88% critical hit, self                                     |
            |  89-90% critical hit, friend                                   |
            |  91-92% twist ankle, half speed for 1 turn, roll dex.  or  less|
            |         or fall                                                |
            |  93-95% helm slips, roll dex. or less to fix, hit prob. -6 till|
            |         fixed                                                  |
            |  96-97% helm slips, roll dex. to fix, no attacks until fixed   |
            |     98% distracted, opponents next attack is at +3             |
            |     99% roll twice, ignoring rolls of 99 or 00                 |
            ||_____0_0_%__r_o_l_l__3__t_i_m_e_s_,__i_g_n_o_r_i_n_g__r_o_l_l_s__o_f__9_9__o_r__0_0_________________||


















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                                       - 11 -


             _________________________________________________________________
            |__________W_e_a_p_o_n_s__W_e_i_g_h_t__a_n_d__D_a_m_a_g_e_______________________________|
            |Weapon            Weight  Small Large Min. Str      Misc.       |
            |                        /Medium                                 |
            |_________________________________________________________________|
            |Arrow                  2    1-6   1-6                           |
            |Axe, Battle           75   1-12  1-12    10   Requires Two Hands|
            |Axe, Hand             50    1-6   1-4                           |
            |Bo Stick              15    1-6   1-3                           |
            |Club                  30    1-6   1-3                           |
            |Cudgel                20    1-4   1-3                           |
            |Dagger                10    1-4   1-3                           |
            |Dart                   5    1-3   1-2                           |
            |Flail, Footmans      130    2-7   2-8    15                     |
            |Flail, Horsemans      35    2-5   2-5                           |
            |Fork                  75    1-8   2-8                           |
            |Hammer, Lucern       150    2-8   1-6    14   Requires Two Hands|
            |Hammer                50    2-5   1-4                           |
            |Javelin               20    1-6   1-6                           |
            |Jo Stick              40    1-6   1-4                           |
            |Lance, Light          50    1-6   1-8                           |
            |Lance, Medium        100    2-7  2-12    12                     |
            |Lance, Heavy         150    3-9  3-18    15                     |
            |Mace, Footmans       100    2-7   1-6    10                     |
            |Mace, Horsemans       50    1-6   1-4                           |
            |Morning Star         125    2-8   2-7    13                     |
            |Quarl, Light           1    1-4   1-4                           |
            |Quarl, Heavy           2    2-5   2-7                           |
            |Scimitar              40    1-8   1-8                           |
            |Sling, Bullet          2    2-5   2-7                           |
            |Sling, Stone           1    1-4   1-4                           |
            |Spear              40-60    1-6   1-8    8                      |
            |Staff                 50    1-6   1-6                           |
            |Sword, Bastard       100    2-8  2-16    13   Requires Two Hands|
            |                                               As Bastard 1 Hand|
            |Sword, Broad          75    2-8   2-7    9                      |
            |Sword, Great         275   1-12  2-20    18   Requires Two Hands|
            |Sword, Long           60    1-8  1-12    8                      |
            |Sword, Short          35    1-6   1-8                           |
            ||S_w_o_r_d_,__T_w_o_-_H_a_n_d_e_d_____2_5_0____1_-_1_0___3_-_1_8_____1_7____R_e_q_u_i_r_e_s__T_w_o__H_a_n_d_s__||

















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                                       - 12 -


             _________________________________________________________________
            |____________________M_i_s_s_l_e__R_a_t_e__a_n_d__D_i_s_t_a_n_c_e______________________|
            | Weapon                    #/Rnd |  Small     Medium*    Long** |
            |__________________________________|_______________________________|
            | Axe                           1 |      1           2         3 |
            | Bow, Composite, Long          2 |      6          12        21 |
            | Bow, Composite, Short         2 |      5          10        18 |
            | Bow, Long                     2 |      7          14        21 |
            | Bow, Short                    2 |      5          10        15 |
            | Club                          1 |      1           2         3 |
            | Crossbow, Light               1 |      6          12        18 |
            | Crossbow, Heavy             1/2 |      8          16        24 |
            | Dagger                        2 |      1           2         3 |
            | Dart                          3 |  1 1/2           3     4 1/2 |
            | Hammer                        1 |      1           2         3 |
            | Javelin                       1 |      2           4         6 |
            | Sling, Bullet                 1 |      5          10        20 |
            | Sling, Stone                  1 |      4           8        16 |
            ||_S_p_e_a_r__________________________1___|______1____________2__________3___||

             *                     +10% Attack Modification
             **                    +25% Attack Modification


             ________________________________________________________________
            |___________________C_h_a_r_a_c_t_e_r_i_s_t_i_c__A_d_j_u_s_t_m_e_n_t_s____________________|
            | Score  Additional  Saving  Missle  Defense  Reaction  Hitpoints|
            |        Languages   Throws                                     |
            |        (Int)       (Wis)   (Dex)   (Agi)    (Cha)     (Sta)   |
            |________________________________________________________________|
            |     4  0           +15%    +15%    -12%     -25%      -2      |
            |     5  0           +11%    +11%    -11%     -21%      -1      |
            |     6  0           +8%     +8%     -10%     -18%      -1      |
            |     7  0           +5%     +5%     -8%      -15%      0       |
            |     8  0           +4%     +4%     -7%      -12%      0       |
            |     9  1           +3      +3%     -5%      -9%       0       |
            |    10  1           +2%     +2%     -3%      -6%       0       |
            |    11  2           +1%     +1%     -2%      -3%       0       |
            |    12  2           0%      0%      0%       0%        0       |
            |    13  3           -2%     -2%     +2%      +4%       0       |
            |    14  3           -4%     -4%     +3%      +8%       0       |
            |    15  4           -5%     -5%     +5%      +15%      +1      |
            |    16  4           -8%     -8%     +7%      +20%      +2      |
            |    17  5           -11%    -11%    +8%      +25%      +3      |
            |    18  6           -14%    -14%    +19%     +30%      +4      |
            |    19  7           -17%    -17%    +11%     +35%      +5      |
            ||____2_0___8____________-_2_0_%_____-_2_0_%_____+_1_2_%______+_4_0_%_______+_6________||










                                   July 21, 1983





                                       - 13 -




            _________________________________________________________________
            _|_____________________S_t_r_e_n_g_t_h__A_d_j_u_s_t_m_e_n_t_s________________________|
            |           Attack     Damage      Weight     Open    Bend Bars/|
            |Strength   Bonus    Adjustment   Allowence   Doors   Lift Gates|
            _|________________________________________________________________|
            |   4         +15%           -1        -350     17%           0%|
            |   5         +10%           -1        -250     19%           0%|
            |   6          +7%            0        -150     21%           0%|
            |   7          +5%            0        -100     23%           0%|
            |   8          +4%            0         -50     25%           1%|
            |   9          +3%            0           0     27%           1%|
            |   10         +2%            0           0     29%           2%|
            |   11         +1%            0         +50     31%           3%|
            |   12          0%            0        +100     33%           4%|
            |   13         -1%            0        +150     35%           5%|
            |   14         -2%            0        +200     37%           7%|
            |   15         -3%            0        +275     40%           9%|
            |   16         -4%           +1        +350     45%          10%|
            |   17         -5%           +1        +500     50%          13%|
            |   18         -7%           +2        +750     55%          16%|
            |   19         -8%           +3       +1000     60%          20%|
            _||___2_0_________-_1_0_%____________+_3________+_1_2_5_0______6_5_%___________2_5_%__||




            ______________________________
            _|_____H_i_t__P_o_i_n_t_s__(_R_a_c_e_)________|
            |  Race               Bonus  |
            _|_____________________________|
            |  Dwarf                 +2  |
            |  Elf                   -1  |
            |  Gnome                 +1  |
            |  Half-Elf               0  |
            |  Half-Ork              +1  |
            |  Hobbit                -1  |
            _||__H_u_m_a_n___________________0____||


















                                   July 21, 1983





                                       - 14 -


                                  MONSTER CONVERSION CHART
                    Level   Attack Factor           Monster         MHP
                    1-1     56%                     Orc             11+D10
                      1     52%                     Kobold          4+D4
                     1+     48%                     Goblin          6+D4
                      2     44%                     Gnoll           12+D12
                      3     40%                     Ogre            20+D12
                      4     36%                     Bear, Brown     22+D10
                      5     32%                     Bear, Black     12+D8
                      6     28%                     Bear, Cave      25+D12
                      7     24%                     Giant, Cloud    50+D20
                      8     20%                     Giant, Fire     45+D20
                      9     16%                     Giant, Frost    40+D20
                     10     12%                     Giant, Hill     30+D20
                     11      8%                     Giant, Stone    35+D20
                     12      4%                     Giant, Storm    55+D20
                     13      0%                     Horse, Light    10+D6
                     14     -4%                     Horse, Lt War   12+D6
                     15     -8%                     Horse, Med War  14+D6
                     16    -12%                     Horse, Hvy War  18+D6

                    Defense Factor = (10 - AC)*3 + 2*LVL - 10 + D20

                 NOTE: The hit points above are just some that  I  threw
            together  one  night.  They look about right to me, but more
            play may prove wrong (I have no players here for the  summer
            (bletch)).  Have Fun!