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Skill List *indicates a cascade skill Basic Skills: Acrobatics Athletics Boating Dodge Driving Evaluate First Aid

Influence Lore (Animal) Lore (Plant) Lore (World) Perception Persistence Resilience Riding/Bajutsu Sing Sleight Stealth (DEX) (STR+DEX) (STR) (10+DEX-SIZ) (10+POW) (INT) (INT) (10+CHA) (EDU) (EDU) (EDU) (INT+POW) (10+POW) (CON+POW) (DEX+POW) (CHA) (DEX) (10+DEX-SIZ)

Advanced Skills: Artistic Expression* (POW+CHA) Calligraphy (EDU+DEX) Command (CHA+POW) Commerce (EDU+CHA) Cooking (INT+POW) Courtesy (EDU+CHA) Culture* (EDU) Craft* (EDU+DEX) Dance (DEX) Disguise (CHA) Engineering (EDU) Escape (DEX+INT) Falconry (INT+DEX) Gambling (INT) Handiwork (INT) Heraldry (EDU) Healing (EDU+POW) Impersonation (INT+CHA) Insight (INT+POW) Kuji-kuri (EDU) Language* (EDU) Lore* (EDU) Mechanisms (DEX+EDU) Memorize (INT) Oratory (POW+CHA) Play Instrument* (CHA) Seduction (INT+CHA) Shiphandling (EDU) Streetwise (POW+CHA) Survival (INT+POW) Taunt (INT+CHA) Torture (INT+DEX) Tracking (INT) Yogen (EDU)

Basic Combat Skills: Axe- 1H/Masakarijutsu (STR+DEX) Axe- 2H/Onojutsu (STR+DEX) Blowgun (DEX) Bow/Kyujutsu (DEX) Crossbow (DEX) Dagger/Tantojutsu (STR+DEX) Flail- 1H/Kamajutsu (STR+DEX) Flail- 2H/Kusarijutsu (STR+DEX) Hammer- 1H (STR+DEX) Hammer- 2H (STR+DEX) Polearm/Naginatajutsu/Sodegaramijutsu Rapier (STR+DEX) Shield (STR+DEX) Sling (DEX) Spear/Sojutsu (STR+DEX) Staff/Bojutsu (STR+DEX) Sword- 1H/Kenjutsu (STR+DEX) Sword- 2H/Kenjutsu (STR+DEX) Throwing (DEX) Unarmed (STR) Whip (STR+DEX) Advanced Combat Skills: Chariot Combat (DEX) Fast Draw (DEX) Gunnery (INT+DEX) Iajutsu (DEX) Jousting (new) (STR+DEX) Longarms (DEX x2) Martial Arts/Jujutsu (DEX) Martial Prowess (STR+POW) Pistols (DEX x2) Salmon Leap (STR+DEX) Shield Biting (POW) Shield Growl (CHA) Shield Kick (DEX) Siege Machine Operation* (INT+DEX) Spear Catching (DEX) Spear Foot (DEX) Weapon Mastery* (DEX+STR) Yabusame (DEX) Yadomejutsu (DEX) Magical Skills: Alchemy (EDU+POW) Augury (POW+INT) Divination (INT) Enchanting (DEX+POW) Manipulation (Combine) (EDU+POW) Manipulation (Duration) (EDU+POW) Manipulation (Magnitude) (EDU+POW) Manipulation (Range) (EDU+POW) Manipulation (Targets) (EDU+POW) Meditation (POW) Ogham (EDU) Pilot* (INT+POW) Ritual Sacrifice (INT+POW) Runecasting* (POW+CHA) Runefinder (INT+POW)

(STR+DEX)

Runewatcher Sorcery Spells* Spellcasting* Summoning* Tap Weirdstone Theology*

(INT+POW) (EDU+POW) (POW+CHA) (EDU+POW) (INT+POW) (EDU+POW)

Jousting Jousting is not combat, but sport. Characters jousting roll simultaneously inste ad of rolling initiative and results are considered to be simultaneous as well. A match consists of three lances. The winner is he who has the most points at th e end of the three passes. Jousting Results: Fumble You miss. If you are hit successfully, you are unhorsed Failure You hit, but cause no damage and do not break a lance. If you are hit su ccessfully, you must roll Athletics or be unhorsed. Success You hit and break a lance on the shield or body. This causes minimum dam age. If you are hit, you are not unhorsed. Critical You hit and break a lance on the helmet. This causes half damage . If you are hit, you are not unhorsed. Jousting Scoring: 1 point for breaking a lance on the body or shield 2 points for breaking a lance on the helmet 3 points for unhorsing a rider, plus you win his horse Profession Revisions: Heraldry should be added as a choice to the following professions: Ambassador Counsellor/Politician/Senator/Kuge Diplomat/Gaikoukan Emperor Imperial Governor Knight Lord/Household Officer/Ryoko Monarch Samurai Falconry should be added as a choice to the following professions: Emperor Knight Lord Monarch Jousting should be added to the Knight profession and presented as a choice to t he following professions: Lord & Monarch. The following skills should be added as choices to the Skull Sword/Tribal Warrio r profession: Bow, Riding, & Spear. The skill Unarmed +5% should be added as a B ase Skill Bonus.

RANDOM MAGICAL ARTIFACTS Many magic items require the roll of a D to determine their effect (such as +D10 %). This should be rolled when the item is first found and never again. The only exceptions to this are: Summoning abilities that summon D# individuals, abiliti

es that restore HPs, MPs, or Sanity, & abilities that are separate attacks. In t hese cases, roll the indicated D each time. Magic Points can also be Earth Power. Unless otherwise indicated, items with Run es embedded in them cannot be used to cast spells. ARTIFACTS 01-10 Amulets, Rings, and Jewels 11-20 Armor 21-30 Arrows and Missiles 31-45 Enchanted Garments 46-60 Potions and Concoctions 61-70 Scrolls and Grimoires 71-80 Staves and Wands 81-90 Unusual Items 91-00 Weapons ITEM TABLES Amulets, Rings, and Jewels Type: 01-20 Amulet 21-35 Broach/Pin 36-45 Crown/Tiara 46-70 Jewel/Crystal 71-75 Neck Torc 76-85 Orb 86-00 Ring Description: 1-2 Plain 3-5 Rich 6-8 Ornate 9-10 Gaudy Qualities: 01-03 Adamantine- Offers D4 armour points to all locations. 04-06 Animal Control- Allows the user to control and converse with a category of animals. 1 Birds 2 Canines 3 Cats 4 Fish 5 Herd Animals 6 Insects 7 Monstrous Animals 8 Reptiles 9 Riding Animals 10 Rodents 07-09 Blasting- Fires a blast of fire up to D100 yards for D6 damage to all loca tions. Roll damage each time the blast is used. 10-12 Command- Target must roll Persistence or fall under the mind control of th e user until the next sunrise or sundown 13-16 Comprehension- Allows the user to speak and understand any language. 17-19 Cursed- Roll on table. 20-22 Enchanted Jade- User recovers D3 HPs per round to all hit locations 23-25 Energy- +D10 Magic Points 26-28 Gating- Allows the user to teleport D10 x10 yards 29-31 Iron- Spells cast against the character require +D3 extra MPs. Also, the u sers spells cost +D3 extra MPs 32-34 Law- +2D10% to all Sanity rolls 35-37 Levitation- Reduces damage from falling by half and doubles the distance t he user can jump, adds +5D10% to Athletics when Jumping 38-42 Light- Emits light equivalent to a lantern

43-45 Longevity- Doubles the lifespan of the character 46-50 Multiple Spell- Can cast a spell from the given magic type D4 times per da y: 1 Earthpower 2 Divine 3-5 Runic 6-8 Sorcery 9 Occult 10 Mythos 51-53 Multiple Warding- Roll Persistence to ignore a spell D4 times per day. Rol l to determine type. 1 Earthpower 2 Divine 3-5 Runic 6-8 Sorcery 9 Occult 10 Mythos 54-56 Protection- Offers D4 points of armor to all Hit Locations 57-59 Reflection- Spellcasters casting spells on the user must roll Persistence. If the roll fails, the spell affects the caster instead 60-62 Regeneration- Doubles the users healing rate 63-65 Righteous Silver- Wearer is immune to SAN loss caused by anything that isnt a Mythos entity 66-68 Runic- Inscribed with a rune. Roll on the Rune table, pg. 70. 69-71 Sanity- Regenerate D6 SAN per day. Roll each time 72-76 Spell- Increases the users ability to use magical skills by +2D10%. The use r must have the skill in order to gain any benefit from this ability. Roll to de termine type. 1-2 Earthpower (Spellcasting, Ogham, Ritual Sacrifice, Tap Weirdstone) 3-4 Divine (Lore (Theology), +2D6 Dedicated POW) 5-6 Runic (Runecasting skills, Runewatcher, Runefinder) 7-8 Sorcery (Sorcery Spells skills, Manipulation skills) 9-10 Summoning (Summoning skills) 11-12 Wizardry (Augury, Alchemy, Enchanting, Lore (Celestial Lore, Geoma ntic Lore, Occult Lore) 77-79 Storm Summoning- Once per day, calls forth precipitation and winds from th e heavens. In winter, it will cause blizzards, otherwise, it causes flood-like d own pours. In rainy weather, it can cause hail and lightning. The storm lasts an hour. 80-82 Summoning- The user can once per day summon a creature (roll 1D12): 1 Spirits 1 Disease Spirit 2-3 Healing Spirit 4-5 Magic Spirit 6 Passion Spirit 1-2 Fear Spirit 3-4 Madness Spirit 5-6 Pain Spirit 2 Angels 3-4 Animals (roll on the Animal Control table) 5 Demons 1-8 Lesser 9-10 Greater 6-7 Elementals 1-2 Sylph 3-4 Gnome 5-6 Salamander 7-8 Undine 9 Shade 10 Barren

11 Boreal 12 Lume 8-9 Inanimate Objects 1-3 Hand Held Items 4-7 Personal Belongings 8-10 Weapons 10 Lycanthropes 11 Mythos Beings 1 Byakhee 2 Deep One 3 Ghast 4 Ghoul 5 Gug 6 Moon-Beast 7 Night Gaunt 8 Rat-Things 9 Sand-Dweller 10 Shantak 12 Undead 1- Ghost 2-5 Zombies (D6)- roll each time 6-10 Skeletons (D6)- roll each time 83-85 Toxin Immunity- User is immune to poisons, drugs, and cursed potions 86-89 Warding- The user may roll Persistence to ignore a spell one per day. Roll to determine type. 1 Earthpower 2 Divine 3-5 Runic 6-8 Sorcery 9 Occult 10 Mythos 90-92 Watchfulness- Will wake the user up if a hostile comes within 2D10 93-95 Wizardry- Halves the MP, POW, and Sanity cost of all spells 96-98 Wraith- Turns user invisible. User can also see other invisible things. In visible things can see the user too 99-00 Roll D3 times Armor Type: 01-06 Banded 01-09 Shirt 10 Suit 07-11 Bone Shirt 12-17 Chainmail 01-09 Shirt 10 Suit 18-23 Cuirboilli shirt 24-29 Enamelled Breastplate 30-35 False Plate 01-09 Shirt 10 Suit 36-40 Gauntlets 1 Cestus 2-4 Light 5-6 Medium 7-8 Heavy 9 Crabclaw 10 War gauntlet 41-45 Helm 1 Bone helm

2-3 Chainmail coif 4 Enamelled 5 Full Helm 6-7 Heavy leather cap 8-9 Helmet 10 Tusked helm 46-51 Leather 1-2 Heavy leather hauberk 3-4 Leather hauberk 5-10 Leather shirt/tunic 52-55 Miscellaneous 1-2 Archers armlet 3 Duellist half-cape 4-7 Fur cloak 8 Gladiators outfit (Chestpiece, Helm, and Skirt) 9 Plated cloak 10 Plated coat 56 Oriental Armour 1-4 Do-Maru suit 5-8 Kabuto 9-10 Yoroi suit 57-62 Padded shirt 1-5 Soft 6-10 Hard 63-68 Plate 01-09 Shirt 10 Suit 69-74 Ringmail shirt 75-80 Scalemail shirt 81-85 Serpentmail 01-09 Shirt 10 Suit 86-90 Tightweave silk suit 91-95 Wooden shirt 96-00 Shield 1-3 Buckler 4 Fang Shield 5-11 Kite Shield 12-18 Target Shield 19 Growling shield 20 Razor-edged shield Description: 1-2 Plain 3-5 Ornate 6-8 Worn 9-10 Gaudy Qualities: 01-03 Berserk- User may use Battle Fury once per day 04-06 Breathe Underwater- User can breathe underwater, +2D10% to Athletics when swimming 07-16 Characteristic Increase- Roll on table. 17-19 Cursed- Roll on table. 20-22 Faerie- Glows if within D10 x10 yards of evil beings. Note that Mythos dei ties are often beyond good and evil and thus do not activate the item 23-25 Fitted- The armor is extremely light. Halve the armours skill penalty and r educe its ENC by 1 26-49 Improved- Increase AP to all locations the armour covers by D4. 50-55 Indestructible- Item cannot be destroyed by any means known 56-58 Initiative- Increase Strike Rank by +D6 59-61 Invisibility- Turns user invisible. User can also see other invisible thin

gs. Invisible things can see the user too 62- 64 Light- Emits light equivalent to a lantern 65-67 Mirrored- Spellcasters casting spells on the user must roll Persistence. I f the roll fails, the spell affects the caster instead 68-70 Mithril- The armour is light and very strong. Halve the armours skill penal ty and reduce its ENC by 1. Increase AP of all locations covered by the armour b y 2. Metal armours only. 71-73 Perception- The user can detect the indicated if it is within D6 x10 feet: 1 Demons 2 Hidden Passages 3 Lycanthropes 4 Magic 5 Mythos Entities 6 Poison 7 Traps 8 Undead 9 Valuables 10 Water 74-76 Power- +D10 Magic Points 77-79 Regeneration- Doubles the users healing rate 80-89 Resistance- Halve damage caused by: 2-3 Acid 4-5 Fire 6-7 Ice 8-9 Lightning 10 Metal 11-12 Poison 90-92 Runic- Inscribed with a rune. Roll on the Rune table, pg. 70. 93-95 Speed- +D4 Movement and Strike Rank. Roll for each stat 96-98 Wizardry- Halves the MP, POW, and Sanity cost of all spells 99-00 Roll D3 times Arrows and Missiles Type: 01-20 Arrow, roll D6 for quantity 1-12 Normal 13 Barbed 14 Bowel Raker 15 Fishing 16 Hummingbulb 17 Lotus-blossom 18 Moon-blade 19 Signal 20 Wood-headed 21-30 Bolt, roll D6 for quantity 1-5 Normal 6 Barbed 7 Metal Core 8 Wood-headed 9 Bola bolt (Heavy crossbow bolts only) 10 Whip bow arrow 31-35 Blowgun Dart, roll D6 for quantity 1-8 Normal 9 Barbed 10 Marking Wads 36-40 Sling Bullet, roll D6 for quantity 41-45 Bola 51-47 Boomerang 48-49 Chakram 50-60 Dagger

61-65 66-67 68-69 70-74

Darts, roll D6 for quantity Dart blade Discus Hatchet 1-7 Hatchet 8 Tomahawk 9 Flint hatchet 10 Stone hatchet 75-76 Hurling Sphere/Tathlum 77-78 Kunai 79-80 Petals, roll D6 for quantity 81-95 Spear 1 Gae Bolga 2- 3 Javelin 4-6 Shortspear 7 Stone shortspear 8-9 Trident 10 Yari-nage 96-97 Spike 98-00 Throwing Stars, roll D6 for quantity Qualities: 01-10 Accuracy- +3D10% to the skill to use the item 11-13 Bane- Damage bonus against specific enemies. Roll on the table 14-16 Bleeding- Injured targets lose 1 HPs per round for D6 rounds 17-19 Cursed- Roll on table. 20-53 Damage- Increase damage by D6. 54-56 Dead Shot- Weapon only misses if a fumble is rolled, though no fumble is a pplied 57-59 Direction- When thrown in the air, the item will point out a direction: 1-7 True North 8-9 Towards an exit 10 Towards a stated location 60-62 Distance- The weapon has a range double normal 63-65 Division- Fired into a group, this causes D6 members of the group to go wi ld and begin attacking each other for D6 rounds. Roll each time 66-70 Flame- Causes D6 extra fire damage. Roll each time 71-75 Frost- Causes D6 extra freezing damage. Roll each time 76-78 Grappling- Weapon turns into a grappling hook on its way to the target and creates a line that can be climbed 79-81 Light- Emits light equivalent to a lantern 82-86 Poisonous- Causes a D4 x20 POT poison attack 87-91 Returning- Item returns to its owner whether it hits a target or not 92-94 Shock- Causes D6 extra electrical damage. Roll each time 95-97 Stone- Target must roll Resilience or be turned to stone. If the roll is f umbled, then the petrifaction is permanent. Otherwise, it lasts 4D6 hours 98-00 Warping- Target must roll Resilience or be transformed. If the roll is fum bled, then the petrifaction is permanent. Otherwise, it lasts 4D6 hours: 1 Cat 2 Crow 3 Dog 4 Ferret 5 Ghoul 6 Hideous Monstrosity (-D10 APP) 7 Mutant (Roll on Chaotic Feature table) 8 Newt or Frog 9 Opposite Gender 10 Rat Enchanted Garments Types:

01-10 Belt 1-4 Belt 5-6 Baldric 7-8 Bandolier 9-10 Sash 11-20 Boots 1-8 Boots 9-10 Shoes 21-30 Bracers 31-40 Cloak or Cape 41-50 Collar 51-60 Gloves 61-70 Hat 71-80 Mask 81-90 Robes 91-00 Tabard Description: 1-2 Plain 3-5 Fine 6-8 Embroidered 9-10 Rich Qualities: 01-05 Breathe Underwater- User can breathe underwater, +2D10% to Athletics when swimming 06-10 Characteristic Increase- Roll on table. 11-20 Comfort- Keeps the wearer comfortable in any temperature 21-25 Concealment- D6 secret pockets that provides a +2D10% to Sleight rolls mad e to hide objects on the character 26-30 Cursed- Roll on table. 31-35 Disguise- Allows the wearer to take on the outer shape of any creature wit h a SIZ within 3 points of his own 36-40 Elven- +3D10% to Stealth in natural surroundings 41-45 Indestructible- Item cannot be destroyed by any means known 46-50 Invisibility- Turns user invisible. User can also see other invisible thin gs. Invisible things can see the user too 51-55 Levitation- Reduces damage from falling by half and doubles the distance t he user can jump, adds +5D10% to Athletics when jumping and +3D10% to Acrobatics 56-60 Mariner- Keeps the wearer comfortable in any stormy weather and prevents s ea-sickness 61-65 Phasing- Allows the wearer to pass through solid objects and renders him i mmune to physical attack. However, the character cannot touch or physically harm anything while phased. It takes 1 round to turn the phasing on or off. 66-70 Protection- Offers D4 AP to all Hit Locations 71-75 Resistance- Halve damage caused by: 2-3 Acid 4-5 Fire 6-7 Ice 8-9 Lightning 10 Metal 11-12 Poison 76-80 Runic- Inscribed with a rune. Roll on the Rune table, page 70. 81-85 Skill Increase- Roll on table. 86-90 Speed- +D4 Movement and Strike Rank. Roll for each stat 91-95 Wizardry- Halves the MP, POW, and Sanity cost of all spells 96-00 Roll D3 times Potions and Concoctions Doses: D6 Type: 01-10 Dust

11-20 Elixir 21-30 Enchanted Food 31-40 Herb 41-50 Lotion/Ointment 51-60 Oil 61-00 Potion Description: 1-2 Tastes great 3-5 Smells great 6-8 Tastes foul 9-10 Smells foul Qualities: 01-03 Adhesion- Glue-like substance that can stick inanimate objects together. I t can be broken by rolling an opposed test using Athletics against a flat D100 r oll (assume that the adherent always succeeds) 04-08 Antidote- Negates poisons and heals D6 HPs caused by poison damage. Roll e ach time 09-11 Breathe Underwater- User can breathe underwater. +2D10% to Athletics when swimming 12-14 Change Suppression- Prevents a lycanthrope from transforming 15-17 Characteristic Increase- Roll on table. 18-21 Curing- Cures diseases 22-24 Curse Breaking- Undoes curses like Warping, Stone, and Sleep. Also undoes item curses. 25-27 Curse- Roll on table. 28-30 Disguise- Allows the drinker to take on the outer shape of any creature wi th a SIZ within 3 points of his own 31-33 Fighting- +3D10% to the drinkers highest combat skill and Dodge 34-36 Growth- +D6 SIZ for D10 rounds. Attributes and skills based on SIZ are aff ected in kind 37-46 Healing- Heals D6 HPs. Roll each time 47-49 Invisibility- Turns user invisible. User can also see other invisible thin gs. Invisible things can see the user too 50-59 Mana- Heals D6 Magic Points. Roll each time 60-65 Rejuvenation- Heals D4 HPs and Magic Points. Roll each time. Roll for each stat 66-69 Resistance- Halve damage caused by: 2-3 Acid 4-5 Fire 6-7 Ice 8-9 Lightning 10 Metal 11-12 Poison 70 Restoration- Restores the undead back to natural life. The undead returns to whatever state it had occupied before becoming undead- either becoming an inanim ate corpse or resuming natural life. However, the curse of the undead is very po werful and those restored to life must roll Luck at death or become undead once more. 71-78 Sanity- Heals D6 Sanity Points or removes 1 temporary insanity. Roll each time 79-81 Shrinking- -D6 SIZ for D10 rounds. Attributes and skills based on SIZ are affected in kind 82-85 Sleep- Target must roll Resilience or fall asleep and cannot be awakened f or 3D6 hours. On a fumbled roll, the target is asleep until awakened by magic 86-88 Tongues- Allows the user to speak and understand any language. 89-94 Toxic- Causes a D4 x20 POT poison attack 95-99 Warping- Drinker must roll Resilience or be transformed. If the roll is fu mbled, then the petrifaction is permanent. Otherwise, it lasts 4D6 hours: 1 Cat 2 Crow

3 Dog 4 Ferret 5 Ghoul 6 Hideous Monstrosity (-D10 APP) 7 Mutant (Roll on the Chaotic Feature table) 8 Newt or Frog 9 Opposite Gender 10 Rat 00 Xombi- Roll Resilience or die and become undead in D6 days. 1-2 Ghost 3-4 Ghoul 5-6 Vampire 7-8 Wraith 9-10 Zombie Scrolls and Grimoires 01-25 Grimoire- 2D6 spells 26-75 Scroll- 1 spell 76-00 Scroll, Multiple Spell- D3 spells Spells can be learned from grimoires, but not scrolls. Spells in a grimoire can only be cast once learned and only by a magician of the proper type. Anyone can cast a spell from a scroll provided they can roll the language check needed to r ead it aloud. A spell on a scroll can be read D3 times before fading. Spells cas t from a scroll cost no MP, though Mythos spells still cause SAN loss Spell Type: 1 Earthpower 2 Divine 3-5 Runic 6-8 Sorcery 9 Occult 10 Mythos Staves and Wands Length: D6 Description: 1-2 Plain 3-5 Rich 6-8 Ornate 9-10 Gaudy Qualities: 01-03 Absorption- Spells cast against the character require +D3 extra MPs. Also, the users spells cost +D3 extra MPs 04-06 Animal Control- Allows the user to control and converse with a category of animals. 1 Birds 2 Canines 3 Cats 4 Fish 5 Herd Animals 6 Insects 7 Monstrous Animals 8 Reptiles 9 Riding Animals 10 Rodents 07-09 Command- Target must roll Persistence or fall under the mind control of th e user until the next sunrise or sundown 10-12 Corrosion- Reduces any natural metal to dust in D6 rounds 13-15 Cursed- Roll on table. 16-18 Druidism- The user can borrow the abilities of animals D3 times per day, w ith each borrowing lasting D6 rounds. Abilities include attributes like STR, SIZ

, CON, Combat Actions, Strike Rank, and Movement; Natural Attacks; Skill Scores; and Traits 19-22 Elemental Ball- Creates a D6 x5 radius area blast of elemental energy cente red on the user. The ball harms all within its circumference: 1 Air- D3 damage (roll each time), Targets must roll Athletics or be thr own D10 yards (roll each time) 2 Earth- D8 damage (roll each time) 3 Fire- D6 damage (roll each time), flammable items burst into flame 4 Ice- D6 damage (roll each time), Targets must roll Dodge or be frozen in ice f or D10 minutes, Moving target must roll Athletics or fall down 5 Lightning- D6 damage (roll each time), double damage against wet targe ts, targets wearing/holding metal cannot dodge and are automatically hit 6 Metal- D8 damage (roll each time), non-magic armor only protects at ha lf 7 Sand- D4 damage (roll each time), targets must roll Dodge or be blinde d for D10 minutes by sand (roll each time) 8 Sound- D4 damage (roll each time), ignores armor, targets must roll Do dge or be deafened for D10 minutes 9 Water- D4 damage, targets must roll Dodge or do nothing but choke for D6 round s, moving targets must roll Athletics or slip in mud and fall 10 Webbing- STR 2D6+6 webs hold every target fast, targets can do nothing but tr y to break free. It can be broken by rolling an opposed test using Athletics aga inst a flat D100 roll (assume that the web always succeeds). Webs dissolve after D6 hours 23-26 Elemental Bolt- Fires a directed bolt of elemental energy at a target. Cas ter should roll Throwing to hit and the target can Dodge. The range is D10 x 10 yards. 1 Acid- D6 damage (roll each time) that burns for D6 rounds. Armor reduces this to D4 for D3 rounds, but afterwards is ruined. 2 Air- D4 damage (roll each time) and the target must roll Athletics or be thrown backwards D6 feet (roll each time) 3 Earth- D8 damage (roll each time), target should roll Athletics or be knocked prone 4 Fire- D6 damage (roll each time) 5 Ice- D6 damage (roll each time), target should roll Athletics or be knocked pr one 6 Lightning- D6 damage (roll each time), double damage against wet targe ts, targets wearing/holding metal rolling Dodge do so at half their score 7 Metal- D8 damage (roll each time), non-magic armor only protects at ha lf, target should roll Athletics or be knocked prone 8 Poisonous- Causes a D4 x20 POT poison attack 9 Strands- Creates rope-like strands that entangle the target. The strands remai n for D6 rounds. It can be broken by rolling an opposed test using Athletics aga inst a flat D100 roll (assume that the strand always succeeds). 10 Water- D6 damage (roll each time), target should roll Athletics or be knocked prone 27-36 Energy- +D10 Magic Points 37-39 Fear- Target must roll a SAN, for 1/D10 SAN loss (roll each time) 40-43 Focusing- +2D10 Dedicated POW 44-45 Gating- Allows the user to teleport D10 x10 yards 46-48 Light- Emits light equivalent to a lantern 49-58 Multiple Spell- Can cast a spell from the given magic type D4 times per da y: 1 Earthpower 2 Divine 3-5 Runic 6-8 Sorcery 9 Occult 10 Mythos 59-61 Multiple Warding- Roll Persistence to ignore a spell D4 times per day. Rol

l to determine type. 1 Earthpower 2 Divine 3-5 Runic 6-8 Sorcery 9 Occult 10 Mythos 62-64 Protection- Offers D4 points of AP to all hit locations 65-67 Runic- Inscribed with a rune. Roll on the Rune table, page 70. 68-77 Spell- Increases the users ability to use magical skills by +2D10%. The use r must have the skill in order to gain any benefit from this ability. 1-2 Earthpower (Spellcasting, Ogham, Ritual Sacrifice, Tap Weirdstone) 3-4 Priest (Lore (Theology), +2D6 Dedicated POW) 5-6 Runic (Runecasting skills, Runewatcher, Runefinder) 7-8 Sorcery (Sorcery Spells skills, Manipulation skills) 9-10 Summoning (Summoning skills) 11-12 Wizardry (Augury, Alchemy, Enchanting, Lore (Celestial Lore, Geoma ntic Lore, Occult Lore) 78-80 Storm Summoning- Once per day, calls forth precipitation and winds from th e heavens. In winter, it will cause blizzards, otherwise, it causes flood-like d own pours. In rainy weather, it can cause hail and lightning. The storm lasts an hour. 81-83 Summoning- - The user can once per day summon a creature (roll 1D12): 1 Spirits 1 Disease Spirit 2-3 Healing Spirit 4-5 Magic Spirit 6 Passion Spirit 1-2 Fear Spirit 3-4 Madness Spirit 5-6 Pain Spirit 2 Angels 3-4 Animals (roll on the Animal Control table) 5 Demons 1-8 Lesser 9-10 Greater 6-7 Elementals 1-2 Sylph 3-4 Gnome 5-6 Salamander 7-8 Undine 9 Shade 10 Barren 11 Boreal 12 Lume 8-9 Inanimate Objects 1-3 Hand Held Items 4-7 Personal Belongings 8-10 Weapons 10 Lycanthropes 11 Mythos Beings 1 Byakhee 2 Deep One 3 Ghast 4 Ghoul 5 Gug 6 Moon-Beast 7 Night Gaunt 8 Rat-Things 9 Sand-Dweller

10 Shantak 12 Undead 1- Ghost 2-5 Zombies (D6)- roll each time 6-10 Skeletons (D6)- roll each time 84-87 Warding- The user may roll Persistence to ignore a spell one per day. Roll to determine type. 1 Earthpower 2 Divine 3-5 Runic 6-8 Sorcery 9 Occult 10 Mythos 88-95 Wizardry- Halves the MP, POW, and Sanity cost of all spells 96-00 Roll D3 times Unusual Items 01-03 All-Seeing Mirror- This item allows a character to view events by gazing i nto the mirror. The viewings last D10 minutes (roll each time). 1-2 Past Events 3-6 Present Events in the same lands 7-9 Present Events in distant lands 10 Future Events 04-06 Ambrosia- This fruit has healing properties. It will heal D10 (roll every time). To receive the benefit, the entire fruit must be consumed. Only one fruit per day can be consumed for benefit. However, what it heals is random (roll eve ry time): 1-4 Hit Points 5 Magic Points 6 Sanity Points 7 Cure a disease 8 Cure insanity 9 Cure poison 10 Cure Magical Curse 07-10 Bag of Holding- The pouch has a minimal weight, but can hold 4D10 ENC of g oods. It cannot store living creatures. It can contain food, however, and such f ood as it contains will not spoil. 11 Black Cauldron- There are very few of these items in existence and they are p owerful beyond compare. It offers its owner D100 MPs. In addition, any potion br ewed within it will have its effects tripled. Finally, if a dead thing is boiled in the cauldron for D6 hours (roll each time), it will resurrect full and hardy to a natural life. 12-14 Bow of Accuracy- This bow adds 3D10% to the users skill to use it. 1 Arbalest 2 Flatbow 3 Heavy crossbow 4-5 Horse bow 6 Light crossbow 7-10 Long bow 11 Moon bow 12 Nomad bow 13 Oriental bow 1-7 Dai kyu 8 Han kyu 9-10 Shinobi-kyu 14 Recurve bow 15-18 Short bow 19 Whip bow 20 Wrist bow 15-18 Crystal Ball- This item halves the MP cost for spells that deal with clair

voyance or divination. It also adds +2D10% to Augury. 19 Djinnis Lamp- This rare item contains a greater demon that will grant the owne r of the lamp 3 wishes. The demon could be honorable and grant the wishes as ask ed, or it could malevolent and twist the wishes around. 01-08 Benevolent 09-10 Malevolent 20-22 Rune Stone- A stone with a Rune embedded in it. Roll on the Rune Table, pa ge 70. This rune can be used to cast spells, unlike most runic items. 23-25 Elven Bread- One mouthful will feed a grown man for a day. Four will feed a halfling. 26-28 Enchanted Map- There are several different kinds of mystical maps in exist ence. They are all infallible and inflammable. 01-03 Marauders Map- Linked to a single estate. It shows the loca tion, identity, and movements of everyone within the boundaries of the estate. 04-06 Mariners Charts- Linked to a single coastline. It shows the location of every reef, barrier, port, etc of a coast, as well as indicating wi nd speed and direction, weather conditions within the next 24 hours, and the loc ation and identity of other ships within 24 miles. 07-09 Seekers Map- Linked to a single country. It shows the location and identity of significant monster lairs, ruins, villages, cities, treasure hordes, roads, and shrines in the country. In addition, it shows the direction in which the cha racter is traveling, the weather forecast for the next 24 hours, and the locatio n, movement, and identity of other travelers within 24 miles. 10-12 Thieves Map- Linked to a single city, estate, or ruin. It s hows the location of any traps, hidden doors, treasure hordes, guards, and fello w thieves. 29-31 Enchanted Rope- The character has 2D10 +10 of enchanted rope. 01-02 Climbing- This rope adds +2D10 +10% to Athletics when climbing. 03-04 Compulsion- The rope will entangle a target if thrown at it. While entangl ed, the target must truthfully answer any questions the owner asks. It can be br oken by rolling an opposed test using Athletics against a flat D100 roll (assume that the rope always succeeds). 05-06 Elven Rope- Knots tied with this rope cannot be undone by anyone other tha n the owner. However, a gentle tug will undo it and return the rope to the owner . In addition, the rope will not break no matter the weight it carries. 07-08 Grappling- When thrown, this rope can secure itself as if it possessed a g rapple. 09-10 Indestructible- The rope cannot be cut, broken, or burned. It may hold any weight. 32-34 Enchanted Whip- This whip will secure itself as though a grapple to anythi ng it snapped at. It will also entangle targets and hold them. It cannot be brok en and when used as a swing can hold any weight. It can still be used as a norma l whip and the Whip skill must be used to use any of its mystical properties as well. 35-37 Eternal Quiver- This quiver never runs out of arrows or bolts. When the ow ner reaches for a missile, one always appears. The arrows are not magical. 38-40 Flying Broom- The user needs a Pilot skill in this to really use it withou t risking his neck. It has a Hull of 1, Structure Pints of 10, Length of 6, Capac ity of 1 passenger, Crew of 1, and Speed of 15m/90 km. 41-43 Flying Carpet- The user needs a Pilot skill in this to really use it witho ut risking his neck. It has a Hull of 1, Structure Pints of 10, Length of 10, Bea m of 8, Capacity of 6 passenger, Crew of 1, and Speed of 10m/75 km. 44-46 Gorgons Eye- Anyone seeing this item must roll Resilience or be turned to s tone for 4D6 hours (roll each time). If the roll is fumbled, the petrifaction la sts 4D6 days instead. 47-49 Horn of Plenty- This horn produces D3 full meals per day. The meals are fr uits, breads, cheeses, and vegetables that require no cooking. The meals will fe ed a single person. 50-52 Horn of Valor- When the owner of this horn blows it loudly, he and his all ies gain an extra D4 to their Strike Rank, whilst their enemies lose D4 from the

ir Strike Rank. This effect lasts the duration of the battle. 53-55 Instrument of Melody- Instrument adds +2D10 +10% to the owners skill to pla y it. 1 Bagpipes 2 Double Pipes 3 Drums 4 Flue 5 Harp 6 Horn 7 Lute 8 Recorder 9 Trumpet 10 Viol 56-59 Lantern of Days- This torch uses fuel very slowly. It only needs its oil r efilled every 2D6 days. 60-62 Lens of Detection- When within D100 yards of the indicated person or subst ance, the lens glows brightly. The closer the person or substance, the brighter the lens glows. 1 Ambushes 2 Enemies 3 Hidden Doors 4 Lies- Indicates if speakers to the user are lying. 5 Lycanthropes 6 Magic 7 Poisons 8 Traps 9 Undead 10 Valuables 63-64 Mana Bow- This bow fires energy instead of missiles. These bolts can be pa rried and are reduced by armor. It never runs out of energy and causes 2D4 damag e. It has a range of 60m. It cannot be broken and can be used to attack and parr y with as though it is a quarterstaff. 1 Arbalest 2 Flatbow 3 Heavy crossbow 4-5 Horse bow 6 Light crossbow 7-10 Long bow 11 Moon bow 12 Nomad bow 13 Oriental bow 1-7 Dai kyu 8 Han kyu 9-10 Shinobi-kyu 14 Recurve bow 15-18 Short bow 19 Whip bow 20 Wrist bow 65-67 Manacles of Clutching- These manacles, once placed on someone or something cannot be broken or removed. They can only be removed by the owner. They will e xpand or shrink to fit any humanoid of Sizes 3-25. 68-70 Net of Entanglement- This net cannot be cut, broken, or burned. Once it is thrown onto a target, the more target struggles to get free, the more impossibl e escape becomes. Trapped targets must roll Athletics to attempt escape, and thi s roll is decreased by -5% every round the target tries to escape and fails. Onc e the owner has lifted the net, it resets. 71-74 Perpetual Skin- This drinking skin once filled with a liquid cannot be dra ined. However, when found be a new owner, it will once more be empty. 75-77 Prayer Emblem- This holy relic will drive off undead, mythos, and demonic creatures. The creatures must roll Persistence vs. the users Persistence when the

y see the emblem. If they fail the roll, they must depart the owners vicinity for 24 hours. If they fumble, they must depart this mortal realm for a year and a d ay. 78-80 Rapidbow- This bow allows its user to fire D3 extra times every round. 1-2 Flatbow 3-4 Horse bow 5-9 Long bow 10-11 Moon bow 12-13 Nomad bow 14 Oriental bow 1-7 Dai kyu 8 Han kyu 9-10 Shinobi-kyu 15-16 Recurve bow 17-20 Short bow 81 Sands of Time- These can only be used once per owner. They are tremendously p owerful. They freeze time whenever they are turned over. They contain a single h ours worth of sand. The hour does not have to be used all in one turn. It can be stopped by turning the hourglass back over. Only the owner and anyone he is touc hing are unfrozen. Frozen targets can be attached as prone targets and cannot pa rry or dodge. They cannot move or act in any way. If magic is used against them, they can still roll Persistence to resist any effects that attack Persistence o r Resilience. However, since their blood does not flow, they are immune to poiso ns and diseases. 82 Seeing Stones- Seeing stones are only useful in pairs or groups. The stones a llow audio/visual communication over any distance with any one who also possesse s a stone. The problem is that spells can be cast through the stone and that any one who has a stone can use it to attack any one else using a stone. Thus, if a n enemy has a stone, using one can be dangerous. 83-86 Skeleton Key- This key will unlock any normal lock and has a 25% chance to unlock magical locks. 87-90 Thieves Tools- These tools add +2D10+10% to the users Mechanisms skill when picking locks and disarming traps. 91-94 Tracking Compass- Whatever the owner is looking for, if stated aloud, the compass will point towards. It will not change until the owner has found the sta ted item or the compass is in the hands of a new owner. 95-96 Tools of Enchantment- These tools add 2D10+10% to the owners Craft skill. T he tools are in a case in which they have no weight or form. They shape themselv es into the form of tools appropriate to the owners highest Craft skill. They wil l not change form again until in the hands of a new owner. 97 Unicorn Horn- This powerful item has the ability to heal all injury a charact er is suffering when it is touched. It restores all HPs, MPs, and SAN immediatel y, undoes any curse, cures any disease, cures any insanity, and cures any poison . It heals major wounds as well. However, the horn has a serious drawback- the o wner is hated by unicorns, pegasi, and all horses. They will not carry or bear t o be approached by the character. Once the horn leaves the possession of the cha racter, then the owner my roll Persistence to regain the compliance of equine cr eatures. 98-00 Zombie Salts- These salts, when laid in a line across a door, will prevent the entrance of any undead. When thrown onto a zombie or skeleton, it will retu rn them to their corpse state. When thrown on ghosts, it will drive them off unt il the next night. Weapons Type: 01-12 Axe 1-6 Battleaxe 7 Boarding axe 8 Chakram 9 Gae Bolga

13-24

25-36

37-48

49-52

53-64

10 Gandasa 11-14 Great axe 15-17 Halberd 18-20 Moon axe Dagger 1-4 Dagger 5 Dart blade 6 Dirk 7 Iris 8-10 Knife 11 Kris 12 Kunai 13-14 Main gauche 15-16 Poniard 17-18 Rondel 19-20 Stiletto Flail or Whip 1-10 Ball and chain 11 Chain 12-17 Military flail 18 Net 19 Cat oNine Tails 20 Whip Hammer 1-2 Great hammer 3-4 Heavy mace 5-6 Light mace 7-8 Lucerne hammer 9-10 Military pick 11-12 Morningstar 13-14 Quarterstaff 15-16 Shillelagh 17-18 War maul 19-20 War hammer Oriental Weapons 1 Bo 2 Jo 3-7 Katana 8 Masakari 9 Naginata 10 Ninja-to 11 No-Dachi 12 Nunchaku 13 Ono 14 Sai 15 Tachi 16 Tanto 17 Tetsubo 18 Tonfa 19 Wakazashi 20 Yari Polearm 1-2 Bill 3-4 Boarding pike 5-6 Gaff 7-8 Glaive 9-10 Halberd 11-12 Lucerne hammer 13-14 Mancatcher 15-16 Quarterstaff

17-18 Scythe 19-20 Stavesword 65-69 Primitive Weapons 1 Club 2-5 Flint battleaxe 6-7 Flint dagger 8-11 Flint great axe 12-13 Flint pick 14 Great club 15-16 Stone axe 17-18 Stone knife 19-20 Stone shortspear 70-81 Spear 1-2 Awl pike 3 Boarding pike 4-5 Gae Bolga 6-7 Halberd 8-9 Harpoon 10-14 Lance 15-16 Longspear 17-18 Shortspear 19-20 Trident 82-00 Sword 1 Archers blade 2 Bastard sword 3 Broadsword 4 Cutlass 5 Falchion 6 Flamberge 7 Great sword 8 Khopesh 9 Kukri 10-12 Longsword 13 Rapier 14 Sabre 15 Scimitar 16 Shortsword 17 Sickle 18 Tulwar 19 War sword 20 Zweihander Description: 1-2 Plain 3-5 Engraved 6-8 Worn 9-10 Bejeweled Qualities: 01-02 Absorption- Spells cast against the character require +D3 extra MPs. Also, the users spells cost +D3 extra MPs 03-25 Additional Damage- Increase damage by D6. 26-27 Animated- Weapon can attack and defend on its own, with a skill of 2D10 +1 0%. It can animate itself for D6 rounds (roll each time). It has no damage bonus . 28-29 Bane- Damage bonus against specific enemies. Roll on the table 30-31 Berserk- User may use Battle Fury D3 times per day 32-35 Characteristic Increase- Roll on table. 36-37 Confusion- Enemies must roll Persistence or become confused, suffering the ir Strike Rank to be halved and all attacks to be reduced by 3D10% 38-39 Cursed- Roll on table. 40-41 Faerie- Glows if within D10 x10 yards of evil beings. Note that Mythos dei

ties are often beyond good and evil and thus do not activate the item 42-43 Fear- Target must roll a SAN, for 1/D10 SAN loss (roll each time) 44-46 Flame- Cause D6 extra fire damage. Roll each time 47-48 Flurry- The user can make D3 extra Combat Actions 49-51 Frost- Cause D6 extra freezing damage. Roll each time 52-53 Gating- Allows the user to teleport D10 x10 yards 54-57 Indestructible- Item cannot be destroyed by any means known 58-61 Initiative- Increase Strike Rank by +D6 62-63 Intelligent- The weapon has a Persistence of (2D6+6) x5% and any who wish to use it must first defeat it with a Persistence roll of their own. If successf ul, the weapon allows the character to use until another dominates it. The weapo n gives its user a +D10% to his skill and does an extra D6 damage. Also, they ho ld grudges: Roll on the Bane Weapon table. When facing that enemy you may ignore armor. They also are loyal. The user should roll Luck each time he face s an enemy that may have used the weapon before. If unsuccessful, the weapon is loyal and will behave as if cursed (see below). This roll need only be made once for each enemy. I recommend that only major NPCs be checked. If unsuccessful, the weapon behaves as if cursed with a -2D10% to use it and D3 t o damage. On a fumble, not only does it not allow the character to use it, but i t becomes animated (see above) and attacks. That character may never attempt to use the weapon again. 64-65 Invisibility- Turns user invisible. User can also see other invisible thin gs. Invisible things can see the user too 66-67 Light- Emits light equivalent to a lantern 68-69 Magic Damper- Spells cast against the character require +D3 extra MPs. Als o, the users spells cost +D3 extra MPs 70-71 Parrying- The user has D3 extra parries every round without penalty. Also, the weapon cannot be damaged while parrying. 72-73 Poison- Causes a D4 x20 POT poison attack 74-75 Protection- Offers D4 points of AP to all hit locations 76-77 Resistance- Halve damage caused by: 2-3 Acid 4-5 Fire 6-7 Ice 8-9 Lightning 10 Metal 11-12 Poison 78-79 Runic- Inscribed with a rune. Roll on the Rune table, page 70. 80-81 Shock- Cause D6 extra electrical damage. Roll each time 82-83 Skill Increase- Roll on table. 84-85 Sleep- Target should roll Resilience or fall asleep and cannot be awakened for 4D6 hours. On a fumbled Resistance Roll, the target is asleep until awakene d by magic 86-87 Stone- Target must roll Resilience or be turned to stone. If the roll is f umbled, then the petrifaction is permanent. Otherwise, it lasts 4D6 hours 88-89 Storm Summoning- Once per day, calls forth precipitation and winds from th e heavens. In winter, it will cause blizzards, otherwise, it causes flood-like d own pours. In rainy weather, it can cause hail and lightning. The storm lasts an hour. 90-91 Striking- The user has a +3D10% to hit when attacking with weapon. This do es not apply to parrying. 92-93 Throwing- The weapon can be thrown as a weapon with full damage (including damage bonus). The user can roll Persistence upon finding the weapon. If succes sful, the weapon returns to his hand after it has been thrown 94-95 Undead Warding- Undead cannot approach within 2D10 of the user 96-97 Warping- Target must roll Resilience or be transformed. If the roll is fum bled, then the petrifaction is permanent. Otherwise, it lasts 4D6 hours: 1 Cat 2 Crow

3 Dog 4 Ferret 5 Ghoul 6 Hideous Monstrosity (-D10 APP) 7 Mutant (Roll on Chaos Feature table) 8 Newt or Frog 9 Opposite Gender 10 Rat 98-99 Wizardry- Halves the MP, POW, and Sanity cost of all spells 00 Roll D3 times SPECIAL TABLES Bane Weapon Roll D6 to determine the damage bonus. 01-04 Animals and Beasts 05-08 Broo 09-12 Chaos Creatures 13-16 Demons 17-20 Dragons 21-24 Dwarves and Hobbits 25-28 Elementals 29-32 Elves 33-36 Faerie 37-40 Giants 41-44 Goblinoids 45-48 Golems 49-52 Humans 53-56 Lycanthropes 57-60 Monstrous Animals 61-64 Mythos Independent Races 65-68 Mythos Servitor Races 69-72 Orcs 73-76 Reptile Men 77-80 Spellcasters 81-84 Trolls and Ogres 85-88 Undead 89-92 Vampires 93-96 Wraiths and Wights 97-00 Zombies and Skeletons Characteristic Increase or Decrease Roll D4 to determine the amount of the increase or decrease. 01-10 Appearance 11-20 Charisma 21-35 Constitution 36-50 Dexterity 51-60 Education 61-70 Intelligence 71-80 Power 81-85 Size 86-00 Strength Curses Cursed items negatively affect the first new hand to lift them. They do have a m agical property (roll again on the items original table). However, they also have a curse. The curse affects the user as long as he owns the item. To remove the curse, he must first rid himself of the item and then, find an item with a prope rty that removes curses or a spellcaster who will cast a counter curse on him. A cursed item can be destroyed by volcanic heat. Destroying the cursed item will also break the curse.

01-03 Allergy- The item causes a terrible allergic reaction. 1-2 Congestion- Runny nose and sneezing make it impossible to sneak and reduce S tealth skill rolls by -20%. Also, Influence is halved. 3-4 Coughing- Painful wracking coughs make it impossible to sneak or hid e and penalize all Charisma-based skills -20%. 5 Diarrhea- Reduces Resilience and Influence by half 6-7 Rash- Itching makes most things uncomfortable as long as the charact er is wearing clothing. All Combat skills and Athletics suffer a -10%. 8 Vomiting- Reduces Resilience and Influence by half 9-10 Watery Eyes- Makes it extremely difficult to see. The character suf fers a -10% to any action that relies upon sight. 04-06 Amnesia- The users skills and abilities are unaffected, but he does not rec all his or anyone elses identity or personal history. 07-09 Animal Repellant- Animals react as if disgusted by the character. They wil l not attack, but will refuse to be handled and approach. It is impossible for t he character to ride or drive animals of any kind and any animal nearby will rea ct as if frightened by the character. 10-12 Bad Penny- The character cannot rid himself of this item. It always finds its way back to him. Only by destroying it can the character be rid of it. While it is in his possession, it causes a skill to be halved. 1-2 Dodge 3-4 Resilience 5-6 Persistence 7-8 Perception 9-10 Roll twice 13-15 Blindness- The character is blind. All actions requiring sight automatical ly fail. 16-18 Blood Thirsty- Every time the item is used, it must have blood- either the users or someone elses. If it cannot get D4 HPs (roll once) from some outside bod y, it will take them from the user. 19-21 Bug Attraction- D100 bugs follow the character relentlessly. They will not attack the character, but will annoy him relentlessly. If he is phobic, they wi ll be a complete nightmare. They do get into food, in the way, and underfoot. 1 Ants 2 Dragonflies 4-5 Flies 6-7 Gnats 8 Locusts 9 Moths 10 Roaches 22-24 Chaos- Every 4D6 hours (roll each time), the curse changes. Roll on the Cu rses table each time. 25-28 Characteristic Decrease- Roll on table 29-31 Confusion- Character must roll Perception or become confused, suffering hi s Strike Rank to be halved and all attacks to be reduced by -3D10% 32-34 Cowardice- Character suffers from a -2D10% to SAN 35-37 Damnation- Any failed roll the character makes is treated as a fumble. 38-40 Deafness- The character is deaf. All actions requiring hearing automatical ly fail. 41-43 Death- Every time the character takes damage, he continues losing 1 HP per round for D6 rounds 44-46 Enchantment- The character falls madly in love with the first person he se es 47-48 Foul Smelling- The character stinks horribly. His Charisma and all related skills are halved. Any creature with a keen sense of smell will not approach th e character, including horses. 40-51 Fragile- The item is indestructible, but everything else the character own s breaks when used on any failed roll. 52-54 Ill Luck- -3D10% to one of the following skills: 1-2 Dodge

3-4 Resilience 5-6 Persistence 7-8 Perception 9-10 Roll twice 55-57 Ill Tempered- User must roll SAN at the beginning of every combat or go be rserk 58-60 Lycanthropy- The user becomes a werewolf, changing on each of the 3 nights of the full moon into an uncontrollable beast. 61-63 Madness- The character suffers from a temporary insanity. Roll on the Long er Insanities table (pg. 73 of COC rulebook) 64-68 Roll Decrease- Character suffers a -2D10% to one of their Basic Skills: 1-2 Athletics 3-4 Influence 5-6 Dodge 7-8 Perception 9-10 Persistence 11-12 Resilience 13-14 Riding 15-16 Stealth 17-18 Evaluate 19-20 Roll twice 69-74 Skill Decrease- Roll on table. 75-77 Slow Healing- Natural healing time is doubled. 78-80 Slowing- Movement is halved. 81-83 Sluggish- Strike Rank is halved. 84-86 Soul Stealer- The item drains 1 MP from every person within D10 yards, inc luding the user 87-89 Suppression- The character must roll Persistence in order to use any magic . 90-92 Vampiric- If the user is killed while cursed, he returns to life as a vamp ire. 93-95 Vulnerability- Double damage caused by: 2-3 Acid 4-5 Fire 6-7 Ice 8-9 Lightning 10 Metal 11-12 Poison 96-98 Wraith Curse- Turns user invisible and the user cannot become visible. Use r can see other invisible things. Invisible things can see the user too. If the user is killed, he will return to unlife as a wraith 99-00 Roll D3 times Skill Increase or Decrease Roll D6 x5% to determine the bonus or penalty to the skills. Roll once for all t he skills. 01-04 Music (Play Instrument, Dance, Sing) 05-08 Artillery Weapons (Siege Weapon Operation) 09-12 Charisma (Influence, Seduction, Taunt) 13-16 Craft (Craft, Engineering, Handiwork, Cooking) 17-20 Dexterity (Stealth, Sleight, Mechanisms, Escape) 21-25 Body (Dodge, Resilience) 26-30 Close Combat Weapons (all, Fast Draw) 31-34 Healing (First Aid, Healing) 35-38 Mind (Perception, Insight, Persistence) 39-42 Linguistics (Language) 43-46 Lore (Lore, Culture, Memorize) 47-50 Magic (Alchemy, Augury, Enchanting, Meditation) 51-55 Mariner (Boating, Shiphandling) 56-60 Ranged Combat Weapons (all, Throwing)

61-64 65-68 69-73 74-77 78-82 83-87 88-91 92-96 97-00

Movement (Athletics, Acrobatics) Nobility (Courtesy, Command, Heraldry, Oratory, Law, Jousting) Merchant (Evaluate, Commerce) Ranger (Driving, Riding, Falconry, Survival, Tracking) Scoundrel (Streetwise, Gambling, Torture) Power (all Manipulation skills) Spy (Disguise, Impersonation) Unarmed Combat (Unarmed, Martial Arts) Art (Artistic Expression)

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