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INTRODUCTION
This booklet was designed to supplement many o the fantasy
role playing games that are being played around the world The information that this booklet contains can be used to add greater depth and realism to a fantasy campamgno

i would like to express my thanks to Emmanuel Bautista for the !ine illustrations that he provided meo I would a!so like

to that David Fristrom for some very helpful ideas

Matthew Wha!iey November 26 1977 Chula Vista @a

Copyright 1977 Hatthew Whal!ey

II

TYPE i!i SKILL8


ALCHEHiST The benefits of this skil! are variabie
much depends on how the individual referee runs the nonpiayer character alchemist

ASTROLOGER An astrologer has a percent chance of beir@


correct about a pessons near future The percent chance is equal to the sum of the character's wisdom and inte!iienceo

BARR!STER A man that argues legal matters in courts


He is trained for his persuasiveness and verbal skil! He also makes an excellent con-man

DREAH iNTERPRETER An expert in the meaning of dreams


Powerful men will, seek him out and demand his services The way to run this profession is as ollowso A dream

is made up by the referee for the player to interpret using his own skills If he does this correctly then he should be rewarded I not then the punishment is up
to the referree

ENGINEER Is a specialist in building large structures


such as towers castles bridges etcoo

PHYSICIAN One that is able to cure wounds and sickness


to an extent left up to the reereeo

WINE TASTER: An expert in wines can usually tell by


smell alone if wine is poisoned

BOWYER A man that makes bows of various kinds CARTOGRAPHER Unless there is a person with this skill on an expedition the players should not be allowed to
use lined paper for map makio

COOPER A barrel maker FLETCHER An arrow maker iNTERPRETER This skill allows you to sound as if you
are a native speaker in any language you know As an interpreter you are allowed to know two more languages than normal

LEGAL SOLiCiTOR One that can prepare legal documents


such as wills writs subpoenas and law suits The solicitor does not argue the case in court

LOCKSMITH Being a locksmith allows the player a ten percent chance to pick locks If the player is a theif ten percent is added to his lock picki skill PROCURER One that will obtain women for men and be paid a fee for the service (The procurer is also known as a pimp) SLAVER: A slaver has one special ability He is able to accurately judge the characteristics of players
hirlings and non-player characters

TAXIDERMIST: One with the skills that allow him to preserve and stuff animals of all types A very nice person to have around if a person likes to keep trophies of his acts of heroism

The way the skills charts were set up indicates some


of the cultural! differences between races To use

the skills charts check the appropriate chart for


your race and roll percentile dice for each of your

skills under the appropriate column for that skill

EXPLANATIONS OF THE SKILLS


In this section only those skills that require some definition or those that entail a special ability will be explained

TYPE I SKILLS
FORTUNE TELLER The fortune teller has a percent
chance of making a rough prediction of a customer's near futueo The fortune tellers percent chance is

equal to his intelligence SMITH One who does work in mostly iron bronze and steel High dexterity and intelligence smiths can make
more artistic and expensive works

TINKER: A man who makes and fixes pots pans and other small simple metal items

TYPE ii SKILLS
ANIMAL TRAINER: A man that can train generally
mammalian non-fantastic animals such as horses dogs eteo

ARMOURER Trained to take fine steels and make them


into armour and weapons other than swords

BIRD TRAINER One that can train non-intelligent birds


For example falcons eagles or tarns

BIRTH TABLES
The race prerquisites chart was designed to limit the
number of non-humans in a campaign Thsese limits are

enforced by placing maximums and minimums on certain


off the characteristics of non-humanso Before a player Gan beGome a non-human he must first make sure that he meets the requirements for that race Then9 and only then he is allowed to become a non-humano

The social class table was designed around two premises

In the designi of this chart it was assumed th people in the upper classes are more likely to go to
seek fortunes than the lower classes It has also been

assumed that certain races are more likely to fill


certain occupations thsm other races

To use this chart you merely roll percentile dice and find what social class you are Write this down and proceed to the wealth and skills charts The wealth and skills charts were designed to allow a large variation in the amount of gold a player is given to equip himself These charts are also made under the assumption that rich people are usually better educated When using the weath and skills tables you use only the table with the same heading as your social class You then roll percentile dice check the result and write down your wealth and the number of skills you have of each type The next thing you do is roll two six-sided dice and if the result is two you receive the listed inheritance

BIRTH TABLES PACE PREREQUISITES MEN STR INT WIS CON DEX CHA
ANY ANY ANY

HOBBITS DWARVES
3 - 12 ANY ANY 9 - 18 ANY ANY

HALF-ELVES ELVES
ANY 9 - 18 ANY ANY 9 - 18 9 - 18

ANY ANY
ANY

9 18 9 - 18
ANY

9 !8 ANY
ANY

ANY ANY
9 - 18

API 9 !8
9 - 18

SOCIAL ClaSS MEN


01-20 C

HOBBITS
C

DWARVES
C

HALF-ELVES

ELVES

21-40 41-60 61-70


71-80

CR CR M
M

C C M
M

CR CR CR
M

CR CR CR
M

CR CR CR
G

81-90 91-95 96-00

G G N

M G G

G G N G N

G G N GENTLEMAN NOBLE

G N N

C COMMONER CR CRAFTSMAN M MERCHANT

W%TH AND SKILLS COMMONER % TYPE GOLD INHERo I SKILLS Iii II

01-20 SERF 21=50 PSANT 51-60 AVEP&GE 6!-70 AVERAGE

i0

50

:L

5O
5o

75
lOG

2
2

SKILLED 7180 UPPER


81=90 UPPER

75
100

125
2OO

2
5

! t i 2

SKILLED 91-95 WELL TO DO 150 96-00 WEALTHY 200

25o
4-00

5 5

CRAFTSMAN % TYPE GOLD INHERo I SKILLS Iii II

01-20

LABORER 30 APPRENTICE 65 51-6o BEGINNING 75 JOURNEYMAN 61-70 JOURNEYMAN 125 71-8o TOP 15o JOURNEYMAN 81-90 BEGINNING 200 MASTER 91-99 MASTER 96-OO TOP MASTER
21-50

75
15o
2oo

i i 2 2

25o 3oo
zoo

! l 1 1

3 3 3 3 l 1 2

5oo

!'-{ER CHANT

TYPE MONGER VENDOR TRADER SHOPKEEPER PROPRIETOR AGENT ENTREPENEUR MAGNATE

GOLD

iNHERo

SKILLS !Ii !i

01-20 21-5o 51-6o 61-7o 71-so 81-9o

45 75
125 15o 2o0 25o 3oo 5oo GENTLEMEN

91-95
96-00

15o 2oo 25o 3oo %00 5oo

i i I i I I I ! ! 1 1 ! !

! I 2

75o

TYPE

GOLD 6O

INHER

SKILLS ili i!

01-20 21-5o 51-7o 71-8o 81-90

91-95
96-00

IMPOVERISHED POOR AVERAGE WELL OFF WELL TO DO WEALTHY RICH

85
15o 2OO

200

250 3O0
400

25O 3OO 5OO


NOBLE

5OO 750

i i i i 2

i i 2

3 3 3

TYPE

GOLD

INHERo

SKILLS III ii i 2 2

01-20 21-5o

51-7o
7i-80 8i-90

9i-95
96-00

IMPOVERISHED 90 POOR 120 200 AVERAGE 150 250 WELL OFF 250 400 WELL TO DO 350 600 WEALTHY 500 i000 RICH 1000 2000

I i 2

3 3 3
4

SKILLS OF HEN !I ANIHAL TRAINER ARMOURER BIRD TRAINER BOWYER BUREAUCRAT CARPENTER CARTOGRAPHER CHEF COOPER FLETCHER FOREMAN FISHER[vLN GAMBLER FOOL/JESTER FORTUNETEiLER GOLDSMITH GLASS BLOWER INTERPRETER JEWELER GROCER LEGAL SOLICITOR H]]'{TER LOCKSMITH INN KEEPER MASON MA ID/BUTLER MERCHANT MILLER MILITARY MINER ENGINEER MONEY LENDER MINSTREL MOUNTAINEER NETMAKER NAVIGATOR PAPERMAKER PERFUMER POTTER PROCURER ROPEhKER SCRIBE SAILMAKER SHIP CAPTAIN SAILOR SHIPWRIGHT SMITH SLAVER TANNER SWORDSMITH TINKER TAILOR WEAVER TEACHER WiNEMAKER WHEELWRIGHT WOODSMAN TAXIDERMIST INKMAKER III ACTOR
ADHINISTP$.TOR

Ol-O9

O&06

o7o9
15=i5 16=i8 19-21
22-o2

25=27

BAKER BARBER BOOTHAKER BRICKLAYER BUTCHER CARPETHAKER COOK CRIER DYER FARMER

51-55
5=56

57-59
#o-a2 L@-65
a-6-68

69-51
52-.5

55-57
58-6o 61-63
6a--66

ALCHEMIST ARCHITECT ASTROLOGER ASTRONOMER AUTHOR BARRISTER BOTANIST C@OSER DANCER DIPLOMAT DREAM INTERPRETER ENGINEER GEOLOGIST GEOGRAPHER HISTORIAN JUDGE LINGUIST LOVER MATHEMATICIAN MUS I C IAN MILITARY OFFICER ORATOR PAINTER PHILOSOPHER PHYSICIAN POET SAGE SCULPTOR TUTOR WINETASTER ZOOLOGIST CURATOR

67-69
70-72

73-75 76-78
79-81
82-8

85-87
88-9o

91-93 94-96 97-99 co

HOBBIT SKILLS !I
oi-o9 10-18 19-27 28-36

i!I ARCHITECT AUTHOR BOTANIST GEOGRAPHER HISTORIAN HUS!CAN ORATOR PHYSICIAN POET TUTOR WINE TASTER ENGINEER

37-45 55-6}
64-?2 73-81 82-9O

91-99 O0

BAKER BUTCHER COOK IPIER FARMER GROCER INN KEEPER MILLER TINKER WEAVER WINEMAKER SAILOR

BOWYER CARPENTER CARTOGPu&PHER CHEF COOPER FLETCHER LOCKSMITH MERCHANT SCRIBE TAXIDERMIST WHEELWRIGHT MOUNTAINEER

DWARF SKILLS II ANIMAL TRAINER ARHOURER CARTOGRAPHER FOREMAN GOLDSMITH JEWELER LOCKSMITH MASON MERCHANT MILITARY ENGINEER MONEY LENDER MOUNTAINEER SCRIBE TEACHER WHEELWRIGHT III ADMINISTRATOR ALCHEMIST ARCHITECT ENGINEER GEOLOGIST GEOGRAPHER HISTORIAN MATHEMATICIAN MINING ENGINEER MUSICIAN OFFICER PHYSICIAN POET SMITH (MITHRAL) ZOOLOGIST

01-07 08-14 15-21 22-28

29-35
36-#2 #3-49 50-56

57-63
64-70

BOOTMAKER BRICKLAYER BUTCHER CARPETMAKER COOK DYER GLASSBLOWER HUNTER INN KEEPER MINER PAPER MAKER POTTER TANNER TINKER WEAVER

7i-77
78-85 86-91 92-98 99-oo

ELF SKILLS i
0!o08

II

III

o9z6

2532

9-56

576 6572
8188
89-96 97-oo

BAKER ANIMAL TRAINER ALCHEMIST BOOTMAKER BIRD TRAINER ARCHITECT FISHERMAN BOWYER ASTROLOGER MINSTREL CARPENTER ASTRONMER NET MAKER COOPER AUTHOR PAPER MAKER FLETCHER BOTANIST ROPE MAKER INTERPRETER HISTORIAN SAIL MAKER JEWELER LINGUIST SAILOR NAVIGATOR PHILOSOPHER SMITH SCRIBE PHYSICIAN TINKER SHIP CAPTAIN POET WOODSMAN SHIPWRIGHT SAGE jAVER SWORDSMITH ZOOLOGIST

THE ABILITIES CHARTS


The purpose of these charts is to make the character more individualistic than the standard die rolls let him be The rolls that you make on the abilities
charts are to be made before you choose yous character ciass but after you choose your race

When using this chart the fi'st thing you do is check to see how many of these abilities you have
This is done by generatinS a random number from I - 3o

(roll a six-sided die and divide by two) 9he result is the number of abilities that you have Some of the abilities need a bit of explanation One of the abilties is a bit nebulous the spells abiltyo Minus or plus one with spells means that this number is either added or subtracted from the number that an op
portent is required to make for a saving throw The

damage modifications are used when employing spells such as,ireball lightning bolt wall o ice etCoo When healing spells are being employed the damage modifications work diferent!yo Instead of +I damage per die the cleric does +i healing per die In the extraordinary abilities tables various pluses and
minusses versus various dangers are listed The numbers

listed are added or subtracted from your die ro!l when


making a saving throw versus this danger

ABILITIES TABLE %-ILE ROLL 01-05 HO RSEN


06-10 HEALING

(1-3) BAD
=25% speed

+25% speed
2 points/day +25% to survive +i hearing +i hit probo +i hit probo +I hit probo +i hit probo +I hit probo +i hit probo +i hit probo +i hit probo +i hit probo +i hit probo +i hit probo +i hit probo

i point/2 days
-25% to survive
=i hearing =i hit probo =I hit probo

11=15 SWIMMING
16=20 HEARING

21-25 SWORDS 26-30 SPEARS


36-0 BOWS 41=g5 SLINGS 6=50 DAGGERS 5155 AXES 56=60 CES 6165 STAVES 71=75 HAMMERS 76=80 FLAILS 81=85 SPELLS

31-35 MECHo BOWS

-! hit probo =i hit prob. =I hit probo =! hit probo

=i hit probo =i hit probo =i hit prob. =i hit probo =i hit probo

66=70 MORJNo STARS =! hit probo

=i with spells i +i with spells +i damage per die damage per die Takes 10% shorter cost 20% less

86=90 ENCHANTMENT Takes 10% longer cost 20% more

91=00 Roll a twenty sided die for an extraordinary ability roll a six sided die to determine whether the ability is good or bad i=3 bad 4=6 good.

BAD EXTRAORDINARY ABILITIES DIE ROLL i 2

ABILITY

-2 vso clerical spells -2 VSo magical spells Slow learner Subtract 25% from all experience

Flesh tastes good to monsters 5% chance they will stop biting


Roll a 6-sided die The result is you minus with any one type of weapon illiterateo Cannot read Knows only alignment

and type language Sickly anemic Subtract i from all attributes including hit points
All thumbs -2 with all missile weapons -3 dexterity

9
i0 ii 12

Albino -3 constitution -2 strength Pampered -3 strength -2 constitution 4 VSo dragon breath VSo poison -3 VSo wands and rods -4 VSo staves -3 VSo stoning -2 defense

13
14

15
16

17
18

Night blind Can't see in dark areas Require a lot o light -i VSo firelight-oriented
spells

Almost always surprised I to 5 on a 6-sided


die mean slow reaction -3 vso death ray -4 VSo acids, slimes molds oozes and

19
2o

puddings

@OOD EKTRAORDiNARY ABILITIES DIE ROLL i 2

ABILITY

+2 vs clerical spells +2vso magical spells Quick learner Add 2 to all experience

Flesh tastes bad to monsters 9% chance they will stop biting Roll a 6sided die The result is your plus
with any type o weapon

Excellent linguist Read all languagesSpeak 6 additional languages Ability to tell if something is poison 9%
accurate

Natural locksmith Ability to pick locks like a thiefo I already a thief double the chances
of success

9
i0 II 12

Desert dweller +3 constitution +2 strength Mountain man +3 strength +2 constitution Woodsman +2 on all missle weapons +3 dex-

terityo
+4 VSo dragon breath +4 VSo poison +3 VSo wands and rods + VSo staves +3 VSo stoning +2 defense

13
14

15
16

17
18

Ability to find mechanical traps 95 of the time Can detect magic ability 90 accurate True sight illusionsnever fool you and you can tell if something is polymorphed or altered
by magic in some way

19
2O

THE HEIGHT CIRT


This chart assumes that men are much larger than the average man of the Middle Ages The assumption here is
that player characters are of superior stock compared

to the standard peasant of the time


The heights for non-humans for the most part have

been drawn from Norse mythology and from Tolkieno If you have different thoughts about the heights of non
humans then feel free to change the chart

HOW TO USE THIS CHART


Roll 3 6-sided dicer check the number under the appropriate race and find the resulting height In the case
of the non-humans where the range of the number is not

the full 3 - 18 merely re-roll the dice until you get a number within the proper limits If you are checking the height for a female human elf or half-elf make the regular dice roll and count up three rows to get the female's true aeighto For female hobbits and dwarves you count up two rows to find the true height One final comment about this chart Do not be upset if your 18 strength fighter is only 48o Just think how surprised his opponents will be when he starts to tear them to pieces Conversely if your character is 66' who is going to want to tangle with him (even though his strength is only 4) ? Looks deceive!

S ZGHT CHART

HEIGHT

HN

ELVES

HAIJ?-ELVES

DWARVES

HOBBITS

2 0H 20 20 2 _-

5
6

2 6o
2' 10

?
8

5 0o

5
6
}o 6H

i0 I! !2

7
8

z}
14

3 !0

9
I0 ii 12

z5
z6

z7

5
6 8' i0
5 0" 5' 2"

13 5 6 7 8 9
i0 ii 12 14

5 6
7 8

5 4' 5 6' 5 8' 5 i0" 6 O" 6 2 6 "


6 6w

9 i0 ii 12 15 14 15
16

6 7 8 9 I0
ii 12 i3

z5
16

!5
z6

z
z5 16

6 8"
-6i0'w

17
18

WEIGHT CHART
This chart is used similarly to the height chart with
the exception of emaieso For females you go up yet one

more row the reasoning being that height for height


women are lighter than men

Weight is extremely important in roll playing games


It is important for example to know if a rope can hold' a person and all of his treasure also whether or not

a small boat will stay afloat with the whole party aboardo

WEIGHT CIRT WEIGHT FIE] ELVES HALF-ELVES DWARVES HOBBITS

35
00

5
6

5 50

7
8

55
60

9
5 3 6
g i0 ii 12

65 70 75
80

5 7 S
9 lo Ii

6 7 8 9 i0
ii i2

13
14

85 90

5
6 7 8

6 7 8 9
i0 ii

15
16

95
loo 11o 120

17

13o
l&O 150 160

9
i0 ii 12

12
13 ig 15

12 m3
me

13 me
s5

!7o
180

13
ig

16

15
le

16

19o
215

15
16

230
25

17
18

THE COMBAT RESOLUTION MATRICES


These tables were designed to allow a constant rising of the character's combat abilities For each level the character His additional

advances he becomes more skillful in combat

combat skill is shown in the tables as an ever increasing

probability of hitting his opponent


The weapons modifications for combat are included to allow

the simulation of the differences of the hit probability of the


various weapons The weapons damage and prerequisites are in

this booklet to reflect the amounts of damage done by different


weapons Another purpose is to allow only those characters of

suffcient strength to use the large and heavy weapons

The combat resolution matrices are based upon the roll of a pair of percentile dice To use these matrices first find

the appropriate table for use with the attacker (Fighting-Men use the Fighting-Men table Monsters use the Monsters table and so on) The next step is to compare the armour class of the defender to the level of the attacker Keeping the resulting number in mind you then find the combat modifier for the type of weapon that you are using You add the weapon modifier to the basic number subtracting if the modifier is negative
Last of all you must take into account any defensive bonuses

the defender might have usually from magic armour or high dexterity This final number is the number that you must roll eual to or below on percentile dice in order to be able to
hit your opponent

While all of this might seem to be a very long and involved process it is really quite simple The best way to use this system is to have the player write what number he needs to roll
below to hit each armour class This will save because the

player will not have to look in the book for each combat

COMBAT RIESOLUTION MATRIX FIGHTING-MEN ATTACKING A PJ 0 DR CLASS LEVEL i 2 9 8 2 6 4 2

55 59 63 67
71

50 54 58 62
66

45 9 53 57
61

o 48 52
56

35 39 43 47
51

3o

25 29 33

20 24 28

5
38
42 46

3
4

37
41

32 36
tO

5
6

75 79 83 87 91 95 99

7o 74 78 82 86 9o 94

65 69 73 77 81 85 89 93

6o 64 68 72 76 8o 84 88 92

55 59 63 67 71 75 79 83 87
91

5o 54 58
62 66

45

7
8

9 53 57
61 48

9
l0 ll 12

52 56
6O 6 68

70 74 78
82 86

65 69

13
14

i00 98

73 77
81

lOO lOO 97

72 76
8O

15
16

i00 iO0 i00 96

lO0 lO0 100 Z00 95

9o

85

COMBAT RESOLUTION MATRIX CLERICS ATTACKING ARMOUR CLASS LEVEL i 2


2 s ? 6 ..... 2

55 58
6z 64

5o 53
56 59

45 48
5z 54

4o 3
46 49

35 38
4! o

3o 33
36 39

25 28
3z -

2o 23
26 29

3
4

5
6

67 7o 73
76 79

62 65 68
71 74

57 6o 63
66 69

52 55 58
61 6o

47 5o 53
56 59

42 5 68
51 56

37 4o 43
46 49

52 35 58
41

7
8

9
i0 ii 12

82 85 88
91

77 80 83
86

72 75 78
81

67 7o 73
76

62 65 68
71

57 60 63
66

52 55 58
61

7 5o 53
56

13
14

94 97

89 92

8487 9O

79 82 85

7 77 8O

69 72 75

6 67 7O

59 62 65

15
16

i00 95

@OHBAT RESOLD!ON HARiX HAG!@-USERS AT@A@KiNG ARHOUR @LASS LEVEL i 2

9
55 57
59 61 63

8
50 52
56 56 58

2
65 7
69 5! 53

6
o 2
66 68

35 37
39 &l 0-3

30
32 36 36

25
27 29 31

20
22 26 26

3
6

5
6

38 o 63
&6 69

33 35 38
cz q

28 30 33
36 39

65 68
?t 76

60 63
66 69

55 58
61 64-

50 53
56 59

65 68
51 56

7
8

9
io ii 12

77 80 82 8
86

72 75 77 79
81

67 70 72 76
76

62 65 67 69
71

57 60 62 66
66

52 55 57 59
61

67 50 52 56
.56

62 65 67 69
.51

!3
!

15
16

88 90

83 85

78 80

73 75

68 70

63 65

58 60

53 55

@MBAT FSOLUTi0N TRIX MONSTERS ATTACKING AR[%OUR CLASS LEVEL i 2 2 8 2 6 _ 6 2

55 58 6! 65 68 71 75 78 81 85 88 91 95 98

50 53 56 60 63 66 70 73 76 80 83 86 90 93

65 68 5! 55 58 61 65 68 ?! 75 78 81 85 88 91

60 65 0 53 56 60 63

35 38 6! 65 8 51 55 58 6Z

3o 33 36 6o 63 46 50 53 56 60 63
66

25 28 31 35 38 61 65

2o 23 26 30 33 36 0

3
6

5
6

?
8

63 5Z 55 58
61

9
io ii 12

6 5o 53 60 63

?0 73 76 80 83 86 90

65 68 71 75 78 81 85

13
16

7o 73 76 80

65 68

15
16

i00 96

71 66 75 70

i00 i00 95

CLERiCS SAVING THROW

LEVEL OF CLERIC

POISON OR DEATH RAY

BREATH WANDS STONING WEAPONS

SPELLS STAVES

i 2 3 4 5
6

5O 53 56 59 63
66

45 &7 5o 53 56 59 62 65 68 71 74 77 80

35 37 4o 43 6 49 52 55 58 61 6 67 70

25 28 3z 3 38 l 7 51 5 57 61 65

3o 33 36 39 43 46 9 52 56 59 62 66 70

? 8 9 io
ii 12

69 72 76 79
82 86

13

9o

APONS MODIFICAT!ONS FOR COMBAT ARMOUR CLASS 6 8 ? +i0 +5 0 +15


,+i0

WEAPON DAGGER
HND=AXE

+5 +5 0 +I0
+9

0 0 0 +5
0

0 0

-5 -5

-5 -5

-15 =zo

-15 -iS

?& C E CUDGEL SHORTSWORD SCIMITAR HAMMER BROADSWORD QUARTERSTAFF MORNING STAR BASTARD SWORDs FLAIL SPEAR TRIDENT POLEARMS HALBARD BATTLE AXE MILITARY PICK GREATSWORD
MTD LANCE

0
0

0
-5

0
-iS =5 =!0

+5
-2o =zo =15

0
-25 -z5 -20

0
0

0
=5

+15 o +5 +5 +i0 +5

+I0 o 0 +5 +i0 +5 +5 0 o +io o o o +i0 +15 o

+5 o 0 +5 +5 +5 +5 o +5 +io o o o +i0 +15 o

0 0 o +5 +5 +5 0 o +5 +5 o o +i0

+5 0
o

0
o -io

+5
=5 -15

0
-lo -20

+i0 +i0 +i0


-5 o

+5 +i0 +5
-5 o

0 +5 +i0
-5 -5

0 0 +I0
-io -!o

+5 0 +5 +io o o o +i0 +15 o

+5

-5

+i0
+5

+5
+5

+5
0

0
-5

+15 +15 +i0 o

+I0 +15 +5 o

+15 +i0 0 o

+i0 +5 0 -5

+15 o

PIKE

When used two-handed as a broadsword when used one-handed

HISSLE WEAPON HODiFiEP WEAPOn ARMO<m CLASS DAMAGE

9
! CROSSBOW LIGHT CROSSBOW iNG BOW COOSITE BOW HORSE BOW SHORT BOW SLING

5
0 0 0

0 =5 0 =5 -5 =5 -i0

9
-5

2
=I0 1-12 i=6 i-i0 i-8 !-6 !=6 i-6

+i0 +i0 +i0 +5 +i0 +i0 +5

-15 -25 -I0 =15 -15 -20 15 -20 -15 =25

+15 +i0 +i0 +i0 +5 +i0 +i0 +I0 +5 +i0 +5 +5 +i5 +5 +5 +5 0 0 0 0 0 0 -5

+I0

+5

-20

=90

The missle weapon modifiers given here are for medium range for close range add 5% long range subtract 5%

ARMOUR DESCRIPTION ARMOUR CLASS

DESCRIPTION
No armournormal Glotheso

9
8

A shield or cloth armour specifically a gambeson Leather armour or cloth armour with a shield Leather armour with a shield or ring mail without shield scale mail without shield Chain mail without shield ring mail with shield scale mail with shield

7
6

Chain mail with shield Plate armour without shield Plate armour with shield

3
2

WEAPON DAMAGE AND PREREQUISITES DAMAGE


WEAPON DAGGER
&ND-AXE MACE CUDGEL -

MINo STRo -

VSo MAN SIZED i


i-6 1-6 i-

VSo LARGER THAN HAN SIZED i-3


i 6 i-6 1-4

SHORT SWORD SCIMITAR HAMMER

8 -

1-6 1-8 i6

1-8 1-8 I6

BROADSWORD QUARTERSTAFF MORNING STAR BASTARD SWORD FLAIL SPEAR


TRIDENT

9 9 13 15

i8 i6 I8 ii0 iI0 i6
1-8

I12 i I6 2-16 1-8 i8


1-10

POLEARMS HALBARD BATTLE AXE MILITARY PICK


GREATSWORD MTDo LANCE PIKE

9 12 14
16 13

1-8 llO l12 1-6


1-12 ii0 1-10

llO 2-12 1-12 i6


2-20 3-24 2-12

STRo MINo IS THE SAME USED i OR 2 HANDED DAMAGE LISTED IS TWO-HANDo


SPEARS ARE 1-8 1-12 VSo CHARGE: 1-102-16 WH SET VSo CHARGE

THE SAVING THROW TABLES


The saving throw tables are based upon percentile dice For each level that the character rises in experiance his
saving throw is improved thus a smooth progression is allowed

To use the saving throw tables you must first find table that is applicable to the character Secondly the column that applies to the saving throw that must be made is found Third the column must be compared to the level of the character the result is the basic saving tOWo The basic savi throw is the saving throw unless the character has a magical item or special ability that changes his saving throw Once the final saving throw has been determined you then roll a pair of percentile dice To make your saving throw you must roll equal to or below the indicated number For monster saving throws the fighter's saving throw table is used The exception when the monster is a spell casting creature is making its saving throw In this case the monster's saving throw is chosen from between the table for the fighters and the table of the type of spell caster that the monster iSo

PERCENTILE DICE SYSTEMS


Percentile systems are quite similar to the popular 20 sided die system The conversion between the systems is very simple to convert weapons pluses defensive abilities etco from the 20 sided system to percentile System you merely take the plus and multiply by 5o The special abilities in this booklet are all based on the twenty sided die system To use the special abilities table with a percentile system you must multiply by five9 eogo i=5% 2=i0% 3=15% etCoo

FIGHTER'S SAVING THROWS

LEVEL OF POISON OR FIGHTER DEATH RAY WANDS

STONING

BREATH WEAPONS

SPELLS STAVES

l 2 3

5 8 51

0 3 6

35 38 2

3o 3 38

25 28 3z

5 6
?

58 61
6

53 56
59 o

50 53
5?

6 50
55

38 z
-

8 9 i0 ll 12 13

67 ?l 74 77 81 85

62 66 69 72 76 80

61 65 68 72 76 80

59 63 67 ?l 75 80

47 51 5 57 61 65

CLERIC'S SAVING THROWb

LEVEL OF POISON OR C!RiC DEATH RAY WANDS

STONING

BREATH SPELLS WEAPONS STAFFS

z 2 3 4 5 6 7 8 9 i0 ii 12 13

5o 55 56 59 63 66 69 72 76 79 82 86 90

45 #7 5o 53 56 59 62 65 68 71 74 77 80

35 37 4o 43 6 49 52 55 58 61 6 67 7o

25 28 3z 5 38 41 44 #7 51 54 57 61 65

3o 33 56 39 43 46 49 52 56 59 62 66 70

GiC-USERS SAVING THROWS

LEVEL OF MAGE i 2

POISON OR DTH RAY 40 42

BREATH SPELLS WANDS STONING WEAPONS STAVES

35 37
4o 43

4o 42
45 48

25 27
3o 33

3o 34
38 42

3
a

45
48

5 6 ? 8 9
i0 ii 12

5o 53 56 58 61
66 69

45 48
5z

50 53
56

35 58
4z

46 5o
5,

53
56

58
61

43
46

58
62

59
61

6
66

9
51

66
70

64 67 69 72 75

69 72 74 77 8O

54 57 59 62 65

74 78 82 86 9o

13
14

72
74

15
16

77
80

THE SPELL SYSTEMS


Two spell systems are presented in this booklet They are both attempts to raise the power of lower level spellcasters and decrease the power of the higher level spellcasterso These spell systems also have a great deal of de-

pendence upon the prime requisite of the spell-caster{

@he first system is the spell points system

When this

system is used the spell-caster is allowed to cast any spell that he has sufficient points to cast, He of course is lim

ited to casting only spell apropriate to his level The use of the spell point system is relatively simple
The character first etermines his spell points The formula

is 2 times the prime requisite plus the constitution divide all of this by three and multiply by the level of the spel!caster To use a spell you simply subtract the cost o the

chosen spell from your total spell points and consider the
spell cast The extra cost listed is sort of a variable When the extra cost is per turn then

control on a spell

the meaning is that the extra is above and beyond the normal
duration When the cost is per die of damage or body etco

it means that the initial cost covers only the initial cost o the spell and not the damage or other effecto The regeneration of spell points is a matter best left up to the individual referee A character might regain all of the points back each day or i/7 or whatever The second spell system allows the spell caster to have as many spells per day as his prime requisite The spells

should be chosen in advance To use the system you compare

the spell level to the level of the caster the resulting


number is the number that must not be exceeded on the roll of two six-sided dice The spells chosen may be of any level usable to the spell caster Two clerical spell systems are

included the alternate one is used for druids and for campaigns in which first level clerics are allowed spells

SPELL POINT COST TABLE SPELL NAME (Spell order i) CHARM PERSON DETECT MAGIC HOLD PORTAL LIGHT MAGIC ! SSLE PROTECTION FROM EVIL READ LANGUAGES READ MAGIC SHIELD SLEEP VENTRILIQUiSM (Spell order 2) CONTINUAL LIGHT DARKNESS 5 RADIUS DETECT EVIL DETECT INVISIBLE ESP INVISIBILITY KNOCK LEVITATION LOCATE OBJECT MAGIC MOUTH MIRROR IMAGE PHANTASMAL FORCES PYROTECHNI CS STRENGTH COST EXT P COST

5
i i i 2 2 i ! 2
L

+i/turn +Iimissle +l/turn

+i/turn

5 5
4
+2/turn +2/turn +2!turn +2/turn

3 5
4

3 3 5

+ 2/turn

+2/turn

5 7

+2/turn

SPL POINT COST TABLE SPELL NAME


(Spell order 2 cOnto)

COST

EXTRA COST

WEB WIZARD LOCK (Spell order 3) CLAIRAUDiENCE CLAIRVOYANCE DISPEL MAGIC EhLOSIVE RUNES FIRE BALL HASTE SPELL HOLD PERSON iNFRAVISION INVISIBiLITY i0 RADIUS LIGHTNING BOLT MONSTER SUMMONING i PROTECTION FROM EVIL i0 RADIUS PROTECTION FROM NORMAL MISSLES ROPE TRICK SLOW SPELL SUGGESTION WATER BREATHING (Spell order K) CHARM MONSTER CONFUSION DIMENSION DOOR EXTENSION I FEAR

7 ? 9 9 9 9
+l/die ii ii 8 12 12 i0 12 12
+3/turn +3/turn +3/turn

+l/die

9
ii

9 9
16
+3/turn

15 17 13 15

+K/turn

+K/turn

SPELL POINT COST TABLE SPELL NAME


(Spell order 4 cOnto)

COST

COST

GROWTH OF PLANTS HALLUCINATORY TERRAIN ICE STORM MASSMORPH


MONSTER SU*'ONING II

17
16 22 16 i8 2O

POLYMORPH OTHERS POLYMORPH SELF REMOVE CURSE WALL OF FIRE WALL OF ICE WIZARD EYE (Spell order 5) ANIMATE DEAD CLOUDKILL CONJURE ELEMENTAL CONTACT HIGHER PLANE EXTENSION II FEEBLEMIND GROWTH ANIMALS HOLD MONSTER MAGIC JAR MONSTER SUMMONING III
PASS-WALL

17
14 22 22

13

+4/turn

14 28

+5/body

35
14 2O +9/plane

25 25
28

32 25
24

TELEKINESIS TELEPORT TRANSMUTE ROCK TO MUD

23 29 25

+5/turn

SPEi$ POINT COST TABLE SPELL NAME


(Spell order conto)

COST

EXTRA COST

WALL OF STONE WALL OF IRON (Spell order 6)


ANTI-MAGIC SHELL

28 28
+5/turn

40

+iturn

CONTROL OF WEATHER DEATH SPELL DISINTEGRATE EXTENSION II! GEAS IIiSIBLE STALKER LEGEND LORE LOWER WATER MONSTER SUMMONING IV HOVE EARTH PART WATER PROJECTED IMAGE REINCARNATION REPULSION TPNSMUTE STONE TO FLESH (Spell order 7) CHARM PLANTS DELAYED BLAST FIRE BALL LIMITED WISH MASS INVISIBILITY MONSTER SUMMONING V PHASE DOOR

38
40
4ol

3o

39
47
24 +2/day
+5/turn

36

37
41
+l/turn +5!turn +5/turn

36

33
43 36 43

+5/turn

46

5O 150 5O 5O 49

SPELL POINT COST TABLE SPELL NAME


(Spell order 7 cOnto) POWER WORD-STUN

COST

EXT COST

54

REVERSE GRAVITY
SIMUACRD]vl

53 59
65
64 61

(Spell order 8) CLONE MASS CHARM MIND BLANK MONSTER SUMMONING Vi PERMANENT SPELL POLYMORPH ANY OBJECT POWER WORD-BLIND SYMBOL (Spell order 9) ASTRAL SPELL GATE SPELL MAZE SPELL METEOR SWARM MONSTER SMONING VII PRISMATIC WALL POWER WORD-KILL SHAPE CHANGE TIME STOP FULL WISH 80 2OO

65

75
65 72
64

78
io0 84 82 +9/turn

95
9o
8O
+9/turn

3OO

CLERICAL SPELL POINT COST TABLES SPELL NAME (Spell order i) CURE LIGHT WOD?DS DETECT EVIL DETECT MAGIC LIGHT PROTECTION FROM TIL PURIFY FOOD AND WATER (Spell ordes 2) BLESS FIND TRAPS HOLD PERSON SILENCE 15 RADIUS SNAKE CHARM SPEAK WITH ANIMALS (Spell order 3) CONTINUAL LIGHT CURE DISEASE LOCATE OBJECT PRAYER REMOVE CURSE SPEAK WITH THE DEAD (Spell order 4) CREATE WATER CURE SERIOUS WOUNDS NEUTRALIZE POISON PROTECTION FROM EVIL lO RADIUS SPEAK WITH PLANTS 18 17 15 17 15
+t/turn +t/turn

COST

EXTRA COST

3 I i i 1 2
+l/turn +l/turn +!/turn

6 4 6

+2/turn +2!turn

+2/turn

4 4
+2/turn

ii 9 i0 8 9 i0

CLERICAL SPELL POINT COST TABLES SPELL NAME TURN STICKS TO SNAKES (Spell order 5) COMMUNE CREATE FOOD DISPEL EVIL INSECT PLAGUE QUEST RAISE DEAD (Spell order 6) ANIMATE OBJECTS BLADE BARRIER CONJURE ANIMALS FIND THE PATH SPEAK WITH MONSTERS THE WORD OF RECALL (Spell order 7) AERIAL SERVANT ASTRAL SPELL CONTROL WEATHER EARTHQUAKE GATE HOLY WORD PART WATER RAISE DEAD FULLY RESTORATION SYMBOL WIND WALK COST EXTP$ COST
+iturn

37
23 25

35
31

39
36
40
+6/turn +6/turn

37
42

33
38

67 43
+12/turn

55 57
125 58 49
8O
+7/turn

7o 49

59

DRUIDICAL SPL POINT COST TABLE SPELL NAME (Spell order I) DETECT MAGIC DETECT SNARES AND PITS FAERIE FIRE LOCATE ANIMALS PREDICT WEATHER PURIFY WATER (Spell order 2) CREATE WATER CURE LIGHT WOUNDS HEAT METAL LOCATE PLANTS OBSCUREMENT PRODUCE FLAME SPEAK WITH ANIMALS WARP WOOD (Spell order 3) CALL LIGHTNING CURE DISEASE HOL$ ANIMAL NEUTRALIZE POISON GROWTH OF PLANTS PROTECTION FROM FIRE PYROTECNIC8 WATER BREATHING ii COST EXTRA COST

I I 2 2 2 2

+i!turn

5
6

5 3 5
4
+2/turn
=

9
Ii 8

9 9
i0 i0
+3/turn

DRUIDICAL SPELL POINT COST TABLE SPELL NAME (Spell order 4)


ANIMAL SD-MONING I

COST

EXTP$ COST
=

17
2o

CONTROL TEMPoIO RADIUS CURE SERIOUS WOUNDS DISPEL MAGIC HALLUCINATORY FOREST INSECT PLAGUE PLANT DOOR PRODUCE FIRE PROTECTION FROM LIGHTNING SPEAK WITH PLANTS (Spell order 5) ANIMAL GROWTH ANIMAL SUMMONING II ANTI-PLANT SHELL COMMUNE WITH NATURE CONTROL WINDS HOLD PLANT PASS PLANT TRANSMUTE ROCK TO MUD TURN STICKS TO SNAKES WALL OF FIRE

17
16 2O

23
18

19
16

15

+/turn

29 27 25 31 29 25
26
+5/turn

25
21 +5/turn

3o

DRUIDICAL SPELL POINT COST TABLE SPELL NAME (Spell order 6) ANIMAL SUMMONING III
ANTI-ANIMAL SHELL

COST

EXTP COST

39
36
+6/turn

CONJURE FIRE ELEMENTAL FEEBLEMIND FINGER OF DEATH TRANSPORT VIA PLANTS TU WOOD WEATHER SUMMONING (Spell order 7) ANIMATE ROCK CONFUSION CONJURE EARTH ELEMENTAL CONTROL WEATHER CREEPING DOOM FIRE STORM REINCARNATE TRANSMUTE METAL TO WOOD

39
56
4o

36
41

49
46

+7/turn +7!turn

59
49

53 55
56 49

SPELL CASTING TABLE LEVEL oF HAO


I 2 3 6 8

SPELL LEVEL
8 7 .... .... -

6
?

3
3

5
%

7
6

9 lo 11 12 13 14 15 16 17 18 19 20 21 22 s3 24 25

3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

3 3 3 } 3 3 3 3 3 3 3 3 3 3 3 3 3

3 3 } 3 3 3 3 3 3 3 3 3 3 3 3 3

6 5 } 3 3 3 3 3 3 3 3 3 3 3 3 3

8 ? 6
8
8 ? 6

8 -

3 3 3 3 3 3 3 3 3 3 3 3

6 5 At

3 3 3

3 3

6 5 4

8 ? 6

3 3 3 3 3

3 3 3 3 3

3 3 3 3 3

5 3 3 3

SPELL CASTING TABLE CLERI C S LFEL i 2 SPELL LEVEL 6


.... 8 ? 9 8 .... -

3 5
6

?
8

5 6

? 6

9 8

9 8

9
l0 ll 12

3 3 3 3

5 } 3

? 6 5

? 6 5

8 ? 6 5

!3 z5
16

l?
18

19
2o 21 22

23

3 3 3 3 3 3 3 3 3 3 3 3

3 5 3 3 3 3 3 3 3 3 3 3

3 3 3 3 3 3 3 3 3 3 3 3

3 3 3 3 3 3 3 3 3 3 3 3

5 3 3 3 3 3 3 3 3 3 3

9
8

?
6
=

5
4

9
8

3 3 3 3 3

7
6

5
AL

ALTERNATE SPELL CASTING TABLE CLERZCS LVL


1 2 3 6 9 7 -

SPELL LEVEL 2
9 8 .... .... .... -

5 6

8 7

9 8

7 8 9 zo zz 12 13 14 15 16 17 8

3 3 3 3 3 3 3 3 3 3 3 3

6 5 3 3 3 3 3 3 3 3 3

7 6 5 3 3 3 3 3 3 3 3

8 7 6 5 3 3 3 3 3 3 3

9 8 7 6 5 3 3 3 3 3 3

9
8

7
6
=

5 3 3 3 3 3

9
8

19
2o 21 22 23

3
3 3 3 3

3
3 3 3 3

3
3 3 3 3

3
3 3 3 3

3
3 3 3 3

7
6

5
4

qZ

ITfSTiCAL MAGIC
RING OF MAGIC DETECTION This ring can only be used to
determine if individual items are magic It cannot be used as a broad-based magic detection device

RING OF FLYING Allows one to fly at the speed of 120 yards per turn for up to 24 turns per use of the
ring The ring can only be used three times per day

RING OF WATER BREATHING As long as this ring is worn9


the user can breathe underwater

RING OF INFRAVISiON Allows the user to see in the dark


with a range up to sixty eeto

RING OF TRAP DETECTION When using this ring the wearer will detect traps 75% o the time RING OF POISON DETECTION Made out of a piece of the horn of a unicorn when dipped in poison the ring will turn bright red RING OF MAGIC READING The person that wears this ring will have the ability to read magical scrolls and tomes RING OF OPEING By merely knocking on a door or other portal the portal will open regardless of what was holding it shut be it spell person or locko RING SPEAKING: While wearing this ring the user is fluent in all languages past present and future

RING OF REVENGE: The user of this ring may call forth an invisible stalker to do his bidding The servant of the ring will do whatever his master orders but if a long service is required he will try to pervert his
orders Only one of these creatures can be called from the ring and once it is summoned the ring is no longer useful

RING OF TR SIGHT: Allows the wearer the power to see all illusions for what they are With this ring it is
also within the users power to know whether a being

is polymorphed and if it is what the original form-of the creature was (This ring should be extremely rare) RING OF INVERSION: This ring has both a bad and a good
side When worn all of a player's prime characteristics change To determine what the characteristics change to

subtract each characteristic from 21o RING OF READING: Whomsoever wears this ring will be blessed with the ability to read any language no matter what it might be save only magic RING OF REINCARNATION: The power contained in this ring
will operate but.onceo When the person that is wearing

this ring dies he is brought back to life in another form The form in which the .character is brought back depends upon the alignment that he had when he died the determination of what kind of creature he is is made by rolling dice on the reincarnation chart of his former
alignment

RING TABLE

%-ROLL

%-ROLL

01-07

WEAknESS

74-76 77-78 79-80

POISON DETECTION WATER BREATHING HAGIC READING

08-14 CONTRAIRINESS 15-20 INVERSION 21-27 DELUSION 28-31 TRAP DETECTION 32-35 MAMYL&L CONTROL }6-39 INFRAVISION 40-43 READING -47 FIRE RESISTANCE 48-51 OPENING 52-55 SPEAKING 56-58 IISIHLITY 59-61 HUMAN CONTROL

81-82 PROTECTION +2 5 RADIUS 83-84 DJINN SUHMONING 85-86 REGENERATION 87-88 TELEKINESIS 89-90 SHOOTING STARS
91-92 X-RAY VISION

93 94 95 96 97 98 99 lO0

PVENGE PROTECTION +9 MAGIC DETECTION REINCARNATION TRUE SIGHT SPELL TURNING SPELL STORING MANY WISHES

62-66 PROTECTION +i 65-67 FLYING 68-90 THREE WISHES 71-73 WATER WALKING

REINCARNATION CHART

When using the reincarnation chart roll percentile dice


and check that number under your appropriate alignment

If the dice indicate that you change alignment then roll a fifty-fifty chance to determine which alignment you
become When the dice indicate that you have become a

human hobbit dwarf gnome e!f or half-elf randomly


determine your new character class You then roll a six-

sided die to determine your new !evelo

If you have become a giant or a lycanthrope determine randomly which type you have become making sure that the type is appropriate for your alignment When the dice indicate that you have become a dragondetermine type and age and whether you talk or use spells The last thing you do is determine what your new characteristics are Your new strength is a totally random determination intelligence and wisdom remain the same constitution is random dexterity and the new charisma are the average of a new die roll and the one that you had in your previous incarnation

REINCAPJATION CHARTS WPUL HUNL&N HUMAN HOBBIT HOBBIT DWARF DWARF GNOME GNOME ELF ELF ENT ENT
HALF-ELF HALF-ELF

NEUTRAL HUMAN HUMAN HOBBIT HOBBIT DWAHF DWARF GNOHE GNOME ELF EI2 NIXIE PIXIE
DRYAD GRIFFON

CHAOTIC
HUroN

PEGASUS PE GA SUS HIPPOGRIFF HIPPOGRIFF ROC ROC CENTAUR CENTAUR GIANT GIANT BLINKDOG BLINKING DRAGON DRAGON LY CANTHROPE LY CANTHROPE UNICORN UNICORN CHANGE ALIGNMENT

ROC LY CAN THROPE ORC OGRE DRAGON WYVERN CENTAUR HYDRA PURPLE WORM CHIMERA MINOTAUR GIANT BUGBEAR LICHE LI ZARDMAN DOPPLEGANGER UMBER HULK PHASE SPIDER CHANGE ALIGNMENT

ORC GNOLL HOBGOBLIN KOBOLD GOBLIN BALROC OGPE TROLL GHOUL WIGHT WRAITH SPECTRE MUMMY VAMPIRE MEDUSA MANTICORE GARGOYLE MINOTAUR DRAGON CHIMERA BUGBEAR OGRE MAGE GIANT LICHE DOPPLEGANGER HARPY LY CANTHROPE SALAMANDER DISPLACER BEAST GORGON CHANGE ALIGNMENT

NAY GENERATION CHARS


These charts are designed to facilitate the creation of names for fantasy roll piayiio The use of these charts is fairly simple you use an easy to follow
formula for name generation

When usi the name generation charts various kinds of dice are required You will need a six:osided four-sided an eight-sided a twelve-sided and a set

of percentile dice When using the table of begimi


consonants you roll percentile dice The table of

intermediate consonants requires the rolling of fo sided and eightsided dice The first number on the chart is the four-sided die and the second number is the eight-sided die To use the table of vowels a twelve sided die is rolled Twelves are ignored and the die is rolled again To use the name generation charts follow the ensui
formula A six-sided die is rolled on a i - 3 the name

begins with a vowel on a - 6 the name starts with a


beginning consonant To generate all further sounds check the previous sound If the previous sound was

a vowel roll a six-sided die if the result is i - 2 then the next sound is a vowel if the result is - 6 then the next sound is an intermediate consonantoif the previous sound was a consonant then go directly to the vowel table This serires of operations is continued until a name of suitable length and sound is created In the use of these charts an almost infinite number of
names can be generated These names can be spelled

to suit the individual and thus further differentiate


the names

<

TABLE OP BEGINNING CONSONANTS LETTER(S) SOUND s S:ER (S) SOUND R RUN s SAFE S0 SCALE SCHL SCHLUSS SH SHAKE SHR SHRI SL @LAVE SN SNAKE SP SPELL SPR SPRING $9U @ARE ST STOP STR STREET SV SVEN SW SWEDEN
T TIME

01-02

BAR

03-04 05-06 07-08 09-10


! !- ! 2

BL BR C CH
CL

BLADE BRAIN CAST CHAIN


CLEAR

!3lL
i5o!6

CR
D

CRi
DATH

l?lS DR 1920 F 2122 FL 2324 FR


2.5-26 27-28 G GL

DRUID FAITH FLAIL FRONT


GAIN C-SE

29-30 GR 31-32 GW 33-34 H 35-36 J 37-38 L


39-40 41-42 43- M N P

GROW GWEN HOT JANE ORD


_MAN NORTH PIN

5152 53- 55-56 5758 5960 6162 6-66 65-66 6768 69-70 71-72 75-74 75-76 77-78 79-80
81-82

45-46
47-48

PL
PR

PLANE
P.Y

49-50

QU

UIET

83-84 TH THE 85-82 HR HR 27-88 TR AI 89-90 TW TWAIN 91-92 V VAiN 93-9 W WILD 95-96 Y YELLOW 97-98 Z ZOO 99-oo ZH AZURE

TABLE OF INTERMEDIATE CONSONANTS Di CE DI CE ROLL LETTER(S) SO@TD ROLL

LTTR < S)

SOUND

ii !2

B CK

S0B ROCK

3I 32

RK RL

i3
! i .5 i6 i 7 i8 2I 22 2 3 26 s 5 26

D
F o J L M N NG P R RB RD

FA2
STAFF RiO RAGE RAIL HAM CAI! RING cAP TAR HER CURD

33
36 3 5 3 6 3 7 38 i 42 3 6 5 46

RM
RN RP RT s SH SK ST T TH v X

2 ?
2 8

RF
RG

SCAZ
BURG

7
- 8

Z
ZH

PORK EARL WORH TURN WARP COURT BASS ASH TASK CAST RAT WRATH === DOVE BOX HAZE AZURE

TABLE OF VOWELS DIE ROLL T,ETTm{(S) DIE ROLL

SOUND

SOUND

i 2 3 5

A a E e I

FATE FAST EVE NET IDEA

6 7 S 9 i0 ii

i 0 e U u oy

HIT NOTE NOT FUTILE BULL BOY

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