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Martial Law™

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Authors: Chris Adams, Tim Dugger & Heike A.Kubasch;

Editors: Heike A. Kubasch, Tim Dugger;Special Contributions: Gavin Bennett, Bruce

Neidlinger;Cover Art: James Ryman;Interior Art: Toren “MacBin” Atkinson, David

Bezzina, John Dollar, Eric Hotz, Mike Jackson, JeffLaubenstein, Pat Ann Lewis, Larry MacDougall, ColinThrom;

Art Direction: Jeff Laubenstein;Pagemaking: Sherry Robinson;Proofreading: THE Howard Huggins, Lori Dugger,

Bruce Neidlinger;Playtesters: Chris “the GM” Adams, Phil Wright,

Mark Long, Jessica Long, DaNita Crawford, Trevor Payne;Chapter Opening Quotes:

Chapter 1: William Shakespeare,Henry V, Act I, scene iii;

Chapter 2 & 3: The Havamal (W.H .Auden & P. B. Taylor Transla-tion found on the web,www.ragweedforge.com/havamal.html);

Chapter 4: Georgette Heyer, TheQuiet Gentleman, Harper Collins,New York: 1992 pp 69-70;

Chapter 5: Tom Holt, Who’sAfraid of Beowulf, ACE Books,New York: 1989, pp 148-149;

Chapter 6: Sir Thomas Malory,Le Morte D’Arthur, vol 1.Penguin Books, Harmondsworth:1979, pp 115-116;

Chapter 7: The Havamal;Anonymous, Sir Gawain and theGreen Knight, translated by MarieBoroff, W W Norton & CompanyInc, New York: 1967. p. 13;

Chapter 8: Eric Flint, ThePhilosophical Strangler, BaenPublishing, New York: 2001, p. 298;

Chapter 9: Tom Holt, Who’sAfraid of Beowulf, ACE Books,New York: 1989, pp 169-170;

Chapter 10: Gavin Bennett;

CreditsICE Staff—

President: Heike A. Kubasch;CEO: Bruce Neidlinger;

Managing Editor: Heike A. Kubasch;Editing, Development, & Production Staff: Heike A.

Kubasch, Bruce Neidlinger, Tim Dugger, Lori Dugger,Web Mistress: Monica L. Wilson;Corporate Mascots: Gandalf T. Cat, Rajah T. Cat,

Phoebe T. Cat, Ember T. Cat;ICE Cheering Section & Moral Support: Karl &

Helga Kubasch, John Seal, Claudia & Alexandra Aulum,Elke Lübbert, Inge Bendfeldt, Peggy, Christoph & HelenBendfeldt, Judy & Hasmukh Shah, John Ross, GavinBennet, Bjørn T. Bøe, Brad Williams, Brent Knorr, theGuild Companion (www.guildcompanion.com), and allICE fans everywhere: Thanks for keeping the faith!

Copyright © 2004 by Aurigas Aldeberon LLC. All rights reserved. No reproductions withoutpermission. Produced and distributed by Mjolnir LLC, dba Iron Crown Enterprises 112 Goodman St,Charlottesville, Virginia, 22902. Stock #3001 ISBN 1-55806-605-5

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TABLE OF CONTENTS

1. INTRODUCTION ........................... 4

2. ROLE PLAYING WARRIORS ............. 6Creating a Warrior in HARP ................................ 7Preparation Step: Decide on a Personality ........... 7Step One: Choose a Profession ............................. 7Step Two: Generate Statistics ................................ 7Step Three: Choose a Race & Culture .................. 8Culture ................................................................... 8Step Four: Buy Skills & Talents ............................. 9Talents .................................................................... 9Step Five: Purchasing Equipment ...................... 10Step Six: Final Touches ....................................... 10Types of Motivations ........................................... 10Social Class .......................................................... 11Starting Money .................................................... 12

Attitude and Outlook .......................................... 12

3. BATTLE RUNES .......................... 13

4. FIGHTING WITH STYLE ................ 16Skills ..................................................................... 17Unusual Skill Uses ............................................... 20Talents .................................................................. 21Scaled Combat Actions ....................................... 23Being Unseated from a Mount ........................... 28Receiving Damage While Flying ......................... 28Knockback ........................................................... 28Shield Wall ........................................................... 28

5. MELEE & MISSILE COMBAT .......... 30Actions ................................................................. 31Special Combat Conditions ................................ 31Underwater Combat ........................................... 31Maritime Combat ............................................... 32Climbing .............................................................. 32Fighting Flying Creatures While Climbing ........ 32Aerial Combat ..................................................... 33How to Run an Ambush ..................................... 34Some Simple Mass Combat Guidelines ............. 34“The Better Part of Valor” ................................... 36Different Ways of Disengaging from Combat ... 36How to Design an Encounter ............................. 37

6. WEAPONS & ARMOR ................. 38Swords .................................................................. 39 Sword Parts ......................................................... 39 Typical Swords .................................................... 39

Other Weapons .................................................... 40Creating &adding New Weapons ....................... 43Armor .................................................................. 43Customized Weapons and Armor ...................... 44Weapons & Armor of Superior Materials and

Workmanship .............................................. 44Magical and Special Materials ............................ 45Catching, Killing & Harvesting ........................... 47Armor Tables ....................................................... 49

7. ORDERS & ORGANIZATIONS ......... 52Types of Orders and Organizations ................... 53Creating the Order .............................................. 54Sample Orders and Organizations ..................... 57Another Sort of Guild… ..................................... 58Using the Friends of Otto in Your Campaign .... 59

8. CRITICAL TABLES ...................... 60Reading the Critical Hit Tables ........................... 61Resolving Combat with the New Critical Tables ..... 61 Weapon Sizes ...................................................... 61Called Shots ......................................................... 62Damage Adjustment by Armor .......................... 62Crush ................................................................... 64Puncture .............................................................. 65Slash ..................................................................... 66Grapple ................................................................ 67He at ..................................................................... 68Cold ...................................................................... 69Electrical .............................................................. 70Impact .................................................................. 71MA Strikes ........................................................... 72MA Sweeps .......................................................... 73Large ..................................................................... 74Huge ..................................................................... 75Acid ...................................................................... 76

9. MAGIC ITEMS ............................77Magical Weapons ................................................. 78Armor and Shields .............................................. 79Miscellaneous Items ............................................ 80Cursed Items ........................................................ 81

10. CREATING NPCS .................... 82Non-Player Characters (NPCs) .......................... 83NPC Stat Blocks .................................................. 85Sample NPC Stat Blocks ..................................... 86An Example of NPC Creation ............................ 95

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INTRODUCTION

“In peace there’s nothing so becomes a man

As modest stillness and humility;

But when the blast of war blows in our ears,

Then imitate the action of the tiger:

Stiffen the sinews, summon up the blood,

Disguise fair nature with hard-favour’d rage;…

Then lend the eye a terrible aspect;

Now set the teeth and stretch the nostril wide;

Hold hard the breath, and bend up every spirit

To his full height. On, on, you noblest English,…”

—WILLIAM SHAKESPEARE, HENRY V, ACT I, SCENE III.

Chapter One Introduction1

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AUTHOR’S THOUGHTS

Milestones. Life is full of them. They shape our lives and ourperceptions of the world around us. A person could easily make up list ofthe milestones that have directed their lives to where they are now. Yourfirst kiss, your first car, your first girlfriend, your first day of college, etc.For me, writing Martial Law will be a great milestone in my life.

A person’s history shapes their opinions about gaming as muchas it shapes their opinion of any other subject (politics, relationships,etc.). I’ve been a graduate student, a police officer, a psychologicalwarfare specialist, a teacher, a programmer, a son, and a father. Everyperson I have ever met, every job I have ever had, and every game Ihave ever played has brought me to this point of my life.

My first role-playing game was Advanced Dungeons andDragons. A classmate introduced me to the game in the 8th gradeduring the fall of 1981. I was completely blown away by it all. Someonehad actually written a game about fighters and wizards! From that dayon, gaming became one of my favorite past-times. When I moved toMustang, Oklahoma, I was lucky to meet a really good group of gamers.They taught me that role-playing games weren’t about winning orlosing, but how you played the game. It was about the experience alongthe way and above all else, the FUN!

College was responsible for introducing me to the best groupof gamers I have ever had the pleasure of knowing. My RA said herroommate’s boyfriend was “running” a gaming group and they werelooking for some new players. The whole group stopped by mydorm room one night for an “interview.” The next day they invitedme to the first game. As a result, my grades suffered, but my gamingexperience flourished. We didn’t always agree on how to run a gameor rules interpretations, but we all learned from each other and wehad a wonderful four years together.

One semester, I stumbled across my first Rolemaster game. Itwas the old navy blue box that contained the three core rulebooksfrom ICE. I remember the appearance of the box itself is whatcaught my attention. It just “looked” so much different than theother RPG’s. When I opened up the box, I discovered that it wastruly different from the other games. It quickly became my favoriteRPG. The realism of the fighting, the variety of spells, and thecharacter development was the best I had ever seen. The rules werecomplicated to learn, but eventually I ran my first Rolemaster gameand my perception of RPG’s would be changed forever.

During high school, I found the SCA (Society for CreativeAnachronism) at a local renaissance faire. I talked to the membersand they explained what the group was all about and what they did.I was immediately hooked and joined. The SCA has a lot ofactivities to satisfy a wide range of people, but for me it was thefighting. The idea of walking onto a tournament field in armor andfighting an opponent in front of crowds of cheering spectators wasintriguing to me. Several weeks later, I finished my first set of armor(boy, was it ugly!) and off I went to learn how to fight.

The Society has taught me a lot about history and about themartial aspects of medieval life. You learn more than just how to fight,you learn how to make the armor and repair it. You learn exactly howthe weapons were constructed and just how much effort andresources it took to create those fine pieces you see in museums.Nowhere else could I have learned so much from such good people.

The most important thing the Society has taught me hasnothing to do with leather, steel, or chain mail. It taught me about thehuman soul and how it handles things such as honor and chivalry. Aman can have the best looking armor in the world and even be thebest swordsman on the field, but without honor, he is nothing.Chivalry is not about acting a part on weekends or when people arewatching, it’s about being true to yourself and everyone around you.When you are truly a man with honor and a man that understandideals of chivalry, it takes no effort at all. You are simply you.

When Tim contacted me from ICE about writing Martial Law,I was overwhelmed. I was grateful for the chance to write a book

and see some of my ideas in print. I have written articles before andshort stories, but never a book. That’s an achievement and a task notto be taken lightly. I was humbled at the opportunity. Because of mypast experiences with gaming and the SCA, I thought this was theperfect book for me to write. I am very thankful to the wonderfulstaff at ICE for giving me this opportunity.

I had a difficult time writing at first, since HARP had not evenbeen published yet. How do you write an optional rulebook supple-ment for a game that’s not published yet? I’m still not sure. Literally,my first draft was written based on the draft of the HARP Rulebook.Once the final version of HARP was released, I had a solid foundationto work with and the final version of Martial Law was finished. ThenTim told me about the revision. Ack!

HARP is a really good game and as one of the playtesters Itruly enjoyed the design Tim had come up with, but I also under-stood that many of the ICE fans were “expert” gamers and theiropinions mean a lot to ICE. The revision was a chance to fix typosand make some modifications to the system to make it better. Thatalso meant that there would need to be changes to Martial Law. Infact, several pieces of the original Martial Law book ended up inthe HARP revision. But now, you hold in your hands the finalproduct of all those months of work and effort. I hope you enjoy it.

-Chris Adams

SPECIAL THANKS

I would like to take this opportunity to thank the people whoinspired the ideas and helped me get to where I am now. Withoutthem, I would never have been able to write this book.

My first gaming group: Mike, Jason, Jeff, Andy and the others.Thanks for introducing me to a great hobby.

My college friends: David, Robbie, Anissa, Damon, and Robert.Thanks for having me as part of the group.

My playtest group: Trevor, Mark, Jessica, Phil, and DaNita.Thanks for being who you are, which a great group of people.

My friends in the Society: Sir Asad Udin, Master Collin, HisLordship Halvgrimr, Lord Brockman, Lord Aiden, Lady Elianor, andespecially to Lady Agotha (my inspiration). Thanks for showing mewhat chivalry is all about.

EDITORS’ NOTES

We put poor Chris through the wringer with Martial Law. Firsthe had to work off rough drafts of HARP and deal with a constantslew of changes. Then he had to deal with an extremely preoccupiedTim and myself, who trying desperately to finish HARP, tended torespond to his requests for more information in monosyllables. Thenwe took parts of the original Martial Law manuscript and addedthem to HARP, and revised HARP again. I am surprised that hedidn’t round up a bunch of fellow knights to imprison us, just to keepus from tinkering with the rules. Instead he dealt with all of theseslings and arrows with unfailing good humor and courtesy.

Martial Law was a catalyst for Tim and I. The manuscriptarrived when we were assimilating the first round of feedback fromHARP. It forced us to rethink certain aspects of HARP—namely thesections on armor and combat. The manuscript helped us to see someomissions that needed to be remedied in a new edition of HARP.Thus Martial Law was one of the primary forces that spurred us onto do the HARP revision. This in turn led to more work for Chris,Tim and myself, and inevitably delayed Martial Law.

I would like to thank Chris for putting up with us and all ofour rules changes so patiently. I would also like to thank ourcustomers for waiting for Martial Law so patiently. So as a little oldman once said: “Have fun storming the castle.”

—Heike Kubasch

Chapter One Introduction1

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ROLE PLAYING WARRIORS

“Rash is he who at unknown doors

Relies on his good luck, …

Silence becomes the Son of a prince,

To be silent but brave in battle:…

Cattle die, kindred die,

Every man is mortal:

But the good name never dies

Of one who has done well…”

—The Havamal (W. H .Auden & P. B. Taylor Translation )

Chapter Two Role Playing Warriors

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Warriors. Fighters. Knights. The words evoke mentalimages of men and women wielding weapons and battlingmonsters. From the noblest knight to the morally ques-tionable duelist, they share a common belief: your skillkeeps you alive. They live by a code of blood and steelliving each day knowing full well that it may be their last.

When playing warrior a in a role-playing game it isimportant to know certain things about the character if heis to be played as a three-dimensional person and not justlist of numbers and words on a sheet of paper. Just like areal person, he has history and motivations that drive himtoward his goals. He has a code by which he lives his life.He has friends, and especially enemies.

Some players are content with the numeric representa-tion of their warrior as it’s presented on a character sheet. Ifthat is sufficient for your enjoyment of the game, then keepit that way. If, however, you are looking for a character witha little more substance, then keep reading through thischapter. Herein we will present guidelines that will help you“flesh out” your warrior and possibly take your enjoymentof the game to the next level (pardon the pun!).

The purpose of this chapter is to help you create adetailed, exciting, and fun description of your characters.Your basic character already has a race, gender, culture,skills, and talents. This chapter will help you create theother items necessary for a more complete character.

CREATING A WARRIOR IN HARPThere is often a misperception that warriors are just

the tanks that stand in the front of a group and take thehits so the spell casters and cast and the thieves can steal.Essentially, they are the muscle of the party, or that’s whatsome would have you believe. They can be so much morethan that. Experienced players will tell you of the exploitsof their favorite warriors and often they are not the braindead muscle types you might first take them for.

When first creating a warrior character in HARP, youshould sit down and write some notes about the character.Decide the race and gender, as well as the motivations,attitudes/alignment, and social status of the character.Where did he come from? Where is he going? How is hegoing to get there?

There is a lot of information to get familiar withwhen first creating a character, especially for a new player.This section will discuss the different steps in creating awarrior type character and offer advice on some ofdecisions you must make. This is only advice and you donot have to follow it. In the end, you as the player have thefinal decision on what direction you want your characterdevelopment to take (pending GM’s approval).

PREPARATION STEP: DECIDE ON A PERSONALITY

First decide on a personality. Believe it or not youshould decide this before you even roll your first set of diceto determine statistics. This is important because thepersonality of the character will help determine what statsare most important for the character if you want him tosucceed. For example, if you picture your warrior as a

swashbuckling duelist rather than a hard-hitting barbarian,then his Quickness will need to be higher than his Strength.

STEP ONE: CHOOSE A PROFESSION

Deciding which type of warrior you will play isimportant. So many times the image that a player has in hishead is difficult to classify into one profession, but with theproper effort any character can be created. Working withyour GM is essential at this step of the process. Perhaps theGM or the other players in the group can offer an unbiasedpoint of view and help make your decision as to whichprofession will help promote the success of your character.If your character likes to use his hands for fighting morethan weapons then a Monk profession might be bettersuited for your character than the Fighter profession. If youwant to develop spell casting at a later time but still havesome strong fighting abilities than a Warrior Mage wouldbe better suited for your character.

The important thing to remember is to look at thebasic foundation of the character and what he wishes to beable to do during a campaign.

Author’s Note: Below is a list of fictional charactersand historical people that could be considered members ofcertain warrior professions:

Fighter – Conan the Barbarian, Sir Lancelot, andD’Artagnan of the musketeers, Karl Cullinane (Guardiansof the Flame).

Monk – The Crow (Erik Draven), Blade, Bruce Lee,Jackie Chan, Walther Slovotsky (Guardians of the Flame).

Rogue – Robin Hood.

STEP TWO: GENERATE STATISTICS

The different statistics are explained in the HARPRulebook. For a warrior certain statistics are very benefi-cial while others are less important. It would be great tohave high numbers in all statistics, but that is not realisti-cally possible, therefore you will need to prioritize yourstats and put the highest numbers where they will do themost good. Not all warriors are the same so these are onlysuggestions and are aimed toward creating warriors whofocus on combat and survival.

Strength (St) – The cornerstone of most fighters. Thisstatistic gives bonuses for attacking with melee weapons.Without at least some kind of positive bonus modifier, awarrior is not likely to live long or be very successful.Virtually every useful skill for a warrior has Strength asone of its modifiers. This statistic is used as a modifier for11 of the basic skills presented in HARP.

Constitution (Co) – Very important for survival.Used as the primary modifier for the Endurance skillwhich determines how much damage a character can takebefore death. It is important to remember that a characterdoes not die until their Concussion Hits reach a negativenumber equal to his Constitution Stat (i.e., if theirConstitution stat is 76, then the character would die whenhe reaches –76 Hits).

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Agility (Ag) – Important for certain skills can affect awarrior character. This greatly depends on the generalattitude and personality of the character. This stat affectsthe warrior’s bonuses for using weapons. Having a lowAgility can offset the advantage of having a high Strengthsince the two statistic modifiers are added when calculat-ing weapon skill bonuses. This stat should be kept highenough to provide a positive modifier for warrior charac-ters. This statistic is used for 20 of the basic skills pre-sented in HARP.

Quickness (Qu) – Since Quickness calculates acharacter’s natural Defensive Bonus, this statistic shouldalso be kept high enough to provide a positive modifier.

Self Discipline (SD) – This statistic is not vitallyimportant for most warriors. It does affect a lot of skills forMonks and should be considered as important as Strengthor Agility for martial arts types of warriors. This statistic isused for 22 of the basic skills presented in HARP.

Reasoning (Re) – This statistic is of low priority formost warriors. It applies to knowledge-based skills andspell casting. Warrior Mages would consider this of highimportance. This statistic is used for 15 of the basic skillspresented in HARP.

Insight (In) – This statistic is of low priority for mostwarriors as well. But depending on his personality, it couldbe useful for some skills. This statistic is used for 26 of thebasic skills presented in HARP.

Presence (Pr) – This is another statistic of lowpriority for most warriors. It is used for 12 of the basicskills presented in HARP.

STEP THREE: CHOOSE A RACE & CULTURE

Virtually every race in HARP has warriors in one form oranother. However, some races are more suited for the trialsand tribulations of combat.

Dwarf – Good Strength modifier and the bestConstitution modifier for any race in HARP. These twoingredients make them a very fine choice for a Fighter.They can even be a good choice for a Monk, due to thehigh Self Discipline modifier. Their Endurance bonus isthe best of any race in HARP. Combine that along with thebest Constitution modifier of all the races and you have avery tough warrior to kill.

Elf – Better choice for a spell caster than a warrior,but with their Agility and Quickness modifiers they canbecome deadly bowmen. Their Endurance bonus isslightly below average when compared to the other races.

Gnome – Better choice for a spell caster or thief. As awarrior they face the same problems as Elves andHalflings. A lot depends on the type of warrior, deadly andquick at a range, but will probably get killed in melee.Their Endurance bonus is the worst of the races in HARP.

Gryx – Fine choice for a warrior. They are second

only to the Dwarves in their Strength and Constitutionbonuses. They also have the second best Endurance bonusof all the races.

Halfling – Better choice for a thief than a warrior, butcan be competent if they decide to rely on speed andaccuracy. If they choose to use missile weapons, they canbe deadly. They do have the highest Quickness and Agilitymodifiers of any race presented in HARP. Their Endur-ance bonus is not very good and therefore they will nothave a great deal of Concussion Hits. They have a verygood Constitution bonus, so that helps to compensate.

Human – Very good choice for customizing a warrior.Since you can decide which statistics will receive bonuses, youcan emphasize specific traits such as Strength for a strongmelee fighter or Agility for a deadly accurate bowman. In fact,the Human is the only race with the possibility of havingbonuses in both Strength and Agility (Assuming the playeruses part of their racial bonus for those stats). Since Strengthand Agility are used to calculate weapon skill bonuses, this isvery advantageous. Also, Humans receive no negativemodifiers for statistics. The Endurance bonus is slightly aboveaverage compared to other races.

CULTURE

Cultures have a great affect on your warrior characteras well. Similar to choosing a race, certain cultures aremore keyed toward the warrior way of life. The AdolescentSkill Ranks obtained from the cultural background of acharacter are an excellent place to start your warriordevelopment. Based on the personality and race you havealready chosen, selecting a culture that helps the warriorcharacter grow even more should be relative simple.

Deep Warrens – Due to the dangerous world of theunderground, races that have developed in this environ-ment have naturally become great warriors. This cultureprovides three Skill Ranks for one Melee Weapon Skillgroup, which is the most of all the cultures. If your warrioris planning on specializing in one particular Melee WeaponSkill, this would be a good choice. It also provides the mostArmor Skills ranks and Endurance ranks of the othercultures. Two very useful and necessary skills for warriors.

Shallow Warrens – This is the only culture thatprovides ranks in the Ambush skill. For the stealthier typeof warriors, this is a very valuable skill. It only provides anaverage number of skill ranks for Weapon Skills and someof the lowest amount of Endurance skill ranks.

Sylvan – A moderate choice for a warrior. It doesprovide two Weapon Skill group ranks, but none for theArmor Skills or Endurance.

Underhill – Probably the worst culture choice for awarrior. Has the least amount of Weapon Skill groupranks. It also provides no ranks for Armor Skills.

Nomad – Another moderate choice for a warrior.Some Armor Skills ranks are provided as well as goodEndurance skill ranks. Also it provides very good Weapon

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Skills group ranks giving two in both melee and missileweapon groups.

Rural – A better than average selection for a warrior.A rank for Armor Skills and Endurance are provided.Some ranks for Weapon Skills groups are also given. Whatmakes this culture desirable is the wide variety in otherskills for a good all around character.

Urban – Almost identical to the Rural culture, this oneprovides more Weapon Skills group ranks and some ranksfor Armor Skills and Endurance. Moderately good choice.

STEP FOUR: – BUY SKILLS & TALENTS

Skills are the lifeblood of HARP. Without skills, yourcharacter can do absolutely nothing. Without the properskills, your warrior will not live through his first adven-ture. With the proper planning and foresight, a charactercan become very versatile and a lot of fun to play at thesame time.

Below is a list of different skills from the HARPRulebook and their usefulness to the warrior character.

Armor – Almost a requirement for any fighter.Without this skill, your character will be at a disadvantagewhen using armor. The maneuver penalties will make thefighter almost useless.

Ambush – A very handy skill for the covert operationthat often must be performed by warriors. One or tworanks for most fighters is a nice investment that can payoff in the end.

Brawling – Necessary for those moments when youare caught without a weapon. These types of situationsoccur more often than you might think and you definitelywant to have some chance to defend yourself. If you donot develop some skills in Martial Arts, you shoulddevelop some ranks in Brawling.

Chi Defense – Since Monks prefer not to wear armor,this defensive skill is vital to their survival.

Chi Focus – Excellent skill for Monks who wish toincrease their effectiveness. A very good “support” skill.

Chi Speed – Good skill for providing multiple attacksin one round.

Chi Strength – Very effective at increasing chances tohit and damage for Monks.

Combat Styles – Several styles are available for thewarrior and each one of them has distinct advantages anddisadvantages. It would be prudent to concentrate on oneor two styles in the long run to help give the charactermore versatility.

Martial Arts Strikes – This skill is as necessary forMonks as Weapon Skills are for fighters. It provides goodattacks with a decent chance of stunning opponents.

Martial Arts Styles – Just like Combat Styles, a monkwithout at least one or two styles to rely on will findhimself at a distinct disadvantage at later levels.

Martial Arts Sweeps – This skill is good for gettingopponents on the ground and stunning them. It does notcause a lot of damage however, but is a good way to startoff a combat and give the martial artist an advantage.

Sniping – An Ambush skill for missile weapons. Ifyour warrior likes to use weapons at a distance, it’s a niceskill to have at least a few ranks invested.

Weapon Skills – Absolutely necessary for fighters orany warrior using weapons. It is best to concentrate onone or two Weapon Groups at lower levels and thenbranch out to other areas as the character’s levels progress.

TALENTS

Talents are also useful to a warrior character. With theproper expenditure of development points, the characterwill have some amazing abilities and useful skills. Below is alist of common talents often selected by warrior characters.

Accelerated Healing – Healing damage can be veryuseful for warriors. They tend to get damaged more oftenthan other types of characters.

Additional Profession – Often when a character gainslevels the player wants to “branch out” into other profes-sions. Whether it is adding a profession to an existingwarrior or becoming a warrior for the first time afterstarting out as another profession, the right type ofadditional profession can make the character even moreuseful and powerful.

Ambidexterity – Helps offset the penalties for usingweapons in both hands. If your character uses the TwoWeapon combat style, this talent is almost a necessity.

Dense Musculature – Good way to increase youroffensive bonus and defensive bonus beyond their norms.

Giantism – Provides a bonus to your strengthmodifier that will affect your weapon skills.

Instinctive Defense – Provides a good addition toyour defensive bonus.

Lightning Reflexes – He who strikes first often liveslonger. This talent gives a bonus to your initiative andhelps your warrior attack before others.

Regeneration – Helps recover concussion hits fromwounds at an extremely fast rate. Good for survival.

Shield Training – Gives better defensive bonuseswhen using a shield.

Skill Specialization – When used for weapon skills itcan give a starting character a good initial boost his attackcapabilities.

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Speed Loader – Very good skill for warriors who usemissile weapons. It helps decrease reloading times andmeans your warrior can shoot more often than others.

STEP FIVE: – PURCHASING EQUIPMENT

Equipment is vital to your warrior. Unlike the mageor cleric who can rely on his spells, the warrior must relyon his weapons and armor. Your equipment must be keptin working condition and should be repaired as often aspossible. You do not want a weapon to break or a piece ofarmor to fail at a bad time. This could cause the death ofyour character.

When first creating a warrior character, you shouldconcentrate on buying the best weapon and armor youcan afford. When purchasing armor, weigh the advantagesand disadvantages of the different types of armor carefullyand compare them to the amount of funds available. Itwould be great to purchase plate armor at the beginningof a character’s career, but if this uses up all your resourcesand leaves you without a good weapon, have you reallystarted out very well?

It would be better to buy a lesser type of armor andpurchase a decent weapon.

STEP SIX: – FINAL TOUCHES

During your final touches, you should considerseveral things: motivations, attitude, and alignment. Thesedifferent aspects of your character’s background will helpmake him a more three-dimensional person and therefore,more fun to play. The next few sections will help offersome rules on this type of character development.

Motivations.Why would anyone want to become an adventurer?

It’s dangerous and often deadly. The rewards can be greatand the risks can be even greater. So what makes yourcharacter want to lead the life of adventure? Everycharacter has a reason for existing, something that servesas a focus or driving force for their life. Usually, it’s not asingle goal or desire, but something more complex,involving several factors.

Each character should have a set of motivations. Onewill always be the strongest reason the character continuesforward, but even when that motivation is fulfilled, suchas in the case of revenge, another one will take its placeand become the focus of the character’s life.

Below is a list of possible motivations your charactercan possess. After selecting a motivation you should makea note of the relative importance it plays in the characterslife. This level of importance will reflect how often thecharacter pursues the fulfillment of that motivation.

Importance levels are: trivial, average, strong, andobsessive. A trivial motivation is hardly worth mentioningand will not affect the character on a regular basis, but canplay a part in the character’s overall make-up. An averagemotivation will probably affect a character on a regularbasis, perhaps every few days. A strong motivation will beencountered every other day at the least. An obsessivemotivation is something the character will pursue everyday and will possibly control everything they do.

TYPES OF MOTIVATIONS

The following list of motivations is not the only onethat can be used by your character. Feel free to work withyour GM and create new ones if necessary.

Belief – The character is a devout follower of a certaindeity and his goal is to spread the sacred word and servehis deity to the best of his ability. Often this is the motiva-tion for quests, crusades, or entrance into a special orderor organization.

Example: Michael is a cleric following the teachings of hisdeity T’Vandor, the god of justice. He believes in justice forthose that have been wronged and that all beings deserve tobe protected by the law. His belief system is what defineshim and therefore is always taken into consideration whenmaking a decision. For that reason, his belief motivationwould be considered obsessive.

Discover the truth – The character has found out hehas been betrayed or lied to about something importantand now must seek the truth. A possible reason for thiscould be finding out the character was adopted and raisedby others besides his real parents.

Example: Skred is a monk who was left on the doorstepof a monastery when he was a baby. He had been toldby his masters that his parents had been killed in anaccident. Now that Skred has come of age, he hasdiscovered this was not true and that his parents weremurdered. His motivation is now to find out who themurderers are and why they killed his parents. Thiswould probably be a strong or obsessive motivation.

Greed – Very common motivation and probably themain reason most people adventure. Greed is not neces-sarily a bad thing, but can be if it becomes too obsessive.

Example: Theone the Quick is a thief of great renown.He was brought up in a poor neighborhood with littlewealth. His sister died from an illness that could easilybe cured with the proper medicine and treatment, buthis family could not afford it. His father could neverhold a decent job because he was not a “respectablegentleman.” For those reasons, Theone has sworn tonever be poor. Money will buy him not only betterhealth care, but respect and eventually power. Hismotivation could be considered average or strong.

Insight – Similar to the Knowledge motivation exceptthis is more focused on searching for inner knowledge. Mostcommon among monks, clerics, and other wisdom seekers.

Example: Skred, the monk, has spent his entire lifesearching for that inner strength. He has alwaysbelieved that what the mind can imagine, the bodycan perform. It’s simply a question of willpower. Hismotivation could be considered average or strong.

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Knowledge – The character simply seeks moreknowledge about the world he lives in. Whether it’s newtechnology or magic the character simply feels informa-tion is a good thing.

Example: Roger the Wizard has a love for trivia. Heloves playing knowledge games and filling his mindwith volumes of otherwise useless information. Hismotivation could be considered trivial or average.

Love – The character lives only to love someone. Heplaces more importance on this other person’s well-beingthan his own. This can be used by characters in love withother characters or non-player characters (NPCs) or evencharacters who are parents with children. This motivationis usually strong or obsessive.

Example: Daras Coldsteel loves Lady Tristin. Hewould lay down his life to protect her. This motivationwould be considered strong.

Mission – The character has a mission, pure andsimple. It could be given to him by a liege lord or hischurch, but he has taken it upon himself to complete it.

Example: Lord Christopher Blackthorne has just beenordered by his king to assault a small stronghold witha company of Fyrdman. He has been given three daysto accomplish this mission. This motivation would beconsidered obsessive.

Example: Mahalla has been told by her liege lord that ifshe encounters any undead in the area to destroy them.This would be considered a trivial or average motivation.

Pleasure – The character just wants to have a goodtime and feel good in the process. This can range fromeating well to satisfying other needs.

Example: Theone loves to party. He is always the firstone to enter the tavern and is usually the last one toleave. He believes in living everyday as if it was hislast. His motivation would be considered average.

Power – Some just want to control anything andeverything around them. This can be the warrior whoowns land and a castle to the wizard who desires to wieldthe most powerful spells in the world.

Example: Terris Stormweaver believes that power canbe used for good as well as evil. With power, he canprotect those he cares for and destroy those that woulddo him harm. He adventures for just that reason. Hismotivation could be considered average or strong.

Revenge – A favorite among characters. Its an oldfashioned “lex talonis” (an eye for an eye) reason forliving. Someone did something to somebody and its hisresponsibility to put things right.

Example: A street thug has just stolen a valuable ringfrom a friend of Lord Christopher’s. He only saw theman at a distance and noticed he was missing an earand was badly scarred. He will remember that personand exact the necessary revenge when the time is right.This motivation could be considered trivial or average.

Example: Skred has discovered that his parents didnot die in an accident, but were murdered by assas-

sins. He finally found out who hired him and why. Henow seeks vengeance! His motivation has just changedfrom a strong “Discover the Truth” motivation to astrong “Revenge” motivation.

Solving a past mystery – Some event has happened tothe character in the past and the character is working to solvethe mystery. Possibly scenarios include memory loss, locatinga brother/sister that disappeared, or figuring out what aspecial key is for that your father gave you before he died.

Example: Halvgrim was given a medallion from hisfather just before he passed away. His father simplysaid “You are now ready for your legacy…..” Hisfather has never spoken of the medallion before and hehas no information of its origins. This begins his questto discover the meaning of the medallion. This wouldbe an average or strong motivation.

Status – Often times this is the drive to be the best atsomething. The best swordsman, the best thief, or even thebest military strategist.

Example: Jeffery knows he will never be the strongestor the quickest or the best fighter in the world, butwith the proper funds he can at least be the bestlooking fighter. Shining plate and sparkling chainmail,that’s the ticket! He believes: “I may die, but at least Iwill be the best looking corpse on the field!” Hismotivation would be average.

Survival – Pure survival. Making it to the next mealor the next day in one piece.

Example: Phillip has been living in the wilds eversince he can remember. He knows nothing butwilderness and animals. He rarely even sees otherhumans except when they get lost in the mountains.He has no need of gold or glory, he only has a need forfood to eat and shelter to keep him safe. His motiva-tion would be strong or obsessive.

To serve the greater good – The character is there tohelp others. The character realizes he has special talents andhas decided to use them to help those that need assistance.

Example: Brockman knows he has a gift for makingthings and knows exactly how to use it. Whether it’swoodworking or making armor, he can createsomething from nothing in no time at all. Rather thanuse his special abilities for wealth and glory forhimself, he has decided to use them to help those inneed. His motivation is average or strong.

SOCIAL CLASS

Every world has a social structure. This structure isslightly modified for each culture and race, but for the mostpart they are all built on the same basic foundations: power,money, and status. All of these factors can affect the training,equipment, and motivations of a character. The character’ssocial class can affect the background for a character andmust be taken into account as you create a past for them.

Your social class reflects the amount of power, wealth,and general status of the character and his family. Below isa list of the different types of social classes.

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Destitute – The poorest of the poor and have little or nopolitical power. Normally homeless and without any meansto support himself except through the generosity of others orby stealing. This social class can also be applied to slaves orservants who oftentimes have no personal belongings.

Poor – Very low income. Usually no property. Onlyslightly better off than slaves. Warriors from this socialclass usually make up the conscripted soldiers of mostarmies. They receive substandard training and weapons.With luck and courage, they can sometimes reach the rankof a squad leader and move through the ranks.

Lower Class – Low income. Some own property butit’s usually the worst lots on the block. Also comprise alarge portion of most armies, although a little bettertrained as local militia. Commonly they possess their ownweapon or bow. A great many adventurers come from thissocial class because of the promise of riches and fame.

Middle Class – Moderate income and usually ownproperty. Average homes with average amount of land. Somemembers of this social class have even attained the rank ofminor nobility by some service or deed. Often they serve asofficers in a local militia or standing army. They own severalof their own weapons and are proficient with their use.

Upper Class – High income and they own a great dealof property. Grand estates and the best of everything.Most are nobility and serve as generals or leaders ofarmies. They have the best training, weapons, and armor.

STARTING MONEY

The social class will affect the starting money for acharacter. Refer to the following table for appropriatestarting funds. The GM may modify this as necessary.

Example: A character belongs to a noble family, but isbeing banished for one year due to some violation theyhave committed. The GM may decide to give them thestarting money of a Lower Class character to representthe family kicking him out with nothing but the goldin his pocket.

Cheat – Rules? We don’t need any stinking rules!Winning is all that matters.Chivalrous – Believes that the strong must defendthe weak.Conscientious – Lives according to a set of strictpersonal rules and code of ethics.Courageous – Shows valor in the face of danger.Cruel – Loves to inflict pain and discomfort bothphysically and mentally.Degenerate – Self-serving and unscrupulous.Deliberate – Careful and cautious about all his actions.Deviant – Lives by a strict code, but its often self-centered and vengeful.Diabolical – No code of ethics. Unpredictable anddespises everything good and honorable.Diplomatic – Tries not to make enemies. Problemscan be solved without violence.Drunkard – Loves to drink and is usually intoxicated.Friendly – Easy to approach. Always greets everyonewith a smile and sense of warmth.Honest – Never takes advantage of someone else’smisfortune or mistake.Imaginative – Sharp and clever. Able to think outsidethe box.Indifferent – The general “who cares” attitude.Lawless – They believe that everyone should beallowed to do as they want.Lazy – Never putting any effort forward unless theirlife depends on it.Liar – They never tell the truth and have probablyforgotten what the difference is.Optimistic – Always looking on the bright side of life.Every cloud has a silver lining.Organized – Always follows procedure. Everything isput back in its proper place.Principled – Live life by a strict set of rules and moralcode of ethics that they believe everyone should follow.Self-centered – They look out for their own interests firstand everyone else second. They enjoy life and freedom.Self-confident – Knows exactly what they can do andhow to do it.Selfish – They want the best of everything and that’sall that concerns them.Thrifty – Counts the copper pieces and makes surenothing is wasted.Vengeful – All wrongs must be avenged regardless ofhow small they may be.Violent – Don’t talk about your problem, do some-thing about it. Violence can solve any issue.Virtuous – Pure, clean, and devout in their beliefsand actions.

STARTING MONEY TABLE

Social Class Starting FundsDestitute 1d10 copper piecesPoor 1d10 silver piecesLower Class 5 + 1d10 gold piecesMiddle Class 15 + 1d10 gold piecesUpper Class 10 + 2d10 platinum pieces

ATTITUDE AND OUTLOOK

The world is always at odds with itself. There is aconstant battle between good and evil. Everyone who livesin the world belongs to this conflict and falls either on theside of good, the side of evil, or try to maintain the balanceby remaining neutral. The following descriptions give a listof possible attitudes that a character can choose to follow.

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BATTLE RUNES

“Runes you will find, and readable staves,

Very strong staves,

Very stout staves,

Staves that Bolthor stained,

Made by mighty powers,

Graven by the prophetic god,…

Know how to cut them, know how to read them,

Know how to stain them, know how to prove them,

Know how to evoke them, know how to score them,

Know how to send them” know how to send them,…”

— The Havamal (W. H. Auden & P. B. Taylor Translation)

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Warriors often seek magical aid in battle. While manyclaim to prefer to rely on their strength and skill alone inbattle, the fighter who disdains a fine magical sword or awell timed healing spell is rare. Battle Runes are temporarymagic runes inscribed on weapons and armor intended toaid a warrior in combat. These runes can boost fighter’sStrength and Agility, convey the blessing of a deity andturn an enemy’s blade.

Battle Runes are a new skill, and are an alternatemethod of inscribing spells. Instead of inscribing the runeon specially prepared paper or in the traditional book ofspells, Battle Runes can only be inscribed on weapons andarmor. Unlike conventional runes, not every HARP spellcan be inscribed as a Battle Rune. Battle Runes fall into theMystic Arts category. Battle Runes are intended to givefighters small, but significant boosts in combat. Theirprimary purpose is to inscribe selected Universal Spells onweapons and armor. While selected spells from otherspheres can be inscribed, doing so is difficult and risky.The skill works as follows.

A Character can only inscribe a rune of a spell he or shehas learned. A character can inscribe one Battle Runefor every 5 ranks he or she has in the Battle RuneSkill. All runes inscribed are for the spell’s basicform—not for the scaled up version of the spell.

Inscription requirements: To inscribe a Universal spell,a character need only have 5 ranks in Battle Runes,plus a number of ranks equal to the Power Pointsneeded to cast the spell, and be able to cast the spell.If a spell costs 6 PP to cost, then the caster must

have 11 ranks in Battle Runes to inscribe the spell.To inscribe spells of any other spheres, the charactermust have 20 ranks in the Battle Rune skill plus anumber of ranks equal to the Power Points neededto cast the spell, and be able to cast the spell. See thetable below for a complete list of spells that can beinscribed as battle runes.

Inscribing Battle Runes is a medium maneuver.Fumbling a Battle Rune can have a variety ofinteresting results—see the Fumble Table below.Runes can be inscribed in a variety of ways; someprefer to use special paints and brushes, others preferto carve the runes into organic materials like wood,while others prefer to trace the runes invisibly.

A character can never inscribe more runes than he orshe has ranks in the Battle Rune Skill.

All Battle Runes are temporary. Their duration is onehour per rank of the Battle Rune Skill, with amaximum duration of 24 hours. The runes magi-cally vanish from the item when the duration of therune has run out. Runes can be refreshed when theyexpire, with a +20 to the skill roll. Battle Runes canbe deliberately erased by wiping of the paint,running a cloth over the invisible markings ormarring the carving.

A Battle Rune can be inscribed on weapons or armor,even magic weapons and armor.

A weapon can never hold more than a single rune at atime, and a set of armor can hold no more than 3runes. Individual pieces of armor can be inscribedwith a single rune, but a character cannot be wearingmore than 3 pieces of armor containing runes.

All Battle Runes work only for the wearer of the armoror the weapon wielder. A piece of armor inscribedwith a Blur Battle Rune, will work only on thewearer; he or she cannot cast the spell on another.

“Offensive Runes” can only be inscribed on weapons.Offensive Runes include attack spells and elementalspells. These spells require one round to activate. Theweapon wielder must announce the he or she isactivating the rune. The rune then goes off the nexttime the weapon strikes a target. A rune inscribed on asword, for example, will be cast when the wielder ofthe sword makes a successful hit on the target; a runeinscribed on an arrow or missile weapon will be castwhen these hit their target. Inscribing a fireball on asword, therefore, automatically places the wielder atthe center of the fireball. If the attacker fumbles there isa 10% chance that the rune goes off, and the weaponwielder becomes the target of the spell. These runesstrike with a +40 to their OB on a successful hit or ifactivated by a fumble. In addition, the target at thecenter of a ball spell receives a +20 to the critical resultif the spell attack results in a critical. There is a 30%

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chance that a successful elemental attack will alsodestroy any organic weapon on which it has been cast.

Example: Nynyve and her companions are skulkingon a ledge when they spot a party of Orcs below. Atthe beginning of the combat round, Nynyveannounces that she is activating the following BattleRunes: the Boost Agility Rune on her Armor, and theFireball on an arrow. She also announces that she ismoving into a good position for her bow. Fortu-nately, the Orcs have not spotted the party.

Nynyve takes aim the next round, selecting anOrc who has his back towards her. Nynyve has atotal OB of +95 to her attack: +70 for her normalOB with a composite bow, +5 for the Boost AgilityRune, and +20 because the Orc has his backtowards her. The Orc has a DB of 40. Her attackresults in a 76 on the Puncture table, a solid, buthardly spectacular hit. Since the attack hit, shemust now resolve the results of the fireball. She rollsagain, adding 40, and subtracting the Orc’s DB.She gets a critical result—and can now add +20 tothe critical on the Orc who was the target of theattack. In addition all the Orcs within a 10' radiusof the target are also in the fireball blast. Sameattack roll applies to all of the Orcs, who subtracttheir DBs from the attack. They are now all singedand very much aware of the party.

Spell Duration: To determine the duration of anactive rune, consult the spell description. For any spell thathas a duration tied to ranks in the spell, the duration isthat of the inscriber’s ranks in the spell, and not in his orher ranks in the Battle Runes skill

For every 20 ranks a character has in the Battle Runesskill, he or she can add one of the following options to theBattle Rune:

1. A single condition to the rune activation. Thecondition must be simple and clear—and mustbe approved by the GM. These conditions shouldalways be written down to avoid confusion.Examples of conditions include:o A Rune of Lifekeeping inscribed on armor that

is activated if the wearer takes a killing critical.o A Rune of Deflection that is activated by the

first missile aimed at the wearer during thenext combat.

2. Double duration. The duration of the spellinscribed as a rune is doubled; i.e. a fly spellwould have twice its normal duration. Theduration of the Battle Rune remains unchanged.

3. Increased Attack size. The damage may be in-creased by one category—only. A character with 60ranks in Battle Runes who is inscribing a fireballcould still only raise the attack size to small.

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FUMBLING BATTLE RUNES

Use the table below to resolve all fumbles that occurwhen inscribing runes.01 – 25 You just can’t seem to draw the runes

properly. Try again.

26 – 50 You just can’t seem to focus. You lose thePower Points of the spell but nothinghappens.

51 – 75 You made a dud rune but don’t know it. Thisrune will not work when activated.

76 – 100 Well, if that was an attack or an Elementalspell, it just went off in your face. For Utilityspells, you’ve completely forgotten how thatstupid rune was supposed to work. Try againin 1 hour. Any tools you were using toinscribe the rune have a 10% chance ofbreaking.

INSCRIBABLE SPELLS

The following is a list of spells that can be inscribed asBattle Runes.

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FIGHTING WITH STYLE

e parried a carte, ,…and swiftly

turned his wrist in tierce, inclining

the point on the left, with the

intention of crossing the Earl’s blade.

But just as he was about to do so,

Gervase disengaged, giving way with

the point, so that it was Martin’s

blade, meeting no opposition, which

leaped from his hand, not his brother’s.

‘So your master taught you that trick!’

Gervase said a little out of breath. “Very

few do so nowadays. But it’s dangerous you

know, unless you have very great swiftness and

precision. Try again! Or have you had enough?’”

— Georgette Heyer, The Quiet Gentleman

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There are many different types of fighters. There arethose who encase themselves in armor and act as walkingtanks, those who use light armor and rely on their speedand agility, and those who use no armor and rely solely ontheir skills and abilities and special training.

The thing that unites these different types of fightersis that they all gain their skill with weapons through theirtraining. They use different Combat Styles to reflect theirspecialties with various weapons and maneuvers. This iswhat really set them apart from the average soldier andcombatant.

This chapter deals with new skills, new Combat Styles,Training Packages, and Talents.

SKILLS

The HARP Rulebook presented a very diverse list ofskills that a warrior could learn and develop. Martial Lawwill add to that list of skills by expanding on existing onesand adding new skills not seen before. The expanded skillsare noted by an asterisk (*).

Author’s Note: The flying combat penalty is –80 andnot –160, as with mounted combat on a flying creature,because the flyer is moving and attacking and has morecontrol over his movements than a rider would have whenattempting to control another creature.

Blade Barrier – This style is available only for GreatBlades, and must be learned separately for each weapon.To use this style, characters must have at least as manyranks in their weapon skill as with this style, and this skillbonus is used as his OB. When using this style, thecharacter can use his weapon to both to parry and toattack simultaneously. While using this style, the charactergets double the bonus to DB for any amount of OB usedin parrying, up to 20 points. Any additional amount abovethe 20 points is applied to DB normally. The character alsogains a +5 to initiative when using this style, canceling outthe -5 for using a two handed weapon. If an attack usingthis style causes damage, the character may add hisStrength bonus to the weapon’s size modifier beforeapplying it to the critical. The addition of the character’sStrength bonus cannot raise the damage done by theattack above the Damage Cap for the weapon.(Combat – Qu/Ag – Combat)

Example: Kylar has learned the Blade Barrier stylewith his Katana, and has a total bonus of 80 withit. When using this style, Kylar places 30 of his OBinto his DB for a total bonus of 50 to his DB ((20 x2) + 10 = 50). If Kylar’s attack does damage, thenhe gets to add his Strength bonus of +10 to the sizemodifier of +10 for a total of +20 to get hisAdjusted Attack Roll.

Double Weapon – This style may be learned with anyone two handed weapon that has multiple attack capabili-ties or attacking points, such as a spear or a staff. Whenusing this style, the character can make 2 separate attackseach round, one with each end of the weapon. Thecharacter must have at least as many ranks in the weaponas he has in this style, and this style must be learnedseparately for each weapon. The character then uses histotal bonus with this style for his OB for both attacks, withthe second attack having a -20 modifier. If the characterelects to parry, then he must reduce each attack by ½ ofthe amount that he applies to parry.(Combat – Qu/Ag – Combat)

Example: Brolys has learned the Double Weaponstyle for the Quarterstaff. He has a total style skillbonus of 80, so that his first attack has a bonus of80 and his second has a bonus of 60. If Brolys wereto parry, and assign 30 points to DB, then his firstattack would have a bonus of 65 (80 – 15 = 65),and his second attack would have a bonus of 45 (60– 15 = 45).

Mounted Combat * – The ability to attack fromhorseback (or other mounts) must be learned separatelyfor each different type of mount and weapon category(missile weapons can be used from a mount). Attempting

COMBAT STYLES & MANEUVERS

The new Combat Styles below expand characters’combat options considerably.

Aerial Combat – The ability to attack while flying orgliding. This skill must be learned by any being who canattack while flying regardless whether the ability to fly isnatural or magical. This skill may not be learned unless thecharacter learning it has some means by which to fly. Thenormal penalty for attacking while flying is –80. By usingAerial Combat training, this modifier is reduced by thecharacter’s bonus with this style automatically without aManeuver Roll. (i.e. a total skill bonus of 80 means that the-80 modifier is reduced to 0).

It is possible to increase your Aerial Combat skillbeyond what is necessary to reduce the penalty and receivea bonus for attacking while flying. If the penalty has beenreduced to zero, than ½ the skill bonus beyond that maybe used as an OB bonus. For example, if a character’sAerial Akill bonus is 96, they would receive a +8 OB bonuson their attack ( (96 – 80) / 2 = 8).(Combat – St/Ag – Special)

SKILL LIST

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to attack while on a mount incurs a penalty of -80. Byusing Mounted Combat training, this modifier is reducedby the character’s bonus with this style automaticallywithout a Maneuver Roll. (i.e. a total skill bonus of 80means that the -80 modifier is reduced to -0). Flyingmounts incur double this penalty.

It is possible to increase your Mounted Combat skillbeyond what is necessary to reduce the penalty and receivea bonus for attacking from a mount. If the penalty hasbeen reduced to zero, than ½ the skill bonus beyond thatmay be used as an OB bonus. For example, if a character’smounted skill bonus is 96, they would receive a +8 OBbonus on their attack ((96 – 80) / 2 = 8).(Combat – St/Ag – Special)

Paired Weapons – This style is designed for charac-ters who wish to use two identical weapons together (2daggers, 2 short swords, etc.). The character must have aminimum number of ranks with the weapon equal to 1.5times the number of ranks with this style, and this stylemust be learned separately for each set of paired weapons.The weapon selected for this style must also be theprimary weapon for that weapon group or be a weaponselected through the Multiple Weapon Proficiency Talent.When using this style, the character makes a single attackroll. If this attack does damage, the effects of the criticaldelivered are increased as follows:

Hits: Any Hits delivered are doubled.Stuns: If a stun is delivered, increase the rounds of

stun by 1.Bleeding: If the target of the attack receives a bleeding

wound, the bleeding is increased by 1 Hit per round.Death in xx rounds: If the target receives a Death in

xx rounds critical, the number of rounds is reduced byhalf (round up).

All other damage remains as detailed by the critical.(Combat – St/Ag – Combat)

Example: Nynyve has decided to learn the PairedWeapons style. She learns it for wielding 2 daggersat the same time. She has 15 ranks in Short Blades(the weapon group containing the dagger). Thismeans that she may have a maximum of only 10ranks in the Paired Weapon style (10 x 1.5 = 15).

Shielding Weapon – This style allows the character touse two weapons in tandem; one weapon is used forattacks, while the other weapon is used to parry. Theparrying weapon cannot do larger than a Small attack.The character must learn this style separately for eachweapon combination, and must have at least an equalnumber of ranks in both weapons to be used in thecombination as he does with this style. When using thisstyle, the character uses the style bonus for his OB. He alsogains _ of the style bonus (round down) as a modifier tohis DB. This style cannot provide a bonus greater than+50 to the character’s DB. If the parrying weapon providesa bonus to DB when used defensively, then this bonus isadded to the style bonus to DB, and does not countagainst the maximum bonus allowed by this style.(Combat – St/Ag – Combat)

Example: Nynyve has decided to learn the ShieldingWeapon style. She learns it for the weapons rapierand main gauche. Her total style bonus is 50. Thismeans that each round that she is using this style,she can make one attack with a +50 OB and get atotal +40 (+25 from the style and +15 from usingthe main gauche defensively) to her DB. If hersecond weapon was only a dagger, then she wouldonly get a +25 to her DB from the style.

Weapon & Shield – This style is akin to the Two WeaponCombo style, except that they second weapon becomescharacter’s shield. This style must be learned separately foreach weapon and shield combination. To use this style, acharacter must have the Shield Training Talent. Thecharacter must also have an equal or greater number ofskill ranks with the weapon as he does with this style. Thecharacter cano make two attacks per round. The first is anattack with his weapon, which is made using the bonus forthis style as his OB. The second is a shield bash. Whenusing this style, the character receives the Untrained bonusto DB for the shield and the actual shield bash will have anOB equal to the Trained bonus to DB for the shield.(Combat – St/Ag – Combat)

Example: Naug has decided to learn the Weapon &Shield style. He has 6 ranks with the Clubs weapongroup, and learns this style for Mace and NormalShield. Naug then acquires 6 ranks in this style (themaximum he can). Naug’s total bonus with this style is50. This means that when using this style, he gains a+10 to his DB (the Untrained bonus for the NormalShield), attacks with his mace with an OB of 50 and canattack with his shield with an OB of 25 (the Trainedbonus to DB for the Shield).

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DIRTY FIGHTING

Experienced fighters and brawlers know all sorts ofdirty tricks to catch their opponent off-guard. Sometimesthe one who knows the most tricks wins. This skill is usedin conjunction with Brawling and melee combat of allsorts. It can be used during any melee combat in whichthe foe is aware of you. However, once this skill has beenused against a foe, it is impossible to catch him off-guardagain during that particular fight.

If the character makes a successful Maneuver Roll forDirty Fighting, he attacks his foe normally and on asuccessful hit, the character gets to add a number equal tohis number of ranks in this skill when determining howmuch damage was done. This is an all or nothing adjust-ment, meaning that the character must use the entireDirty Fighting modifier (i.e. a number equal to his skillranks in Dirty Fighting) or none of it. Attacks made usingthe Dirty Fighting style ignore damage caps.(Subterfuge – Ag/In – All-or-nothing)

FLYING/GLIDING

This skill provides the basic knowledge for the use ofnatural or artificial wings (e.g. feathered wings, parachute,hang glider, etc.). Flying/gliding has a natural –80 for all typesof maneuvers performed while flying/gliding . Use of thisskill reduces the -80 modifier automatically withoutrequiring a skill roll. Characters will receive a bonus to allflying/gliding maneuvers equal to one half of the total skillbonus after the -80 has been subtracted. This skill does notallow a character to fight while flying/gliding. For that youmust learn the Aerial Combat skill.(Athletic – Ag/SD – All-or-nothing)

FRENZY

The character may attempt to work himself into a killingfrenzy. No other actions are allowed while the character isworking himself into a Frenzy. The character must focus on asingle target while attempting to frenzy, and once frenzied,killing this target is the only goal of the character.

Each round the character attempts to go into a frenzy,he makes a Maneuver Roll on the Percentage column ofthe Maneuver Table. This result is recorded each roundand added to the previous results. This is done until thefrenzy total reaches 200% or above. At this point thecharacter has succeeded in working himself into a frenzy.Beginning on the following round, he gains a number ofbenefits from this mighty rage.

The character’s mind is reduced to be little more thanthat of an animal. He will have no thoughts otherthan attacking the nearest target, and is unable totell friend from foe.

Mind influencing spells (Attack spells requiring a Will RR)automatically fail when cast on the berserk character.

Character cannot cast spells or activate magic items.Magic items that are persistent (i.e. weapon bo-nuses, ring of regeneration, etc.) function normally.

Characters cannot parry or use any combat skills or

talents except weapon or brawling skills. No customcombat styles may be used.

The character will move in the most direct path tohis target and fight that target until they are dead.The character is cognizant enough to go aroundobstacles. NPCs, characters, and other livingthings are not obstacles, they are foes, and theywill be attacked by the character if they do not getout of his way.

After killing their target the character will move to theclosest target in a direct manner and attack it.

The character receives a +10 to his initiative roll.The character receives a +10 bonus to all attack rolls.The character receives a +10 bonus to his Adjusted

Attack Roll (added to weapon size modifier).The character ignores all Damage Caps.The character receives a bonus of +20 against all Stuns

while frenzied.The only DB bonus the character receives is for armor,

shield and magical items (i.e. no Qu modifier, noskill modifier, etc.)

The character is not unconscious once he reaches 0Hits. He will continue to fight on until he is dead.

The character will ignore all non-lethal and non-stunningdamage until the frenzy is over.

The character will stay in a berserker rage for anumber of rounds equal to his Constitution modifier.During that time they will attack anything in front ofthem, friend or foe. Once this time is up, the character willcollapse in a state of total exhaustion and be unable tomove for a number of rounds equal to the amount of timespent in the frenzy. They are then at -20 to all actions foranother hour until they have regained their strength.

Breaking the Frenzy: Once the character has entereda frenzy, there is only one way to get him to come out of itearly. That is by stunning him. Should the characterreceive a critical that indicates that he receives one ormore rounds of stun, and fails his RR against that stun, heimmediately drops out of the frenzy.(Concentration – SD/Co – Special)

Example: Phredric and his friends have just beenassaulted by two ogres. Phredric tries to work himselfinto a berserker frenzy while his friends hold off theogres. On the first round he makes a Frenzypercentage results Maneuver Roll which results in a79 (Roll of 45 plus skill of 34). This shows a 70%completion which is recorded in the berserk pool. Onround two, he rolls again and gets a result of 80%which is added to the pool giving a running total of150%. On round three, the result is a 60% whichbrings the grand total to 210%. Phredric is nowberserk for round four. Now the ogres are in bigtrouble! Unfortunately, so are his friends, if theydon’t get out of the way fast enough! Phredric willremain in this frenzied state for 8 melee rounds dueto his constitution modifier of +8.

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MARTIAL ARTS COMBAT STYLES

The following Martial Arts Combat Styles can be usedto expand the list available in the HARP core rules.

Dual Sai Style – This style lets a character use two sai.The character must have at least as many ranks in theWeapon Kata style for Sai as he does in this style in orderto be able to use it. When using this style, the charactergains +30 to his DB (+15 for each sai) in addition to thenormal benefits of a Weapon Kata. (Combat – SD/Ag – Combat)

Dual Weapon Kata – This style may be learned withany small one-handed weapon (Sai, Tonfa, Nunchaku,etc.) that can be learned as a Weapon Kata. The charactermust have at least as many ranks in the Weapon Kata Stylefor this weapon as he has in this style. When using thisstyle, the character makes a single attack roll. If this attackdoes damage, the effects of the critical delivered areincreased as follows:

Hits: Any Hits delivered are doubled.Stuns: If a stun is delivered, increase the rounds of

stun by 1.Bleeding: If the target of the attack receives a bleeding

wound, the bleeding is increased by 1 Hit per round.Death in xx rounds: If the target receives a Death in

xx rounds critical, the number of rounds is reduced byhalf (round up).

All other damage remains as detailed by the critical. Thisstyle also allows all other benefits of the Weapon Kata style.(Combat – SD/Ag – Combat)

Elemental Style: Air – This style is filled with extramovements that are used to confound and confuse anopponent. When using this style, the character may makea Medium Trickery Maneuver Roll (this roll does notcount against the character’s actions for the round) on theBonus column of the Maneuver Table. The result is addedto both the character’s OB and DB for the round as themovements distract and misdirect the attention of the foe.(Combat – SD/Ag – Combat)

Elemental Style: Earth – This is a sturdy defensivestyle. A character using this style gains a +20 to DB whenparrying, and to all attempts to resist being knocked downor moved. Additionally, when using this style, the charac-ter may use the skill Chi Focus (Medium Maneuver Roll)to initiate the Stone Fist. When using the Stone Fist, allattacks are resolved on the Impact Critical Table. Use ofthe Stone Fist follows the normal rules for using Chi Skills.It takes one full round to initiate the Stone Fist technique.(Combat – SD/Co – Combat)

Elemental Style: Water – This is a fluid style, equallydefensive and offensive. Characters using this style can usetheir Acrobatics skill to great effect. When attacked, thecharacter may make a Medium Acrobatics maneuver (thisdoes not count against their actions for the round). Ifsuccessful, they may reduce any critical received by a

number equal to their ranks in the Acrobatics skill. This iscalled the Receding Wave. On the round following the useof the Receding Wave, the character may make anotherMedium Acrobatics Maneuver Roll (this roll also does notcount against the character’s actions) and if successful thecharacter deals double the normal amount of ConcussionHit damage for any Martial Arts Sweeps attack. This iscalled the Thundering Wave.(Combat – SD/Ag – Combat)

Wrestling – This is a specific, alternate form of MartialArts Sweeps. It does not require you to have any ranks inMartial Arts Sweeps. When learned this style allows acharacter to attack using a Small Grappling attack. Allcriticals are done on the Grappling Critical Table.(Combat – SD/St – Combat)

UNUSUAL SKILL USES

There are several skills in the HARP core rules thatcan have unusual uses. The following list gives a numberof examples on how to use existing skills in a manner thatyou may not have thought about previously.

Acrobatics: This skill can be used to allow a characterto more easily disengage and withdraw from melee. Thisskill allows you to dodge attacks and move up to your BaseMovement Rate (BMR) at the same time as a Mediummaneuver. Used this way, Acrobatics will allow a characterto move away from his foe, or even past his foe, in such away that his opponent cannot attack him. By increasingthe difficulty of this maneuver one step for each increasein the Pace, the character can increase the distance movedwhile dodging his foe. Thus, a Hard maneuver wouldallow the character to move 2 x his BMR, and a Very Hardmaneuver would allow him to move 3 x his BMR, etc.

Brawling: This skill is used for unstructured combat.It is used for using items at hand such as broken bottles orstools to fight with. This skill can also be used for un-trained Boxing. When Boxing, Brawling will do TinyMartial Arts Strikes Criticals. It can also be used foruntrained Wrestling and it will do Tiny GrapplingCriticals for that.

Duping: This skill may be used to accomplish a varietyof ends. It can be used for Intimidation, meaning that youscare your target into doing what you want him to do. Acharacter’s imposing size or mannerisms can aid in usingthis skill for intimidation. Duping can also be used forInterrogation. The whole basis of Duping is to get a targetto do something that they normally would not do; this

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includes giving information that they normally wouldn’t tellyou. The mechanics of this skill are well suited to this.

Duping may also be used when the characters need touse Diplomacy, at least when working with smallergroups. Again, this is when the character is trying toconvince somebody to do something that they arenormally not inclined to do, such as trusting the charac-ters. In this type of situation, the use of the Mundane Loreskill may benefit the character if he has skill ranks in it forthe Culture that he is dealing with. However, this is not theonly skill that may be used for Diplomacy either.

Perception: This skill can be used for more than justseeing what is going on around you or searching for hiddendoors and so forth. This skill represents both what you seeas well as your character’s ability to draw conclusions fromwhat you have seen. This makes this skill very important forcharacters who want to be Sleuths or Detectives. Of coursethe obscurity of the clues available will determine thedifficulty required in recognizing them for what they are,but even Sherlock Holmes had to start someplace.

Public Speaking: This skill is used when speaking tolarge crowds. Thus, this skill works well for Diplomacywhen the character is speaking in front of a king and hiscourt of nobles. As with Duping, the use of a MundaneLore on the culture and etiquette of those to whom he isaddressing will be very beneficial.

Trading: This is more than just trying to get a gooddeal on that sword the character saw in the local market.This skill also includes more complex negotiations such asfor treaties and trade agreements with foreign kingdoms.Once again, the proper use of Mundane Lore can aid insmoothing the way for signing that very important peacetreaty with the neighboring lands.

TALENTS

Talents can give a fighter a critical edge in combat.Martial Law introduces new combat-oriented Talents thatplayers can use to customize their characters.

Cost Talent20 Combat Awareness30 Great Arm40 Hammerhand15 Inner Strength20 Intuition30 Missile Deflection5 Multiple Weapon Proficiency25 Sureshot25 Swashbuckler15 Toughness

COMBAT AWARENESS

Characters with this talent are extremely aware oftheir surroundings during a battle. Normally, a charactermay make a Perception maneuver as a free action with amodifier of -50; this is called Combat Perception. Usingthis talent, the modifier is only a -30.Cost: 20

GREAT ARM

The character is extremely skilled and powerful whenusing thrown weapons. He has double the normal RangeIncrement for all thrown weapons.Cost: 30

HAMMERHANDS

All Martial Arts Striking attacks are resolved on theCrush Critical Table rather than the Martial Arts StrikesCritical Table.Cost: 40

INNER STRENGTH

The character receives a +10 modifier to all Chirelated skills.Cost: 15

INTUITION

The character is extremely sensitive to his environ-ment. He may make a Combat Perception maneuver (afree action, with a -50 modifier to the maneuver) at anytime to notice that something is wrong. This ability willonly allow him to detect things that are noticeable with anormal Perception roll. The Talent, Combat Awareness,will affect the rolls allowed by this Talent as well.Cost: 20

MISSILE DEFLECTION

HARP includes a Combat Action that allows thecharacter to parry missile attacks by giving a +1 to DB forevery 5 points put into the parry. With this talent, a charactergains a +1 to DB for every 2 points put into the parry.Cost: 30

MULTIPLE WEAPON PROFICIENCY

This talent allows a character to use his full bonus for oneadditional weapon in a weapon group. Without this talent onlyone weapon of each group gets full bonus. This talent may betaken multiple times for a different weapon each time.Cost: 5

SURESHOT

Characters with this talent are an excellent shot withbows, crossbows or other missile weapons. They have anamazingly acute sense of distance and a smooth and easyaim and release. All modifiers are reduced to -5 per RangeIncrement instead of the normal -10. This Talent may betaken multiple times, once for each type of missileweapon, including thrown weapons.Cost: 25

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SWASHBUCKLER

This talent allows a character to add 2 x his AgilityBonus to his DB in addition to the bonus gained fromQuickness. However, the character only gains this bonus ifhe not wearing any armor heavier than Soft Leather, notcarrying a shield larger than a Buckler, and not wielding atwo-handed weapon.Cost: 25

TOUGHNESS

The character is extremely tough. He gains a special+10 bonus to his Endurance skill.Cost: 15

NEW TRAINING PACKAGES

A Training Package is a group of related skills, talents,and special options that are learned together, and thenpurchased at a discount. These packages reflect specialteaching and training offered by organizations and guilds,or a special “curriculum” designed by a player that reflectshis character’s special interests and goals. Organizationsthat might offer training packages include mages guilds,knightly orders, thieves guilds, and crafts guilds. Refer toChapter 7 of the HARP Rulebook for guidelines oncreating training packages.

LEARNING TRAINING PACKAGES

Some organizations may multiple Training Packagesavailable, but may require that the Training Packages betaken in specific order. These Training Packages are called“Progressive Training Packages, since characters mustlearn them is a specific order.

Some Training Packages may have certain require-ment that must be met before an individual, order ororganization makes the package available. Most often thisprerequisite will be story-based, such as finding somebodyto teach the package to the character. However, theprerequisite could be a Talent or certain skill. Not everyTraining Package should have a prerequisite, and carefulconsideration should be given to requiring a prerequisiteto any Training Package.

SAMPLE TRAINING PACKAGES

This section provides a number of sample TrainingPackages to illustrate how they can be used in your game.The names and places detailed in these samples are nottied to any specific setting, and are given to better illus-trate the examples.

ASSASSIN

They are called many different names such asproblem fixers, involuntary retirement specialists, andexterminators, but they share one common function:doing the dirty work for someone else. These are theexperts in eliminating an individual from the world.Whether it is for a political reason or personal, they don’t

really care. As long as the price is right, these specialistswill be happy to pursue anyone and ensure they are nevera bother again.

Prerequisite: Talent: Subtle.Skill RanksAmbush or Sniping (Select one) 4Disguise 2Perception 2Poisoning 3Stalk & Hide 3Tracking 2

INITIATE OF THE STONE FIST

The Order of the Stone Fist is a structured, devoutgroup. They teach several styles in which initiates learn touse their chi energy to give their bodies more and morestone-like qualities. Once a character has proven to theOrder that he is worthy, the Order will teach them thispackage, allowing him to become an Initiate of the StoneFist, the first step of many to becoming a Stone Lord.

Prerequisite: Talent: Toughness.Skill RanksMartial Arts Style – Elemental Style: Earth 4Martial Arts Strikes 4Martial Arts Sweeps 4Chi Defense 2Chi Focus 4Chi Strength 2

DRAGON HUNTER

A specialized hunter who has spent years perfectinghis art, a dragon hunter knows his prey intimately. He iscompletely familiar with their strengths and weaknesses.He knows how they eat, sleep, and hunt; he is the man therich nobles call upon to ride their countryside of theoccasional marauding dragon.

Skill RanksMundane Lore - Dragons 5Climbing 2Foraging/Survival 3Rope Mastery 2Stalk & Hide 3Tracking 3Note: This Training Package could easily be modified

to create a specialized hunter for different types ofcreatures such as a Troll Hunter, Demon Hunter, or even aVampire Hunter. Simply change the Mundane Lore skill tothe appropriate creature.

DUELIST

The duelist makes his living with his weapon skill. Hehas spent most of his life in the pursuit of perfection. Heknows all the tricks and fighting styles and is well versed inthe art of duel. Whether it is to win small bet at a tavern orto defend his honor, he will always accept a challenge andnever back down during a fight. There are even those whosell their services and make a living fighting duels forother people.

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Prerequisite: Talent: Swashbucker.Skill RanksWeapon Skill – Thrusting Blades 5Combat Style – Blindfighting 2Combat Style – Two Weapon Combo 5Combat Style – Shielding Weapon 5

FYRDMAN

The Order of the Iren-Fyrd (commonly referred to asFyrdmen) is an elite military order. These soldiers makeup the backbone of the armies from the northern humankingdoms. They are proficient in the use of spears andmilitary tactics. The group selects its own leadershipthrough internal tournaments and only admits newmembers after they have proven themselves on the field ofbattle. They fight with honor and fellowship. It is acommon saying among them that no Fyrdman ever standsalone.

Skill RanksWeapons Skill – Pole Arms 5Mundane Lore – Military Tactics 3Armor 5

HEAVY CAVALRY

These are the true masters of the battlefield. Few havethe courage to stand their ground when faced with amounted charge from an elite group of heavy cavalry.Usually wearing plate armor and using lances, thesehorsemen can cause almost unbelievable damage footsoldiers at full charge.

Skill RanksArmor Skills 5Combat Style – Mounted Combat 5Weapon Skill – Pole Arms 4Riding 5

HUSCARLS

The Order of the Iren-Hirth (commonly referred toas Huscarls) is another elite fighting unit from thenorthern human kingdoms. Elevation to this order is onlydone from the ranks of the Fyrdmen. It is said that thesemen have no fear and will charge into any foe. They existonly to serve their king. They are deathly proficient in theuse of most weapons, especially axes.

Prerequisite: Training Package: FyrdmanSkills RanksFrenzy 5Weapon Skill – Axes 5Armor Skills 4

KNIGHT

Impenetrable armor, swords sharp as razors, strongsteeds, and acts of valor. These are what define the Knight.These are the individuals that legends are made of. Songswill be sung and stories told of the great deeds performedby this courageous warrior.

Normally, a Knight is in service to a king or highranking noble. They have only one responsibility and that

is duty to their liege lord. No matter the order or quest,their goal is to complete it at all costs. During their downtime of service to their lord, you can often find Knightswandering the countryside saving the occasional maidenor slaying the random dragon.

Skill RankCombat Style – Mounted Combat 5Weapon Skill – Long Blades 4Weapon Skill – Pole Arms 2Riding 4Armor 4

SCALED COMBAT ACTIONS

Combat Actions are divided into 4 categories: Basic,Advanced, Expert, and Legendary. A character gains accessto the different categories based upon how many skillranks that they have in their weapon. As always, a CombatAction takes the place of a normal attack for a round.

Basic: This is comprised of all of the Combat Actionsfound in the HARP rulebook, along with those listed below.These Combat Actions are available to all characters thathave at least one rank in the appropriate weapon skill. TheBasic Combat Action section reproduces the CombatActions from the HARP rulebook for completeness.

Advanced: These Combat Actions are available to anycharacter that has 20 or more ranks in the appropriateweapon skill. These Combat Actions are only usable withthe character’s Primary weapon of a weapon group.

Expert: These Combat Actions are available to anycharacter that has 40 or more ranks in the appropriateweapon skill. These Combat Actions require that characterhave either the Talent, Weapon Specialization or that theweapon be one that has received the Weapon Focus abilityof the Fighter and Warrior Mage professions for theweapon to be used with the Combat Actions.

Legendary: These Combat Actions are available toany character that has 60 or more ranks in the appropriateweapon skill. These Combat Actions require that characterhave either the Talent, Weapon Specialization or that theweapon be one that has received the Weapon Focus abilityof the Fighter and Warrior Mage professions for theweapon to be used with the Combat Actions.

BASIC COMBAT ACTIONS

Blade Slap: This Combat Action may be used withany weapons from the Axes, Short Blades, Long Blades, orGreat Blades weapon groups. You may smack your foewith the flat of your blade and do a Crush critical one sizesmaller than the normal critical size for the weapon.Performing a Blade Slap gives a -10 modifier to thecharacter’s OB.

Charging: This special maneuver combines move-ment with an attack, with powerful results. Charactersperforming a Charging Combat Action do not receive thenormal penalty to their attack as they would for an attack

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made while moving. The character must declare theCharge and must be able to move in a straight linetowards the foe. If the character’s movement for theCharge involves turns or weaving around obstacles, thencount only the movement distance after the last turn. ACharge requires that the character move at least a mini-mum of 10' during the dash towards the opponent. Everyfoot moved during the Charge gives the character a +1modifier to their Offensive Bonus (OB) and a -1 modifierto their Defensive Bonus (DB). The character is limited tomoving no faster than a Run (2x Base Movement Rate),and the bonus from the Charge cannot exceed +50 OB/-50DB. A Charge always ends with the character adjacent tothe opponent charged.

Note: If the target of the charge is wielding a polearm or spear and is aware of the charge, they receive onefree attack against the charging attacker before themaneuver is resolved.

Disarm Foe: Instead of attacking, a character may tryto disarm an opponent by making a Maneuver Roll,adding his Agility bonus and a value equal to the numberof skill ranks with the weapon wielded. The foe is requiredto make a Resistance Roll (modified by his weapon skillbonus, plus an additional +10 modifier) against the valuefound on the RR column of the Maneuver Table. A failedroll results in the foe’s weapon landing 1d10 feet away in arandom direction.

Note: A Combat Style and Maneuver exists with thesame name. The action described above, however, is one

that may be performed by anycharacter, but is often lesssuccessful than when performedby a character with the appro-priate skill.

Disengage from Melee:This Combat Action is used towithdraw from a melee combatwithout being attacked. It takes2 rounds to perform. Duringthe first round, the charactermakes a Full Parry, using amaximum of half of his OB. Ifhe does not take damage fromhis foe during this round, thecharacter will automatically getinitiative and be able to make aFull Move away from foe thenon the following round, withoutthe foe being able to attack. Thecharacter cannot use this actionto move past foe.

Dodge: Any charactermay attempt to Dodge duringtheir turn, using 2x theirAgility bonus (or Acrobatics/Tumbling skill bonus, which-ever is higher). The character

makes a Maneuver Roll and then receives a +50 (modi-fied by the Bonus result of the Maneuver Roll) to theirDB against one attack. The bonus received from aDodge can never be lower than zero; ignore anynegative results on the Maneuver Table. This CombatAction takes a full round to perform.

False Disengage: This maneuver is used in an attemptto confuse the foe and open them up for the character’snext attack. The character makes a roll on the RR column ofthe Maneuver Table using ½ of his OB (or his Trickery orDuping skill bonus; whichever is higher). The remainder ofthe character’s OB is treated and resolved as a Full Parry.The foe must then make a Will-based RR against the resultfrom the RR column. If the foe fails this RR, the charactergains a +20 to his attack the next round and ignores alldamage caps. If the foe makes his RR, then this action failsand action proceeds normally.

Fencing Slash: This Combat Action may be used withweapons from the Thrusting Blades weapon group. Thecharacter receives a -10 to his OB and may do a Tiny SlashCritical rather than the normal critical for the weapon.

Full Parry: This full defensive maneuver places thetotal value of a character’s OB towards their DB with anadditional +10 bonus to the overall DB against all meleeattacks from a single foe. (See also Parry below.) Tosuccessfully use a Full Parry, make a d100 roll. If the resultfalls within the fumble range of the wielded weapon, afumble has occurred and the character does not gain theParry or the special bonus. If the result is within the

COMBAT ACTIONS

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Open-Ended High range, another roll is made. The totalof both rolls is treated as an attack against a foe with noOB (i.e. perhaps the foe impaled himself on yourweapon). In this particular instance the benefits of theParry are still gained, but a sudden twist of fate ends withan unintentional attack against the foe!

Haft Bash: This Combat Action may only be used withweapons from the Staves and Pole-arms weapon groups.The character may strike with the haft of his weapon doinga medium Crush Critical rather than the normal critical.This gives the character a -5 modifier to his OB.

Hold at Bay: There may be times when a charactersimply wishes to impede the progress of a foe, rather than

injure him. The character cannot be locked in meleecombat with the foe and must have a weapon of greaterlength than the one wielded by the foe. Spears and polearms receive an automatic +20 modifier to this Maneuver.The character must make a Maneuver Roll, adding his skillbonus with the weapon as a modifier to the roll, andconsulting the RR column to determine the value the foemust resist. The foe then has three options to select from:

Beat aside the weapon and attack – The foe makes aManeuver Roll using some or all of their OB as themodifier in an attempt to surpass the RR columnvalue of the Maneuver Table. A successful roll allowsthe foe to attack the character normally, using anyremainder of his original OB.Bypass the character – The foe uses either the sum ofhis Quickness and Agility bonuses, or his Acrobatics/Tumbling skill bonus (whichever is higher), in anattempt to surpass the RR value from the ManeuverTable. A successful roll results in the foe bypassing thecharacter and continuing on his way.Tumbling Attack – For this Maneuver, the foe useseither half the total bonus of his Quickness andAgility bonuses, or half of his Acrobatics/Tumblingskill bonus (whichever is higher), in an attempt tobeat the Resistance Roll. A successful roll allows thefoe to attackthe character with half of his OB.

Jab: This Combat Action may only be used withweapons from the Short Blades, Long Blades, or GreatBlades weapon groups. In exchange for a -5 modifier toOB, the character may do a Puncture Critical one sizesmaller than the normal critical for the weapon.

Knockdown: For this attack, a character makes aManeuver Roll using the combined stat bonuses fromStrength and Agility; if the Percentage result is 100 (orhigher), the foe is forced to make a RR (adding 2x hisAgility bonus) versus the result gained from the RRcolumn of the Maneuver table. A failure results in the foebeing knocked prone (treat as Foe Downed).

Size can make a difference in this maneuver. In thecase of a mounted attacker, use the size of the mountwhen making the Maneuver Roll. The size modifier isapplied to the character’s maneuver. Using the followingtable, find the character’s size then the size of the target of

the knockdown. There are two modifiers listed for eachsize. The first number is for an untrained characterattempting the maneuver. The second number is for atrained character.

Note: Being trained to knock a target to the groundcan make a big difference, especially when dealing withtargets that are a different size. Martial Arts sweeps,brawling, and certain combat styles provide training inusing size to knock an opponent to the ground. In suchcases where there is an appropriate skill, use that skillinstead of the stat bonuses.

KNOCKDOWN MANEUVER SIZE MODIFIER TABLE

eziStegraTeziSretcarahC yniT llamS muideM egraL eguH

yniT 0 5-/01- 01-/02- 51-/03- 02-/04-llamS 01+/5+ 0 5-/01- 01-/02- 51-/03-

muideM 02+/01+ 01+/5+ 0 5-/01- 01-/02-egraL 03+/51+ 02+/01+ 01+/5+ 0 5-/01-eguH 04+/02+ 03+/51+ 02+/01+ 01+/5+ 0

The first number is the modifier for an untrainedperson attempting the maneuver; the second is themodifier for a trained person.

Mounted Charge: This special maneuver combinesmovement with an attack, with extremely powerful results.Characters performing a Mounted Charge do not receivethe normal penalty to their attack as they would for anattack made while moving; however Mounted Combatmodifiers do apply. The character must declare theMounted Charge and must be able to move in a straightline towards the foe. If the character’s movement for theMounted Charge involves turns or weaving aroundobstacles, then count only the movement distance after thelast turn. A Mounted Charge requires that the charactermove at least a minimum of 10' towards the opponent.Every foot moved during the Mounted Charge gives thecharacter a +1 modifier to their Offensive Bonus (OB).Every 2' moved incurs a -1 modifier to their DefensiveBonus (DB). If the attack is successful, the weapon sizemodifier is increased one level (small becomes medium,medium become large. etc.) when calculating the AdjustedAttack Roll. The mount’s movement is not limited and canmove as far as a Dash (x5 BMR). The bonus from theMounted Charge cannot exceed +50 OB/-25 DB. Amounted charge may stop at any point beyond the targetand is not restricted to stopping when the attack is made.

This momentum of the attack action can be built upover several rounds. The distance traveled is cumulativeover the rounds when calculating the Offensive Bonus.

Example: Mahalla is riding through the country-side when she sees two goblins attacking a peasanttending his fields.

Round 1: Mahalla is approximately 150' away. Shedraws her scimitar and declares a Mounted Chargefor her first initiative. She is riding a medium horsewith a BMR of 22, therefore she can move 110' thisround (22 x 5 Dash pace = 110).

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Round 2: At the start of the second round she isnow 40' away. She decides to continue her MountedCharge (at full movement rate) from the firstround and continues in a straight line for the firstgoblin. The goblins declare attacks on Mahalla aftershe closes within range. The initiative order is:Mahalla, Goblin #1, then Goblin #2. On herinitiative she moves to the goblin and strikes. Shereceives a +50 OB modifier to her attack roll and a–25 DB modifier. Her attack is successful so sheadjusts the size of her weapon from a large to ahuge (which adds +20 to the critical effect). Thegoblin is dead. After the attack, she continuesmovement past the goblin and stops 70' beyondhim. She decides to stop her horse and plans onturning around for a second charge. Goblin #2 doesnot get to attack, since Mahalla is out of range.

Round 3: Mahalla declares another charge atgoblin #2. Goblin #2 declares an attack on Mahalla.The initiative order is: Goblin #2 then Mahalla.Goblin #2 decides to hold his action and wait forMahalla to close distance. Mahalla charges moving70'. Before she attacks, the goblin swings first (sincehe was holding his action). Mahalla’s DB is reducedby –25 (because of the charge). The goblin missesand Mahalla resolves her attack. She receives a +50OB to her attack and increases the size modifier forher weapon if successful. She then continues hermovement past the goblin and stops 40' later.

Move & Attack: This Combat Action allows thecharacter to move and attack in the same round. Thecharacter receives a -10 modifier to his OB for every 5' orportion of 5' that is moved. If the character moves 12’ andattacks, he receives a -30 to his OB for moving three incre-ments (5' + 5' + 2' (part of 5') = -30). If the character ismoving at a pace faster than a run, he receives another -10 foreach Pace above a Run. If the character is moving at a Sprint,that is 2 Paces above a run, so he receives an additional -20 tohis OB, in addition to the -30 for moving 12'’.

Multiple Parry: This Combat Action may be usedwith any melee weapon. The character may divide his OBamong multiple parries. He may parry up to one attackerfor every 10 ranks (or portion thereof) he has in hisweapon skill. When making multiple parries, the charactermay not also attack in the same round. For each parry thecharacter must assign a portion of his OB, which getsadded to his DB against that one attacker. The charactermust make an unmodified roll for each parry. If the rollfalls within the Fumble Range for the weapon, then thecharacter has fumbled and may not make any moreparries that round in addition to receiving the results ofthe fumble. If the roll is a 99 or 100, then treat it as open-ended, and make a second roll and use the total of bothrolls as an unmodified attack against the person beingparried. This also means that the character may not makeany more parries for the round.

Parry: A character may increase their DefensiveBonus against melee attacks by allocating any amount oftheir OB to their DB. Characters transferring their entireOB are said to be attempting a Full Parry (as listed above).A character’s Parry total is applied to all attacks directed atthem from a single foe.

Pommel Bash: This Combat Action may be usedwith any sword or short-hafted weapons, such as an axe,mace or morning star. The character receives a -20modifier to his OB and can inflict a Tiny Crush Criticalinstead of the normal critical. This Combat Action is veryuseful if a character is unable to fully swing his weapon forsome reason. This is also a common method of subdualwithout using the Subdual Combat Action.

Press & Melee: This combat action allows thecharacter to move up to 5'and still make an attack. Thisattack is made with a -5 modifier.

Power Strike: This Combat Action may be used withany melee weapon. The character gets a -20 to his attackfor the round and if the attack is successful, he gets to addan additional +10 to the modification for weapon size.This modification may allow the critical result to exceednormal damage cap for the weapon.

Stave Jab: This Combat Action may only be usedwith weapons from the Staves and Pole Arms weapongroups. In exchange for a -5 modifier to OB, the charactermay do a Small Crush attack with the end of the stave orpole arm in a jabbing attack.

Shield Bash: A character bearing a shield can, in direstraits, use it as a weapon, making an attack roll using theDB value of the shield as the OB for the attack. Unfortu-nately, performing this sort of action negates the DBbonus for the shield for that round. This particular actionmay only be performed by characters with the ShieldTraining Talent. The Shield Bash attack replaces acharacter’s normal attack action for that round.

Subdual: At times, characters may wish to strike a foewithout utilizing their entire force for the blow, in an effortto disable or subdue a target. This action receives a -20modifier to the attack roll. Should the attack still result insevere damaging effects, the character may adjust the resultto any other lesser critical on the same table at their leisure.

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Shield Parry: A character that is untrained in shielduse is considered to be just holding the shield in front ofhim, hoping that it deflects an incoming attack. A charac-ter with the Shield Training Talent is actively blockingincoming attacks by moving the shield to deflect thoseincoming attacks. A character with the Shield TrainingTalent may also sacrifice an attack for a round to improvehis shield’s protective abilities. When doing so, thecharacter receives double the DB bonus from the shieldfor that round. Some may call this hiding behind theirshield, but others call it survival.

Sudden Dodge: This Combat Action is usable atanytime. If the character has not taken his action for theround, he may change that action from what has beendeclared to this action. If he has already taken his actionfor the round, he may still elect to perform a SuddenDodge. However in doing so, he is also committed toperforming a Sudden Dodge on the following round aswell, giving up all other actions. Once a Sudden Dodge hasbeen declared, the character makes a Maneuver Roll using2 x their Agility Bonus (or the Acrobatics/Tumbling skill,whichever is higher). The character then receives 25 plusthe result from the Bonus column of the Maneuver Tableto their DB. Treat all negative results from the bonuscolumn as if they gave a bonus of zero.

Weapon Bind: This Combat Action may be per-formed with any melee weapon. The attacking charactergets a -20 to his OB for this maneuver. He then makes aManeuver Roll on the RR column of the Maneuver Table.The defender then uses his OB as a modifier in an attemptto resist the Weapon Bind. If the defender is successful,nothing happens and the round continues. If the defenderfails the RR, then he is caught in the Weapon Bind. If thedefender is caught, he may not attack until he is able tobreak free, or the attacking character releases the bind, orhe releases his weapon and draws another weapon. Onceeach round, the defender may make another roll againstthe RR of the Weapon Bind. The character that performedthe Weapon Bind also may not attack. For the duration ofthe Weapon Bind both characters receive a -10 to initia-tive. This Combat Action is used to deprive the defenderof the use of his weapon (and the ability to parry) whileanother character attacks the defender.

ADVANCED COMBAT ACTIONS

Double Slash: This Combat Action is usable with anyslashing weapon. When using this Combat Action, thecharacter may not use any form of Parry. The characterreceives a -30 to his OB for the round. The character mustsplit his OB between the two attacks prior to performingthis Combat Action. If his first attack successfully dealsdamage, the character may make another attack using theremainder of his OB.

Fencing Bind: This Combat Action is normally usedwith the off-hand weapon of a Two Weapon Combo. Thisworks just like the Basic Combat Action, Weapon Bind,except that while the character has his foe’s weapon

bound, he may still make attacks with his other weapon.

Missile Parry: This Combat Action may be used withany melee weapon. The character may use his weapon toattempt to parry a missile weapon such as an arrow orcrossbow bolt. For every 5 points of OB put into the MissileParry, the character gains a +1 to his DB against the attack.The character may parry one missile for every 20 ranks (orportion thereof) he has in his weapon, splitting his OBbetween the different parries. The character must make anunmodified roll for each parry. If the roll falls within theFumble Range for his weapon, then the character hasfumbled and may not make any more parries that round inaddition to receiving the results of the fumble. A charactercannot parry missile fire if he is in melee at the time.

Reverse Stroke: This Combat Action may be usedwith any melee weapon. The character gets a -20 to his OBin exchange for the ability to strike or parry a foe who isbehind him (who gets either rear or flank attack bonuses)without having to turn his back on any foe who maycurrently in front of him.

Set Against Charge: This Combat Action may beused with any weapon from the Pole Arms weapon group.The character sets his weapon in such a manner that acharging character will take double damage from theattack. (See the Combat Action, Charge for more informa-tion). This attack gets a -20 modifier to its OB.

Shield Bypass (Minor): This Combat Action isusable with any weapon from the Chains Plus and GreatChains weapon groups. By taking a -10 modifier to OBand by reducing the size of the attack by one degree (aTiny attack would do a maximum of Tiny -10 on theCritical Table), the character is able to wrap his weaponaround the shield of his foe during an attack negating upto 20 points of DB from the shield.

Stave Sweep: This Combat Action is usable with anyweapon from the Staves and Pole Arms weapon groups.The character gets a -20 to his OB and may do a MediumSweeps/Unbalancing Critical instead of the normal criticalfor the weapon being used.

EXPERT COMBAT ACTIONS

Multiple Strike: This Combat Action is usable withany weapon. The character may make attacks against twofoes. The first attack is made at -20 to OB; the secondattack is made at -40 OB. Both targets must be within 120degrees of each other and may not be receive attackbonuses for Flank or Rear.

Ranged Disarm: This Combat Action may only beused with weapons from the Bows and Crossbows weapongroups. The character receives a -30 to his OB. He then usesthis modified OB to make a Maneuver Roll. If this roll is afumble, then resolve it as a normal fumble. If this roll fallswithin the open-end range (96-100), then add the modifiedOB and treat this as an attack against the foe. If the roll fallsbetween the two, then look up the result (of the roll and themodified OB) on the RR table. The foe must then roll

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percentile dice, adding in twice his Strength Bonus andeither meet or beat the result from the RR table, or thecharacter has shot the weapon out of foe’s hand.

Shield Bypass (Major): This Combat Action is usablewith weapons from the Chains Plus and Great Chainsweapon groups. By taking a -20 modifier to OB and byreducing the size of the attack by one degree (a Tiny attackwould do a maximum of Tiny -10 on the Critical Table),the character is able to wrap his weapon around the shieldof his foe during an attack negating up to 40 points of DBfrom the shield.

Spinning Slash: This Combat Action is usable withany bladed weapon. The character is able to attackmultiple foes within a 180 degree arc of each other. Allattacks receive a base -40 modifier to the character’s OB.Then every attack after the first receives an additionalcumulative -10 modifier. Thus the first attack would be at-40, the second would be at -50, the third at -60, etc.

Swift Strike: This Combat Action is usable with anymelee or missile weapon. For every -5 applied to thecharacter’s OB, he gains +1 to his initiative for the round.

LEGENDARY COMBAT ACTIONS

Iron Broom: This Combat Action may be used withweapons from the Staves or Pole Arm weapon groups.Using this Combat Action, the character takes a -50modifier to his OB and is able to make a Medium Sweeps/Unbalancing attack against all foes within a 5' radius ofhimself. The character makes only a single attack roll,which is then applied against all foes within rangeindividually.

Triple Slash: This Combat Action is usable with anyslashing weapon. The character receives a -30 modifier tohis OB. The character must split his remaining OBbetween the three attacks prior to performing this CombatAction. If his first attack successfully deals damage, thecharacter may make the next attack using the secondportion of his OB. If the second attack successfully dealsdamage, the character may make the third attack with theremainder of his OB. The character may not parry whileperforming this Combat Action.

Whirlwind Attack: This Combat Action is usablewith any melee weapon with a length of 2' or greater. Thecharacter receives a -50 to his OB. He then makes a singleattack roll. This roll is then applied to all foes within a 5'radius of himself and the attack is resolved separately foreach foe within range.

BEING UNSEATED FROM A MOUNT

The previous section on Combat Actions contains anaction called Unseating a Mounted Foe. This is a deliber-ate attempt by a character to remove a rider from hismount. One of the key things about this Combat Action isthat the character making the attack must be able to reachthe rider that he is trying to unseat. Once a character hasbeen unseated, he then has other things to worry about.The character is at that point prone on the ground and

may be open to trampling attacks from both his mountand the mounts of others, not to mention any foes thatmay be on the ground to begin with. The character mayalso take damage from the fall.

Any mounted character who takes damage is indanger of being unseated and knocked off his mount. Anytime a rider receives a critical, he must make a successfulMedium Riding maneuver in order to stay mounted. Ifthat critical states that the character is knocked down orprone, then the difficulty of the Riding maneuver isincreased two steps to Very Hard. The difficulty of theRiding maneuver is also increased by one level for eachPace category above Walk that the mount is moving.Failure of these Riding maneuvers means that the charac-ter is knocked off the mount and to the ground.

RECEIVING DAMAGE WHILE FLYING

Flying characters and mounts have additionalproblems when they are hit; they can be knocked out ofcontrol when they are hit. Whenever a flying mount or acharacter that is flying receives a critical, they must make aMedium Flying/Gliding Maneuver Roll, or a HardAcrobatics Maneuver Roll to maintain control of theirflight. If the mount or character is moving at a Pacegreater than Walk then the difficulty is increased one stepfor each Pace category above Walk that they are moving.

If the mount or character receives a critical that saysthat they are knocked to the ground or prone, then thedifficulty of the maneuver is increased by two steps to aVery Hard maneuver. Should the Maneuver Roll be failed,then the character receives triple the amount of Knockback(see below) and must continue making a Maneuver Roll, atthe same level of difficulty until they regain control.

KNOCKBACK

When a flying mount or character takes damage, healso receives Knockback. This means that he is knockedout of his flight path, in a random direction, a number offeet equal to the Adjusted Attack Roll divided by 5(rounded off). Thus, if the flying character receives a 48Puncture Critical he will be knocked 10' (48 /5 = 9.6rounds to 10) before he can make his Maneuver Roll andattempt to regain control. If the critical says that thecharacter is knocked to the ground or prone, then thisdistance is tripled before the character may make hisManeuver Roll. The direction that the character is sent israndom, and may even result in the character falling to theground if he fails the Maneuver Roll.

SHIELD WALL

There can be safety in numbers, especially for men onthe battlefield. Foot soldiers can create a formation in whichthey overlap or bring their shields close together and form ashield wall. A minimum of two characters with shields arerequired to form a shield wall. The characters must beactively trying to form the wall (i.e. willing participants).The characters must be using normal, full, or wall shields.The characters must be facing the same direction, and move

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as one, keeping their shoulders in line with the others inwall. By adding a second or third row of shields, the wallbecomes even tougher, with each row protecting itself andthe row in front of it by covering the tops of the heads andshoulders of the soldiers in the previous row.

The character receives an additional +10 to hisDefensive Bonus in addition to the standard shield bonusfor every additional shield within a foot or less of acharacter’s shield. This shield wall bonus may never exceed+30, assuming you have someone to the right, left, andbehind covering the top of the character. If the characterattacks with any weapon medium sized or larger while inthe shield wall, he receives a –10 OB modifier due to theclose proximity of the other shields.

If the characters can form their shields shoulder toshoulder between two large “anchor points”, such as acrossa hallway, the characters on the end of the formationreceive the additional +10 bonus. Shield walls can beformed between pillars, boulders, or even large trees. Theimportant factor is that the “anchor points” provideenough solid cover to contribute to the protection of the

characters next to them.The only real way to break through a shield wall is to

remove or separate the shields and disrupt the formation.A mounted charge could kill or incapacitate enoughindividuals that some of them would no longer contributeto the overall protection.

Example: Collin, Agotha, Aiden, and Halvgrimare forming a shield wall to ready themselves for aflurry of arrows from the orcs across the field. Ifthey form close together and in a line shoulder toshoulder, they will receive the following DBbonuses: Collin +10, Agotha +20, Aiden +20, andHalvgrim +10. Collin and Halvgrim only receive a+10 bonus because they are on the end of the walland only have one other character next to them.

Now if Halvgrim, being the tallest of the four,decides to stand behind Agotha and place his shieldover the top of her, the bonuses would be: Collin+10, Agotha +30, Halvgrim +10, and Aiden +10.

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MELEE & MISSILE COMBAT

ith a deafening roar of ‘Starkad!’ the

beserk vaulted over the parapet and

led the charge. After him came

Bothvar, wielding the halberd of

Gunnar, with Agantyr Asmundsson

close behind and Hroar almost

treading on his heels. Then came Egil

Kjartansson, his shield crashing

against his mail shirt as he ran; Hring

and Hjort, running like hounds on a tantalizing

scent, and finally Ohtar…In their hands their

swords flashed, like the foam on the crests of the

great waves that pounded the rocks below them,

and as they ran the earth shook….”

— Tom Holt, Who’s Afraid of Beowulf

Chapter Five Melee & Missile Combat

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In melee and missile combat, there is more going onthan simple attacks with weapons. In a fight participantsmaneuver. They take advantage of someone’s vulnerabili-ties. They aim arrows at exposed targets. Its more than aswing-and-a-miss or swing-and-a-hit. Combatants aremoving, dodging, weaving, and trying different attackstrategies such as feints, blocks, and disarms.

Armed combat is often described as organized chaos.Position is important. Enemies try to surround you to getflank or rear attacks. Attackers from mounted horses usetheir ability to see down on an opponent and penetratetheir defenses.

Large creatures such as giants, ogres, and trolls usetheir sheer size to knock smaller opponents around anddisrupt formations. These are not unusual attacks orspecial maneuvers; they require no special skill, they’rethings that occur in the chaos of a fight.

THE COMBAT ROUND

A HARP combat is divided into “rounds,” each beingequal to two seconds. Characters can usually onlyperform one action each round, with complex or unusualactions requiring multiple rounds to complete. The listbelow includes examples of a variety of actions availableto characters and the length of time necessary to accom-plish them. Should a character wish to perform an actionnot included in the following list, simply estimate thelength of performance time (in seconds) and divide theestimation by 2. The result will determine the number ofrequired rounds. Combat Actions details a number ofspecial maneuvers/actions that characters may perform inlieu of a normal attack. Refer to Chapter 4 for moredetails on Combat Actions.

ACTION ROUNDS

Combat Perception (-50 to roll)* 0Melee 1Move Base Movement Rate (x Pace) 1Quick Perception Roll (-20 to roll) 1Controlled Drop to the Ground 1Rapid Dismount 1Missile Attack 1Draw Weapon (or drop /change weapon) 1Activate Chi Defense 1Stand Up (from prone position) 1Climb (one-half Base Movement Rate) 1Pick Lock (per difficulty rating) 1Disarm trap (per difficulty rating) 1Cast a Spell (per every 5 PP in spell) 1Take Prepared Herb (stored in bandoleer) 1Mount Riding Animal 1Drink a potion 1Reload Sling or Bow 2Search 10’ sq. Area** 4Reload Light Crossbow 5Reload Heavy Crossbow 10*The May be used while performing other actions.

**For traps, secret doors, etc.

SPECIAL COMBAT CONDITIONS

UNDERWATER COMBAT

The weight of the water makes effective melee attacksalmost impossible. Missile attacks are not allowed. Thistype of fighting can take place in a three-dimensionalenvironment, similar to aerial fighting. A character canhold his breath underwater during combat for 3 roundsper Constitution modifier point (i.e. a Co stat modifier of+3 allows a character to hold their breath for 9 roundsduring combat). If he is still underwater and cannot holdhis breath any longer, he falls unconscious. After fallingunconscious, he begins drowning and will die in a numberof rounds equal to his Co stat modifier (i.e. a Co statmodifier of +3 would mean a character would drown in 3rounds after falling unconscious).

Author’s Note: Participating in combat is morestressful and strenuous than simply swimming underwa-ter. That is why the time spent underwater is so shortduring a fight.

Combat Modifiers - Only piercing type weapons canbe used effectively underwater and receive a -20 OBmodifier; all others have a –50 OB modifier becausethe water resistance to motion is too much to use anyother kind of weapon with great effect, except nets.

When parrying with a weapon, the character onlyreceives half the normal Defensive Bonus (i.e.if a character parries with 50 of his OB, hewould receive +25 DB).

Missile and thrown weapons cannot be used,except nets.

Shields only provide half their normal DefensiveBonus since they are difficult to move effec-tively to block incoming attacks.

Non-magical Defensive Bonuses are halved (i.e.Quickness bonus, Chi Defense, etc.) due to theslow physical motion underwater.

Movement - Characters moving about underwaterhave to swim, unless they have some special magicaldevice that allows regular movement. While swim-ming, their initiative is reduced by –10 and theyreceive no Quickness bonuses for DB.

A character cannot Charge while underwater.

Author’s Note: The GM may decide that if acreature’s natural environment is underwater, they do notsuffer certain effects on their initiative, defensive bonus, ormovement. A creature moving around in their normalsurroundings is more adept at compensating for theeffects of being underwater.

Vision - Seeing underwater is difficult at best. Evenwith ideal circumstances characters can see no morethan 100’ underwater (50’ in fresh water.) For each 10’of depth, the range of vision is reduced by 10’; if acharacter is 40’ underneath the surface of a lake, hecan only see 10’. If it is dark outside or the water ismuddy, this could be reduced even more.

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Example: Brockman has been pulled underwaterby a giant squid. He has a Co stat modifier of +3,so he can stay underwater for 9 melee rounds. Heknows his two-handed axe is not a good idea in thissituation, so he pulls his dagger as he is pulled intothe water and attempts to fight off the monster.Brockman rolls a 4 to determine initiative, which ismodified to a -2 (4 (roll) + 2 (Quickness) + 2(Insight) – 10 (underwater) = -2). Chances are, themonster is going to get to swing first!

MARITIME COMBAT

Shipboard fighting is an art into itself. The constantmotion of vessels on the open sea can make even the hearti-est man sick to his stomach. Up and down, up and down,up….. and….. down….. <arrrghhhh>.

The environment is often less than desirable with thepresence of rain, fog, and seawater washing onboard. Sincefog and rain are a common occurrence, the normalpenalties for the weather conditions would be applied atthe GM’s discretion. With the presence of water on thedecks of any ship, moving maneuvers will be moredifficult.

The larger the ship or vessel, the more stable it will beat sea. Refer to the following table for maneuver modifiersbased on the ship’s size. These modifiers affect all Quick-ness and Agility based skills and are cumulative. If acharacter is barefoot, the maneuver penalties are reducedby -5. The Extremely Nimble Talent can also reduce themaneuver penalties by -5.

MARITIME MANEUVER MODIFIERS TABLE

Ship Size Maneuver ModifierSmall (20 ft. long or less) Extremely HardMedium (21 to 50 ft. long) Very HardLarge (51 ft. or longer) Hard

SEA CONDITIONS MANEUVER MODIFIERS TABLE

Condition ModifierAnchored Vessel -5Calm Seas -10Moderate Waves (5ft or less) -20Severe Waves (Greater than 5ft) -30

Combat Modifiers – Maritime combat becomes more ofa challenge. If a vessel is at sea all attacks are made usingthe maneuver modifiers from the above tables.Movement - The movement and rocking of the shipwill cause loss of footing and missteps. Also, should acharacter fail a maneuver roll that involves movement(such as trying to tumble past a foe), the GM willhave to decide if that failure could justify the charac-ter being washed overboard.

Example: Agotha is on board a ship (medium sizedvessel) that is in rough seas. She is attacked by a

fellow passenger who is an assassin sent to kill her.She throws a dagger at the assassin from 15' away.The foe decides to use his Acrobatics skill to dodgethe dagger. He makes his maneuver roll and gets afinal total of 92 (which included a Very Hardmaneuver penalty of -40 (ship’s size) and a -30maneuver penalty for the rough seas), whichprovides no bonus to his DB. Since his tumblebasically failed, the GM decides that the attemptjustifies the chance that he loses his balance andpossibly gets washed overboard. The assassin mustnow make a Very Hard maneuver roll with anadditional -30 penalty (for the rough seas) todetermine if he stays on-board or becomes fish food.

CLIMBING

Fighting while climbing is extremely difficult anddangerous. You don’t always get to choose where yourenemies will ambush you, so you just have to make thebest of bad situation.

Combat Modifiers - Climbing characters lose allQuickness and shield bonuses for DB. They have a –10 penalty to attack rolls. Situational modifiers maystill apply (flank, above, below, etc.).

Any time a character is struck while climbing, hemust make a Climbing maneuver roll. The GM mayassign a difficulty modifier based on the amount ofdamage caused during the attack. Being stunned alsoaffects the maneuver roll. If the maneuver roll fails,the character looses his grip and falls.

CLIMBING MANEUVER DAMAGE MODIFIER

Damage Taken Modifier

5 points or less None6 to 10 points -511 to 15 points -1015 or more points -20

Movement - Climbing characters normally move ½their BMR.

FIGHTING FLYING CREATURES WHILE CLIMBING

Characters engaged with flying creatures while climbingare at a distinct disadvantage. Unless the creature can hover,the creature may make Charge attacks. Keep in mind that ifthe character is facing the side of a mountain while he climbs,the creatures will get flank and rear attack bonuses.

Example: Aiden is climbing a rope to enter thetower of an evil mage. Halfway up the 100' towerhe is attacked by a Gargoyle. The Gargoyle makes adiving charge attack. The Gargoyle dives 20' andattempts to claw Aiden on the back. The Gargoylereceives a total of +40 to his OB (+20 (charge) + 20(rear) = +40). Aiden receives no Qu DB bonus andis at -10 on his attacks against the Gargoyle. The

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Gargoyle claws Aiden for 11 points of damage.Aiden must now make a Climbing maneuver roll tosee if he holds onto the rope with a modifier of -10(from the damage caused).

AERIAL COMBAT

Aerial combat is complex because it occurs in a threedimensional environment: the sky. Characters and GMswill need to keep track of a character’s horizontal andvertical position and distance from other combatants. Tomake things move smoothly, it is recommended thatdistance and altitude be tracked in 5-foot increments (i.e.50' high, 55' high, 60' high, etc.).

Combat Modifiers - Unless a creature or charactercan hover, most attacks will be Charge attacks. Aerialcombat however, cannot result in someone being knockedprone. If a Knockdown occurs, the target has stopped flyingbriefly and loses altitude as a result of the knockdown. Ifthe altitude change results in crashing into something,then the prone effects will apply.

Attacks from Above - Creatures attacking from abovemay declare a charge by diving at their victims. The targetmay not be able to reply to the attack if its only naturalweapons are talons or hooves, since they would not be ableto reach the attacker.

Attacks from Beneath - Creatures attacking frombeneath an opponent cannot charge, but they may be in ablind spot which would grant flank or rear attack bonusesif they are within weapon’s range. The defender can replywith an attack only if it has natural weapons or its rider isequipped with a weapon with enough reach.

Movement - Aerial combat is more complex becausemovement can occur in a three dimensional space.Position and elevation must be taken into account duringmovement. As a simple general rule, creatures andcharacters can gain altitude at half their base movementrate and can dive at double their base movement rate.Therefore, if a creature has a flying movement rate of 30'per round, then it could increase its altitude by 15 ft/rdand dive at 60 ft/rd.

The GM should remember that aerial combat isabstract and not an exact science. In fact, it would almostimpossible to create a simple set of rules for handlingthese types of encounters. The GM should describe theaction to the characters and take into account the goal ofthe game and not worry so much about the correctphysics involved.

Whenever a flying creature is stunned, knocked down,or unable to fly for any reason (i.e. wings entangled), they willinvoluntarily lose altitude. Each round they are unable to flythe creature will lose altitude and accelerate until it reachesterminal velocity. A creature’s velocity increases at approxi-mately 30' per second in a free fall. Use the following table tohelp determine how far a creature will fall each round.

FALLING DISTANCE TABLE

Round Speed (ft/rnd) Total Distance Fallen

1 30 302 90 1203 150 2704 210* 480

* Terminal Velocity is reached and acceleration will stayat 210 ft/rnd.

Author’s Note: Gravity causes an object to fall andaccelerate at 9.8 m/s2. Terminal velocity is reached at 210mph (which is the point where a character would feelweightless). The physics for calculating a character’sdistance fallen and velocity are vastly simplified to makethe game play easier.

USING MINIATURES

When using miniatures during an aerial combat, youcan represent height and altitude by standing the figureson 6-sided dice or plastic poker chips. Each die wouldrepresent a 5 or 10-foot increment. Place the characterwith the lowest height on the table and stand figures ondice for characters at higher altitudes.

Example: Neki is flying and having a battle with aWyvern. At the beginning of the round, the Wyvernis 30’ higher in the air than Neki. Using miniatures,Neki’s figurine would be on the table and the Wyvernwould be on top of three chips or dice to represent the30’ height difference. If the Wyvern were to dive atNeki, you would remove the chips as necessary.

UNSEATING A RIDER

Characters riding a flying mount can be dismounted,just like characters on the ground. If the character isstrapped into his saddle, which common sense says heshould be, he is simply knocked off-balance in his seat andsuffers the same penalties as if he was prone and mustspend an action getting situated back in the seat.

Naturally, if a character is not strapped in, he risks thedamage of a fall if he is unseated by any means.

Example: Neki is continuing his fight with theWyvern (Neki has his own means for flying). Thetwo are 50' apart and the Wyvern is 30' higher thanhim. Initiatives are determined and the order is asfollows: Neki then the Wyvern. Neki decides to hoverand hold his attack until the Wyvern comes in. TheWyvern dives to attack Neki. The Wyvern has aflying movement rate of 20 so he can dive up to 40'in one round. The Wyvern closes to within 10'; sincethey started 50' apart, the Wyvern moved 40' closer.

On the second round, the initiative order is the same:Neki then the Wyvern. Neki again decides to hold hisaction. The Wyvern continues his dive and attacksNeki as he flies by. The Wyvern receives a charge OBof +50 (traveled a total distance of 50' over two

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turns). Since Neki held his action the attacks occur atthe moment the Wyvern gets within weapon range.The Wyvern misses and Neki hits, causing 12 hitsand stunning the Wyvern for 2 rounds. The stuncauses the Wyvern to loose altitude.

At the end of the turn the Wyvern would have been30' lower than Neki (after completing his divemovement of 40'). Using the Falling DistanceTable, on the first round of stun the Wyvern falls anadditional 30', so he is now 60' lower than Neki.On the second round of stun, the Wyvern falls anadditional 90' and is now 150' lower than Neki.The next round the Wyvern can recover and stopfalling. If this battle had taken place less than 150'off the ground, the Wyvern would have crashed andtaken falling damage.

HOW TO RUN AN AMBUSH

The typical ambush takes place in an area where theambushers have the advantages of terrain and position and canattack the party with little or no warning. Roads windingthrough narrow passages are favorites for bandits. Don’t forgetthat an ambush can take place in a building or dungeon as well.The key to the ambush is position and concealment!

Normally, the group of ambushers should outnumberthe party 2-to-1 in total levels. Without those minimumodds, the bandits will not attack the party unless they arethe reckless type. If the ambushers have a spell caster,count that person twice when figuring the odds. Spellcasters can quickly turn the tables on an unsuspectingparty. The levels of the individual NPCs should be lowerthan the levels of the individual members of the party. Agroup of 5 1st level NPCs is more than a match for one 5th

level character.

Ambushers also prefer to use missile type weapons forthe surprise round of combat since they provide a lot ofkilling power and can be used from cover and concealment.

If the ambushers have a leader, he should be equal inlevel to the highest-level character in the party if the GMwants to provide a challenge for the group.

POSITION, POSITION, POSITION…

The position of the ambushers is critical. Usually, theambushers will place themselves in a way so that they havethe advantage of being able to see more of the surround-ing area than the party is able to see. This can be accom-plished by placing archers in elevated shooting positions.From those vantage points, they can see the party comingfrom a great distance and choose important targets asnecessary once the combat has started.

When the time comes for the ambushers to attack theparty with melee weapons, they will want to place them-selves so that they can reach the party the fastest waypossible. It’s usually a good idea for the ambushers to beable to close with the party in one melee round or less sothat surprise will work in their advantage. If the BMR ofthe ambushers is 12 ft/rnd, then they should concealthemselves 12 ft or less from the parties’ travel path.

The ambushers can conceal themselves with theirterrain quite easily. In heavily forested areas, there areusually shallow creek beds and depressions in the groundto hide in. In rocky mountains it’s easy to hide behindboulders or at the openings of concealed cave entrances.

ATTACK!

Once the ambush has begun, the ambushers need tobe selective with their targets. Missile weapons shouldconcentrate on spell casters first. The spell casters are theartillery for the party and should be eliminated as quicklyas possible.

Second, the archers should then concentrate on theparty’s archers. By nullifying the party’s ability to attack atrange, the ambushers can prevent any chance of escapeand provide cover fire for their own people if necessary.

Finally, the rest of the party should be dealt with.With missile weapons and melee attacks the ambushersshould concentrate first on the strongest warrior’s in theparty. Its much more effective to team up and overwhelmindividual members of the party rather than spread out.It’s much more effective to double or triple team a partymember so that they are killed more quickly.

If a spell caster is among the ambushers, he shoulduse buffing spells to augment the abilities of his team-mates. By raising the strength of some of the warriors, hecan effectively cause more damage to the party in the longrun than saving the power points to cast a fireball. Also,the use of an invisibility spell cannot be overemphasized.What better position and concealment can an ambusherhave than to hide in plain sight?

SOME SIMPLE MASS COMBAT GUIDELINES

An entire rules supplement could easily be filled withrules for running mass combats, however there are

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situations that arise during the normal game play when aGM must handle the encounter of large numbers ofparticipants.

INITIATIVE

Use the normal initiative determination rules aspresented in the HARP Rulebook. The individual playerswould declare their actions and roll their initiativesnormally. Any notable NPC’s involved in the combat wouldalso declare their actions and roll their initiatives the sameas the PC’s. Normally, the notable NPC’s would consist ofenemy leaders, commanders, or important allies.

The rest of the participants should be grouped insome manner. If a small army is attacking a strongholdthat consists of archers, footman, and cavalry, then theinitiative of each type of unit should be determinedseparately (i.e. all the archers will share one declaredaction and initiative, footman another, etc.). If the GMfeels they can handle a large amount of realism, thesegroups could be broken down further into sub-units often members each.

Example: The Orc leader Vazillian has formed asmall army and begun a siege of a monastery that isrumored to have some powerful magic items hiddenwithin. The monks living in the monastery havedeclined Vazillian’s offer to turn over the items.

The Orc army consists of 200 soldiers: 100 footmen,50 archers, and 50 Wolf riders. There are also threelieutenants that serve directly under Vazillian. Onelieutenant is in charge of the foot troops, another incharge of the archers, and another is responsible forthe Wolf riders. Vazillian also has a wizard, Maloxwho acts as an advisor.

When declaring actions and determining initiative,the GM will determine individual initiatives forVazillian, Malox and each of the lieutenants (5NPC’s total). Since the army is broken down intothree distinct fighting units the GM has twooptions, he can declare actions and determineinitiatives for each group (which would be 3 moreinitiatives to track) or break them down intosmaller groups of ten for more realism (whichwould be 10 foot units, 5 archer units, and 5 Wolfrider units for a total of 20 initiatives to track).

ACTIONS

Because mass combats can involve large numbers ofparticipants, the actions for mass combats should be keptas simple as possible. If a group of 20 Orcs are attacking agroup of 10 Elves; the exact actions of every member ofthe melee is irrelevant in the grand scheme of resolvingthe combat. The fact that one Orc is going to parry withall his OB and another is not parrying at all has little effecton the overall outcome of an attack made by the entireunit. Essentially, the final result is the “average” of all theactions performed by the participants of the combat.

Only the actions of each player character and notable

NPC’s should be specifically noted during the course of play.The following is a list of simple actions that can be

performed by a group or unit during a mass combat. Thislist is by no means conclusive. The GM and players cancertainly expand upon as they see fit.

MASS COMBAT ACTIONS TABLE

ActionHalf-movement and AttackAttackMovement OnlyChange Formation

Half-Movement and Attack: The group can movehalf of its BMR and then attack any enemy within itsweapon’s range.

Attack: The unit makes an attack on any enemywithin weapon’s range. The offensive bonus for the unit isthe average OB of all the members of the group. Forexample, if an individual Orc normally has an OB of 50,then a group of 10 orcs has an OB of 50 as well. If an NPCwas with the group of Orcs as part of the unit andpossesses an OB of 78, then the unit’s OB is now 53 (50 x10 + 78 / 11 = 52.5 rounded up to 53).

Movement Only: The group moves a distance equalto its BMR and any pace multiplier.

Change Formation: The group can change its overallformation. During this formation change, the unit’sdefensive bonus is halved reflecting the temporary vulner-ability of the unit. The following list shows the differentformations that a unit can be in at any given time:

Offensive: The unit can move and attacknormally. This is considered the default formation for allunits unless otherwise specified. While moving, the unitcan move at any pace greater than a Walk.

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Defensive: The unit’s DB is increased by 50%. Thisformation could reflect the unit interlocking shields andforming a shield wall or setting its spears/pikes in theground to withstand a charge. During this formation, theunit cannot move.

Marching: The unit can move using a pacemultiplier (up to a Fast Run) to increase their speed. Whilemarching, the unit’s defensive bonus is reduced by 25%.

Disengage: The unit breaks its tight formationand runs away! They can use a pace multiplier up to Dash. Theunit’s defensive bonus is reduced by 50% while disengaging.

Charge: The unit is using a massive charge toattack the enemy. The unit can move up to double its normalBMR and still execute an attack at the end of the movement,if they are within weapon’s range. The unit’s offensive bonusis increased by 20% as a result of the charge.

RESOLVING ATTACKS

Attacks from a unit are resolved for the entire unit orgroup as a whole. Treat the unit or group as a singular“entity” and resolve the attack normally (i.e. positionbonuses etc.). Use the HARP Rulebook critical tables formass battles instead of the tables presented in MartialLaw, since hit location is irrelevant in large combats. Thedamage of the attack is applied to the unit. Stun, bleeding,and maneuver penalties are ignored, since they will onlyaffect individual members of a unit and not the group as awhole. Remember, when fighting mass battles you are onlyconcerned with the overall effect of the attack averagedacross the group.

The damage result from the attack is multiplied bythe number of members and then applied to the enemyunit, dropping all fractions.

Example: Lord Brockman is commanding a unit ofFyrdmen consisting of 10 soldiers. Brockman and hisFyrd brothers were visiting the monastery (from theabove example) when the Orc army attacked andhave decided to help defend it against the evil horde.

The Fyrdmen are defending the north gatewhen a group of 20 Orcs break through. The GMhas split his orcs up into groups of 10 for meleepurposes. Actions are declared and initiativesdetermined as follows: Fyrdmen, Orc group 1, andthen finally Orc group 2.

Brockman and his men attack the Orcs ingroup 1. The OB for the unit is 101 (the averageOBs of the ten Fyrdmen and Brockman). The DBfor the Orcs is 95. They roll a 67 for a Total AttackRoll of 73 (67 + 101 – 95 = 73). This results in a hitand an Adjusted Attack Roll of 83 (73 + 10 = 83).Referring to the critical table this results in 19 hitsof damage. The unit consists of 11 members so theydeliver a total of 209 hits (19 x 11 = 209).

Each Orc has 75 hits so 2 are killed during theattack (i.e. 209 / 75 = 2.7). Orc group 1 now hasonly 8 members left.

Orc group 1 attacks back at the Fyrdmen withan Adjusted Attack Roll of 55, which results in 16hits (medium slashing weapons). The total amount

of damage caused is 128 hits (16 x 8 = 128). EachFyrdman has 115 hits so 1 Fyrdman dies duringthe attack (128 / 115 = 1.1).

Orc group 2 attacks at the Fyrdmen with anAdjusted Attack Roll of 62, which results in 18 hits(medium slashing weapons). The total amount ofdamage caused is 180 hits (18 x 10 = 180). AnotherFyrdman dies (180 / 115 = 1.5) leaving Brockmanand 8 Fyrd brothers left to defend the gate nextround against the 18 Orcs.

COMPLETING THE MASS COMBAT

The combat rounds will continue until either one “army”withdraws or is dead. The GM can decide if the moral of aunit has deteriorated low enough during a combat tojustify a retreat. Common sense should dictate when thisshould occur. Besides that, combat should continue usingthe same guidelines as normal melee fights.

“THE BETTER PART OF VALOR”—DIFFERENT

WAYS OF DISENGAGING FROM COMBAT.

Sometimes the odds are against you and you reallyhave no choice but to flee from a combat. Perhaps you arecarrying a friend or ally away from danger? Perhaps yourmission was to delay the enemy for as long as possible, notto defeat them? The reasons for leaving a combat are vastand varied. The method for resolving disengagement isnot. Martial Law has created a simple method for aparticipant to disengage from combat.

A character is considered disengaged if ALL thefollowing conditions apply:

1. Declared a disengagement as his combat action.2. Beyond the melee weapons range of all enemies.3. Beyond Range Increment 5 (RI 5) for the

missile weapons of all enemies or they have noline-of-sight.

4. Outside the elemental or attack spell range of allenemies or they have no line-of-sight.

5. Outside the Base Movement Rate of all enemies.Once a character is disengaged from the combat,

they no longer have to roll initiative and are consideredremoved from the combat entirely. They may not re-enter the combat at a later time unless the GM approvesthe action. Why would you come back if you wererunning for your life?

DISENGAGING WHILE IN COMBAT

The character must announce his attempt to disen-gage during the initiative declaration phase. On his turn,the character determines the best route to leave the melee.The most intelligent path would be the one that is in theopposite direction of the fighting, but that is left up to theplayer to decide.

The character determines his pace (run, fast run, etc.)and the disengagement movement is completed. Duringthe movement, the character cannot pass within the meleeweapon’s range of an enemy. Once the movement iscompleted, the GM can now determine if the character isdisengaged. If all the disengagement conditions are met,

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the character is disengaged and the combat continues forthe remaining participants.

If the character cannot move without passing withinthe melee weapon’s range of any enemy, then the disen-gagement has failed and condition #1 no longer appliesand thus he cannot disengage this turn. This reflects thecharacter wanting to leave the fight, but unable to becausehe might be surrounded. He will have to maneuver and tryagain next turn.

Example: Collin has killed six Orcs already but is stillfacing five more Orcs. Two of them are using longswords andtwo are using pole-arms. The fifth Orc is using a shortbow.They are fighting in a heavily wooded area. Collin has lostmost of his concussion hits and decides its time to disengagefrom the combat and live to fight another day. During theaction declaration phase, he declares his disengagement andinitiatives are determined. Collin gets to act first!

Collin (BMR 12') decides to increase his pace to a FastRun (12 x 3 = 36' movement rate) and attempt to disengage.Because of the way the Orcs are positioned he manages tomove in a manner that avoids the attack ranges of theweapons and move away from the Orcs. He has moved hisentire movement rate of 36' but since it involved zigzaggingaround the orcs weapons, he is only 18' from the nearest orcwith a melee weapon and is still only 25' from the Orc withthe bow. Checking the disengagement conditions:

#1: Yes, he declared a disengagement action and did notcome within melee weapon range of any enemies.

#2: Yes, he is beyond the melee range of his nearest enemy.#3: No, he is only at RI 0 for a short bow. He would

need to be a minimum of 181' away (RI 6) or be out of theline-of-sight.

#4: Not applicable, since none of the Orcs cast spells.#5: Yes, he is beyond the BMR of 16' for the nearest Orc.The result is that Collin is not disengaged yet, because

condition #3 is not met. He will have to try again on the nextturn and hope he can either get far enough away from theOrc with the shortbow or the orc loses line-of-sight.

HOW TO DESIGN AN ENCOUNTER

Designing encounters takes up a lot of a GM’s timeand effort. Most adventures are really just a series ofencounters designed to advance the story. Some of theseencounters will involve combat and it’s crucial that theyare constructed in the correct manner.

If the encounter is too deadly, the party dies, the storyends and the players become frustrated. If the encounter istoo easy, they players will feel there is no challenge in thegame and will become bored and lose interest. It is impor-tant for a GM to remember that the game is not a competi-tion between him and the players. He neither wins nor losesan encounter. Any GM can kill off a party with a dangerousencounter designed with overwhelming odds, but a masterGM balances his encounters with intrigue and danger.

PARTY LEVEL AND PLAYER EXPERIENCE

When designing an encounter the first thing the GMmust take into account is the level and experience of theparty. Obviously, a party of 1st and 2nd level characters will

not be able to assault and kill a dragon, but can theyhandle a small group of goblins?

The experience of the players also plays a factor inwhat they can handle and what they cannot. A new groupof players with little or no experience in role-playinggames running their 1st level characters will behavedifferently than a 1st level party run by players with 10years experience in RPGs.

The more experienced players will be able to deal withmore dangerous encounters than the novice group. In apublished adventure, the GM may need to adjust encoun-ters to accommodate his group of players. Most adventur-ers are written at the “middle of the road” type groups thathave moderate experience with RPGs.

TYPE OF ENCOUNTER

There are really a limitless amount of encounters that aGM can create for his adventurers. Below is a list of somecommon types that a GM may decide to use and guide-lines for implementing them.

AMBUSH

The party is walking into an ambush set up by the“bad guys.” This can as simple as bandits making theirmoney for the day or a group of assassins sent by the evilvillain to stop the party from completing its mission.Regardless, of the situation the GM must first decide if theambushers are making a dedicated effort to kill the partyor just harass it a little. A ruthless GM can easily design a“no win” situation for the party, but then the gamewouldn’t last very long.

Refer to the earlier section for GM tips on design-ing ambushes.

DUEL

The group has encountered an individual who istesting his skill against any and all he meets. Sometimes thisperson is guarding a bridge or passageway and will notallow anyone to pass without first meeting him in a test ofarms. Usually the most experienced and toughest warrior ofthe party will have to face them in single combat.

Fighting honorably may or may not be a factor in thisencounter and is entirely dependent on the NPC. If he isthe knight-in-shining-armor chances are he will insist ona combat of skill versus skill alone with no magicalenhancements or tricks. Violating the rules of engagementcan have dire consequences.

The level of the NPC should be equal to or onlyslightly higher than the warrior who is expected to facehim in the duel.

RESCUE

The party has encountered another group that hasbeen ambushed and must rescue them from the bandits.This is basically the same as the ambush encounterdiscussed earlier, except someone else has already beenambushed and the party has arrived in the nick of time tosave them. Use the same guidelines, as designing anambush against the party, except you will need to take intoaccount the size of the group that was attacked.

Sometimes the party will even have the opportunityto ambush the ambushers if they have arrived unnoticed.

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WEAPONS & ARMOR

wayfarer should not walk unarmed,

But have his weapons to hand:

He knows not when he may need a spear,

Or what menace meet on the road….”

— The Havamal (W. H .Auden & P. B. Taylor Translation )

“Then they set the steel shoes on his sturdy feet

And clad his calves about with comely greaves,…

Fair cuisses enclosed that were cunningly wrought,

His thick-thewed thighs, with thongs bound fast,

And massy chain-mail of many a steel ring,

He bore on his body,…

And all the goodly gear to grace him well….”

— Sir Gawain and the Green Knight (translated by Marie Boroff)

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Good gear and good sense—the two crucial elementsnecessary for your character to stay alive and thrive in anysetting. All warriors should therefore take special carewhen choosing their weapons and armor. Select weaponsand armor that suit your character’s play style and that areappropriate to the campaign. If in doubt, check with theGM; he or she has the final say on all weapons and armorsallowed in his or her campaign. Whatever you choose, youwill discover, as many warriors before you, that there is nosuch thing as the perfect weapon or armor.

Martial Law includes a variety of equipment suitableto many campaign styles, but it is not intended to be adefinitive book on weapons and armor. GMs should feelfree to change, tweak, any gear they find in this section.They can also use the rules in this chapter to create newweapon and armor types.

Author’s Note: Let’s talk about historical accuracy.Every attempt has been made to ensure that the informa-tion presented here is historically accurate. The questionthen becomes: “Whose history are we representing?” Sinceyour campaign is probably set in a fantasy world popu-lated with humans, Elves, Dwarves, and Dragons, then thehistory you should represent in your weapons and armorshould reflect this fantasy world. The weapons and armordiscussed here will be presented as if they came from afantasy world rich with its own history and development.

SWORDS

The sword has existed in a variety of forms formillennia. Experimentation and use have refined its shapeand improved its lethality, making it a favorite weapon ofmany warriors. All swords share certain common charac-teristics: all have long, wide, straight, double-edged bladeswith a simple cross-guard (or hilt) and are designed forone or two-handed use. The typical sword is used in onehand for hacking, slashing, shearing cuts and for limitedthrusting. Different races have developed different stylesof swords based not only on functionality, but also asartistic expressions of their beliefs. Elvish swords tend tobe longer and thinner than those made by the Great Menof the North who prefer heavy, wide two-handed swords.Also, Elvish weapons tend to be lighter but take longer tomake than human weapons.

Often times the terminology used to describe thedifferent types of swords and their components can get alittle confusing. The following section will discuss andexplain the different types of common swords and theirpieces that comprise them.

SWORD PARTS

Hilt - The lower portion of a sword consisting of thecross-guard, handle/grip, and pommel.

Cross - The typically straight bar or “guard” of asword, also called a “cross-guard”. Another term for thestraight or curved cross-guard was the quillons.

Fuller - A shallow central-groove or channel on ablade that lightens it as well as improves strength and flex.

Sometimes mistakenly called a “blood-run” or “blood-groove”, it has nothing to do with blood flow, cuttingpower, or a blade sticking. A sword might have one, none,or several fullers running a portion of its length, on eitherone or both sides. The opposite of a fuller is a riser, whichimproves rigidity.

Grip - The handle of a sword, usually made of leather,wire, bone, horn, or ivory.

Pommel - Secures the hilt to the blade and allows thehand to either rest on it or grip it. Sometimes it includes asmall rivet called a pommel nut, pommel bolt, or tang nut.

Ricasso - The dull portion of a blade just above thehilt. It is intended for wrapping the index finger around togive greater tip control (called “fingering”). Not all swordforms have a ricasso. They can be found on many Bastard-swords, most cut & thrust swords and rapiers. Those onTwo-Handed swords are sometimes called a “false-grip”,and usually allow the entire second hand to grip and holdon.

Shoulder - The corner portion of a sword separatingthe blade from the tang.

Tang - The un-edged hidden portion or “tongue” of ablade running through the handle and to which thepommel is attached. The place where the tang connects tothe blade is called the “shoulder”. A sword’s tang issometimes of a different temper than the blade itself.

Waisted-grip - A specially shaped handle on somebastard or hand-and-a-half swords, consisting of a slightlywider middle and tapering towards the pommel.

Finger-Ring: The small loops extending toward theblade from the quillions intended to protect a fingerwrapped over the guard. They are common on cut &thrust swords and rapiers they and also small-swords.

Compound-Hilt/Complex-Guard: A term used forthe various forms of hilt found on some swords. Theyconsist typically of finger-rings, side-rings or ports, aknuckle-bar, and counter-guard or back-guard. Swept-hilts, ring-hilts, cage-hilts, and some basket-hilts are formsof complex-guard.

TYPICAL SWORDS

THE DAGGER

A common long dagger is a favored companion,carried with a sword or rapier as a backup weapon or evenon its own. The dagger is lightweight, deadly, and elegant.Used primarily as a defensive weapon, dagger fighting isan art in itself. Typical length of the weapon ranges from6" to 20" long.

THE SHORT SWORD

This type of sword is a design similar to the moretraditional broadswords or longswords, but with a reducedlength. Typically, used in conjunction with shields anddesigned for close-in fighting. Primarily used for thrusting,

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but can be used to cut and slash. Most blades tend to bewider and thicker than broadswords and longswords.Typical length of the weapon ranges from 20” to 24” long.

THE BROADSWORD

A term often misapplied as a generic term for mostswords with a long, wide military type blade. To be moreaccurate, the broadsword refers specifically to a single-handed sword with a long blade. Similar to a longsword,but not designed for use in both hands. In certain lan-guages, such as Deep Dwarvish, the term “broad” is oftentranslated as mean “sharp” or “large.” Typical length of theweapon ranges from 24” to 40” long.

THE LONG SWORD

The various kinds of long bladed swords that hadhandles long enough to be used in two hands weredeemed long-swords. Sometimes referred to as “warswords,” they are characterized by having both a long gripand a long blade. They could be used on foot or mountedand sometimes even with a shield. Typically the blades arethe same length as broadswords. Typical length of theweapon ranges from 24” to 46” long.

 THE FALCHION

A more rare form of sword that is little more than ameat cleaver, possibly even a simple kitchen or barnyardtool adopted for war. Similar to the “scimitar”, thefalchion’s wide, heavy blade weighted more towards thepoint can deliver tremendous blows. Several varieties areknown, most all with single edges and rounded points.Typical length of the weapon ranges from 24” to 36” long.

 THE RAPIER

The rapier is a dueling weapon whose form wasdeveloped from cut and thrust swords. Rapier blades rangefrom flatter triangular blades to thicker, narrow hexagonal

ones. Rapier hilts range from swept styles, to dishes and cups.Typical length of the weapon ranges from 30” to 40” long.

THE BASTARD SWORD

Sometimes referred to as “hand-and-a-half sword.”The term may derive not from the blade length, butbecause bastard-swords typically have longer handles withspecial “half-grips” which could be used by either one orboth hands. In this sense they are neither a one-handedsword nor a true greatsword/two-handed sword, and thusnot a member of either group of sword. Typical length ofthe weapon ranges from 46” to 72” long.

THE GREAT SWORD

Those blades long and weighty enough to demand theuse of two hands are greatswords (sometimes referred toas “two-handed swords”). They are infantry swords whichcannot be used in a single hand and are almost impossibleto wield while mounted. Against plate armor they arehandled with tighter movements that emphasize theirthrusting points and allow for greater use of the hilt.Usually a minimum of 72” long.

OTHER WEAPONS

All weapons have one thing in common: they aredesigned to damage or kill an opponent. If they didn’t,they wouldn’t be very good weapons, would they? Weaponforms develop along cultural lines, and are subject tomany influences including:

Fighting style: The best example of this the Romangladius, which was the perfect weapon for theshort Roman soldiers and their close formationfighting techniques.

Material availability: If iron or metal are not avail-able, then people will turn to wood, stone, andbamboo as substitutes. In a fantasy setting othermaterials may also take the place of metal.

Technology and experimentation: Good weaponsmiths are always striving to improve their products.

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How war is being waged and whom you are fighting.Fashion and cultural attitudes: Weapons go in and

out of fashion over time. Cultures will also developweapons that tend to suit their heroic ideals andtheir attitude to warfare.

Another consideration is that weapons of similarshapes and purpose act very alike when they cause damageto a target. The differences between a scimitar and a longsword when they hit an opponent are so small that theyuse the same critical table.

The following sections will detail certain differenttypes of weapons and give brief descriptions of each andtheir basic use. Remember, these weapons originated froma fantasy world. Mundane historical equivalents are givenin parenthesis next to the weapons name.

SLASHING WEAPONS

Bastard Axe - Large axe with a long grip which couldbe wielded with either one or two hands.

Dir-mac (Wakazashi) - Elvish short sword. Some-times used in conjunction with a longer sword for twoweapons fighting.

Gir-Mahta (No Dachi): - Long bladed and fearsomesword used by Elvish skirmish units. This blade is thecommon two-handed sword used by the Elves.

Kolran (Kama) - Sickle consisting of a tanged steelhead fitted into a wooden handle; fighting style oftenutilizes two kolrans, one in each hand. Gnomish weapon.

Ti-kiri (Kryss) - A double-edged, wavy-bladed knife/shortsword designed primarily for thrusting. Gryxian weapon.

CRUSHING WEAPONS

Boletta – This weapon is made of two short weightedcylinders with rounded edges attached by a short axlebetween the two halves. Attached to the axle is a shortstring or wire that is normally wrapped around the axle.The other end of the string is attached to a small ring. Thisweapon is used by swinging it and striking the foe with theweighted end. It will deliver a Small Crushing attack. Twoor three Boletta may be hooked together by the ring; theyare designed to snap together, and may be used as a Bola.This weapon is of Halfling design.

Gnorish - The Gnorish is a weapon that consists of ashort, flexible haft with a weighted end. The flexibility ofthe haft allows the weapon to strike with more force thanone would expect from such a weapon. This weapon is ofGnomish design.

MISSILE WEAPONS

Hand Crossbow - This small compact crossbowshoots small bolts with great accuracy at short distances.Often times the true effectiveness of the weapon is shownwhen the bolts are treated with poison.

Cormal (Chakram) - Flat steel ring with a sharpenedouter edge used as a thrown missile; several were often carriedon a person. Thrown like a plate or disc. Gryxian design.

POLE ARMS

Bardiche - This weapon is surprisingly easy to wieldat both close range and at arms length. Devastatingcutting action combined with a strong thrusting tip.

Beaked Axe - Polearm with a beak mounted oppositethe blade

Fauchard - Developed from the common agriculturalsickle or scythe, the fauchard consists of a long, curvingblade with a large, pointed head and a small, curved hook.The head is mounted on a wooden pole about 8' long.Peasants can often change scythes into fauchards. Thefauchard is similar to a glaive. It is not very good as athrusting weapon, but is used mainly as a slashingweapon. It fulfils the need for a weapon that puts somedistance between the wielder and his enemy.

Glaive - A weapon consisting of a large blade fixed onthe end of a pole, whose edge was on the outside curve.

Guisarme - Mounted on a long shaft for maximumreach, this weapon is effective at repelling cavalry andfootmen.

Halberd Axe – A headed polearm, usually with a rearand top spike. Consisted of an axe blade mounted on apole with a point opposing it; the long thrusting point waspart of the head so the weapon could be used to chop andthrust.

Kiri (Flamberge) Large two-handed sword with anundulating blade. Common among Gryxian soldiers.

Madu - The madu is basically a small spear (4' long)with a steel spike on both ends of the wooden shaft. In thecenter of the shaft is a small metal buckler where thecharacter grips the weapon. This weapon allows for bothparrying and thrusting attacks. The character receives a+10 DB when wielding this weapon and can still attackwith it in the same round.

Mahta-mac (Naginata) - The Mahta-mac, the famedweapon of the Elvish elite fighting units is fearsome in thehands of a skilled combatant. Mounted on a long tang tobetter absorb the shock of a blow, the blade has a strongdistal taper for balance and quickness. Similar to a glaivein general design, but with a much longer and heavierblade.

Man Catcher - A man-catcher is a pole arm with aspecial function: to capture an opponent without killinghim. The weapon consists of a long pole with a set ofspring-loaded, sharpened jaws at one end. The victim iscaught between the jaws, which then snap shut.

Orcish Hammer (Lucerne Hammer) – Pole arm witha long spike mounted atop a hammer with a four-prongedface and a single-pronged claw.

Orcish Kalmar - Particularly brutal but effectiveweapon designed by the Orcs. This weapon is essentiallyone long, curved blade (crescent shaped) approximately 4to 5' in length. The blade itself is extremely wide in themiddle allowing for holes, which are used as handles forthe blade. Each blade usually has 3 or 4 such places to grip

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the weapon. The handles are usually covered in leather.This weapon is considered a Two Handed blade forweapon skills purposes, but it can be learned as a DoubleWeapon Combat Style, which would allow it to striketwice in one round.

Partisan - The partisan is a staff weapon consisting ofa long, tapering, double-edged spear blade with twodiagonally-set hooks at the base. The shaft is about sevenor eight feet long. The partisan’s hooks may be used tocatch and break opponents’ weapons, as well as hook andpull down shields.

Pick Hammer (Bec de Corbin) - Type of war-hammer used by the human cities in the west; pick-likehead was fitted with a spear like point for thrusting;normally mounted on a wooden haft with metal reinforc-ing bands extending down from the head

Pike - Long spear with small iron head.

Pole Axe - A long-handled axe with a spike, hook, orhammer opposite the blade.

Ranseur – The ranseur resembles a partisan, exceptthat the ranseur’s hooks are longer, resulting in a three-pronged head. The hooks are, however, shorter than the

NEW WEAPON LIST

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niahC&llaB ps5 sbl8-4 syad2 hsurCmuideM CH1 sulPsniahC

ehcidraB ps51 sbl21-6 syad2 hsalSegraL AP smrAeloP

exAdratsaB ps02 sbl8-4 syad2 hsalSmuideM EH1 sexA

hsalSegraL H2 sedalBtaerG

exAdekaeB ps02 sbl8-4 syad2 hsalSegraL AP smrAeloP

atteloB ps01 sbl2-1 syad3 hsurCllamS CH1 sulPsniahC

lamroC ps02 sbl2-1 syad3 hsalSllamS T sedalBnworhT

cam-riD ps02 sbl2-1 syad3 hsalSllamS EH1 sedalBtrohS

drahcuaF ps51 sbl21-6 syad2 hsalSegraL AP smrAeloP

athaM-riG ps02 sbl8-4 syad8 hsalSegraL H2 sedalBtaerG

hsironG ps51 sbl3-2 syad4 hsurCmuideM CH1 sbulC

evialG ps02 sbl21-6 syad2 hsalSegraL AP smrAeloP

emrasiuG ps51 sbl8-4 syad2 hsalSegraL AP smrAeloP

dreblaH ps51 sbl21-6 syad2 hsalSegraL AP smrAeloP

wobssorCdnaH ps05 sbl3-2 syad01 erutcnuPllamS M swobssorC

cam-reiriK ps52 sbl9-4 syad8 hsalSegraL H2 sedalBtaerG

narloK ps02 sbl2-1 syad5 hsalSllamS EH1 sedalBtrohS

cam-athaM ps02 sbl7-3 syad8 hsalSegraL H2 sedalBtaerG

udaM ps51 sbl7-4 syad3 erutcnuPmuideM EH1 sedalBgnitsurhT

rehctaCnaM ps02 sbl21-6 syad5 erutcnuPllamS AP smrAeloP

remmaHhsicrO ps51 sbl01-6 syad2 hsurCegraL AP smrAeloP

ramlaKhsicrO ps02 sbl8-5 syad4 hsalSmuideM H2 sedalBtaerG

nasitraP ps51 sbl21-6 syad2 erutcnuPegraL AP smrAeloP

remmaHkciP ps02 sbl01-6 syad2 hsurCegraL AP smrAeloP

ekiP ps51 sbl21-6 syad2 erutcnuPegraL H2 sekipSgnoL

exAeloP ps02 sbl01-6 syad2 hsurCegraL AP smrAeloP

akaR ps51 sbl2-1 syad3 erutcnuPllamS EH1 sedalBgnitsurhT

ruesnaR ps51 sbl21-6 syad2 erutcnuPegraL AP smrAeloP

traDepoR ps01 sbl2-1 yad1 erutcnuPllamS T selitcejorPnworhT

reworhTekipS ps01 sbl4-2 syad2 erutcnuPllamS T selitcejorPnworhT

irik-iT ps51 sbl2-1 syad3 erutcnuPllamS EH1 sedalBgnitsurhT

akar-ayruT ps51 sbl3-2 syad4 erutcnuPllamS T sedalBnworhT

drowSdedalBniwT ps05 sbl7-4 syad01 hsalSmuideM H2 sedalBtaerG

egluoV ps51 sbl21-6 syad3 hsalSegraL AP smrAeloP

epyT/eziSkcattA .nopaewehtrofreifidomezisdnaelbatlacitircehT::ssalC ,nworhT=T,mrAeloP=AP,dednaHowT=H2,gnihsurCdednaH1=CH1,egdEdednaH1=EH1.nopaewehtrofssalcnopaewehT

.elissiM=MpuorGnpW .rednudenraelsinopaewehttahtllikslautcaehT:

:elbmuF .nopaewehtrofegnarelbmufehT.5foeulavtnemercninaevahsnopaewllA

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middle blade. Partisans are sturdier than ranseurs. Thethree prongs are large enough to puncture armor or trap aweapon and disarm the opponent.

Twin Bladed Sword - This weapon is a long shaftapproximately 2 to 3' long with a sword bladed attached toeach end. The blades themselves are 2 to 3' long. Theweapon is wielded similar to a quarterstaff and can be veryeffective at delivering multiple blows in a short period oftime. This weapon can be learned as a Two HandedWeapon skill (which would deliver one attack per round)or with the Double Weapon combat style. Elite Gryxiansoldiers are known to carry this type of weapon.

Voulge – A pole arm weapon characterized by a broadaxe-like blade with a single spike protrusion at the top,often attached to a wooden pole.

UNUSUAL WEAPONS

Raka (Jitte) - Gnomish parrying weapon consisting ofan iron bar with a hook attached to one side; grip is oftenwoven cord or leather. It is a versatile weapon that can beused to attack the neck and head of an opponent, but itsprimary use is as a sword catcher and deflector.

Rope Dart - Long rope, approximately 10 to 20' long,with a small, steel spear head on the end. Common monkweapon used for entangling an opponent’s arms and legswhile the spear head can be thrown to cause puncturedamage. The weapons range is dependent on the length ofrope, which is use to retrieve the thrusting head after anattack.

Spike Thrower (Aklys) - Wooden throwing stick witha spiked head; attached to user’s arm with a strap, whichenabled it to be retrieved after it had been thrown.Commonly used by Halflings.

Turya-raka (Kyotetsu-shoge) Elvish parryingweapon; a rope connects a metal ring and a forked knife,could also be used to aid in climbing; used with bothhands

The weapons on the following list are available forpurchase by the characters. This list only presents infor-mation on the new weapons listed in Martial Law.

CREATING & ADDING NEW WEAPONS

Adding new weapons to your HARP campaign issimple; just follow the steps below.

1. Decide what type of damage the weapondoes: Slash, Crush or Puncture.

2. Assign a critical size: Tiny, Small, Mediumor Large.

3. Use the table below to assign the weapon aclass and a sub group, which also deter-mines how it is used.

Write up a brief description of the weapon, includingits’ appearance, size, weight and fumble range.

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sexA )2-1(sedalBgnoL )3-1(sedalBtrohS )2-1(

sedalBgnitsurhT )3-1(noissucnoCdednaH1

sulPsniahC )5-1(sbulC )2-1(

nworhTnworhTsmrAeloP )4-1(

sedalBnworhT )3-1(selitcejorPnworhT )5-1(

elissiMswoB )3-1(

swobssorC )2-1(sgnilS )4-1(

smrAeloPsmrAeloP )4-1(

dednaHowTsedalBtaerG )4-1(sniahCtaerG )6-1(

sekipSgnoL )3-1(sevatS )4-1(

Example: While surfing the web, Brent comesacross several images of Zulu war clubs, which looklike the perfect low tech, but effective weapons for alocal tribe of lizard men. The club appears to be aspherical rock mounted on a sturdy wooden shaft.Looking at the weapon, Brent decides that it doescrushing damage, and that it does a Medium Critical.Looking over the categories and weapon subgroups,Brent decides that this weapon is a One-handedconcussion weapon that falls into the club group.Brent dubs his version of the weapon “a ReptilianWar Club.” He decides that it is about 2' long andweighs about a pound and fumbles on a roll of a01-02. He also decides at this time that while it isan effective weapon, it is crude and its marketvalue is nil.

ARMOR

Armor protects characters from being severelydamaged during combat. No non-magical armor can evermake someone invulnerable, but it can help prevent severedamage. The following table presents several new types ofarmor for use by characters and NPC’s.

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If the full helm is equipped with a visor, then theadditional maneuver penalties are ignored if the visor isopen during the maneuver, but then they give up the DBbonus.

Only helms made of rigid material (rigid leather,plate, etc.) can be full or visored helms. The cost for a fullhelm is 50% more than the basic helm and increases theweight by 25%. The cost for a visored full helm is doublethe cost of the base helm and increases the weight by 25%.If a base plate helm costs 10 sp, then the full plate helmwould cost 15 sp, and the visored helm would be 20 sp.

Fluted Armor - Plate armor can have additionalfluting done to enhance its appearance and durability.Fluting is a process where raised ridges are hammered intothe armor from the underside (i.e. gothic armor). This canmake the armor much more artistic but also stronger andable to withstand damage. If a piece of armor is fluted itcan ignore the first critical effect that says, “Armordestroyed.” In other words, it must be destroyed “twice”before becoming useless. The cost for fluting is double thebase cost for the piece or suit of armor and adds noadditional weight.

WEAPONS & ARMOR OF SUPERIOR

MATERIALS AND WORKMANSHIP

As characters become a little wealthier and wiser, theywill inevitably wish to improve the quality of their armorand weapons. Most players equate better weapons andarmor with magic, however this need not be the case—high quality weapons and armor can improve a character’sDB and OB substantially, without the hefty price tag ofmagical weapons and armor.

Martial Law gives character the option of buyingweapons and armor of superior materials, workman-ship or both.

Aventail: - A piece of chain mail that is attached tothe base of a helmet covering the neck and shoulders.

Body Bracelet - Worn in place of a cuirass. This isessentially the bottom half of a breastplate and is designedto cover the abdomen. This also protects against criticalsto the lower back.

Coif - A chain mail coif covering the head, neckand shoulders.

Lamellar - Metal plates sewn together using leatherstrapping. Similar to scale armor except there is no leatherbacking. The plates are interlocking and overlap eachother offering a wide amount of flexibility while stillgiving the protection of plate armor. The armor protectsthe torso, abdomen, and groin.

Leather Mantle - The leather equivalent of achainmail coif. It covers the head, neck and shoulders.

CUSTOMIZED WEAPONS AND ARMOR

Characters will frequently customize their weaponsand armor to give themselves an edge. The followingsection will detail some additions that could be used forarmor and weapons.

Serrated Edge - The edge of the sword is jagged orserrated which will cause the weapon to tear open woundsrather than make a clean cut. This option can only be usedon bladed weapons. The effect is to increase any bleedingcritical effects by 1 hit/round (i.e. a bleed wound of 1 hit/rnd becomes 2 hits/rnd).

Spiked Armor - The armor is covered with largespikes, usually 1-2” in length. The spikes can be added to aspecific piece of armor or an entire suit. This causesadditional puncture wounds to any target the characterdamages in Hand-To-Hand combat. If the characterattacks using a grapple, fist, MA Strike, or MA Sweep, thecharacter receives a +5 OB modifier to his attack roll.

Full Helm - Normal helms in HARP are considered openfaced unless otherwise noted. When a character specifies afull helm, the DB for the helm is increased by 1 (i.e. platehelm has DB of 6, but a full faced plate helm has a DB of7). The face and upper neck of the character will now becovered by the front of the helm and help prevent damage.The Maximum Maneuver Penalties are increased by 2 pts(i.e. the MaxMPs for a plate helm is 20/10, but for a full-faced plate helm it is 22/12) due to the decreased vision.The Minimum Maneuver Penalties are unaffected (thecharacter can become skilled and accustomed to using afull helm).

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telecarBydoB 6 02 4 01 2 5.0 1 01-9 syad01 ps51fioC 21 63 6 81 3 5.1 2 21-8 syad01 ps12

rallemaL 81 06 21 03 6 5.1 3 81-51 syad51 ps54eltnaMrehtaeL 9 3 1 21 1 5.1 1 2-1 yad1 ps9

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Material Bonus – The bonus multiplier for material ormagical (or both) properties of a substance. This bonus ismultiplied by the Increment Value of the item to determinethe bonus of the item. There are two types of materialbonuses: offensive and defensive. Offensive Materialbonuses are used to determine the Offensive Bonus of aweapon made with that particular material. The DefensiveMaterial Bonus is used to determine the additionalDefensive Bonus of a piece of armor or a set of armor.

Example: A sword of black alloywould have an OB of +10. All weaponshave in Increment Value of 5 so 5 X 2= 10.

Example: A full set of chain mailmade of white alloy would have a totalDB of +60 (40 + (5 X 4) = +60).

Example: A chain coif (helm) madeof white alloy rings would have a total DBof +6 (4+ (.5 X 4) = +6).

Cost X: This is the base cost multiplier for creating aweapon or armor from this type of substance.

Man Bonus (Maneuver Bonus): This bonus is usedto offset armor maneuver penalties. The armor penaltiesare reduced by this amount (even below the minimums)before the character applies his armor skills bonus.

Black Alloy - A non-magical alloy of iron and meteoricmetals.

White Alloy - A non-magical alloy of iron, carbon, andlighter metals.

Superior Leather - Leather treated with special sub-stances to help with its durability. The creation of this typeof leather is usually unique to an armorer and is a closelyguarded secret.

Superior Steel - Steel created using advanced tech-niques, such as using special additives in the creation ofthe steel. The specific technique used to create this type ofsteel is unique to the creator and would be a secretprocess.

Note: All of the above materials are non-magical.

SUPERIOR WORKMANSHIP BONUSES

Technology advances even in fantasy environments.New processes for creating finely crafted weapons andarmor come along every so often. Sometimes this type of

workmanship is strictly for theartistic side of metalworking,such as Damascus steel, but itcan also result in superiorfunctioning items, such asfolding metal in the creation ofblades. The Superior Work-manship Level Table shows theminimum skill ranks requiredto create an item of that level ofworkmanship. The effects of an

item created with superior workmanship.

Workmanship Bonus – The bonus multiplier forworkmanship properties of item. This bonus is multipliedby the Increment Value of the item to determine the bonusof the item. There are two types of workmanship bonuses:offensive and defensive. Offensive Workmanship bonusesare used to determine the Offensive Bonus of a weaponmade with that particular material. The DefensiveWorkmanship Bonus is used to determine the additionalDefensive Bonus of a piece of armor or a set of armor.

Cost X: This is the base cost multiplier for creating aweapon or armor from this type of substance.

Man Bonus (Maneuver Bonus): This bonus is usedto offset armor maneuver penalties. The armor penaltiesare reduced by this amount (even below the minimums)before the character applies his armor skills bonus, i.e. afull suit of plate armor has a MiMP of -20, and if thisarmor was made of Advanced Workmanship, then theMiMP would be -10 (-20 + 10 = -10).

Author’s Note: Whenever you are calculating the costof a weapon or item with several cost multipliers, add allthe multipliers together before calculating the cost. Forexample, if a set of armor were created using Black Alloywith Master Workmanship, the total cost multiplier wouldbe 40 times the base cost (20 + 10 = 30).

MAGICAL AND SPECIAL MATERIALS

The world consists of a wide variety of magical andspecial alloys. Many races have developed methods of

SUPERIOR NON MAGICAL METAL AND LEATHER BONUSES

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yollAkcalB 2 4 x02 0

rehtaeLroirepuS AN 2 x5 0

leetSroirepuS 2 2 x01 0

yollAetihW 3 4 x02 0

SUPERIOR WORKMANSHIP LEVEL TABLE

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sknaR91-1 lacipyTroralugeR

sknaR93-02 devorpmI

sknaR+04 retsaM

SUPERIOR WORKMANSHIP BONUSES TABLE

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devorpmI 1 1 x5 5

retsaM 2 2 x01 01

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utilizing these special materials in the construction of fineweapons and armor. Some races keep these constructionrecipes secret while others openly share them withneighbors and allies. The exceptional cost for constructingitems from these types of materials reflects not only therarity of the materials, but the extraordinary effort orspecial equipment necessary to mold them into thedesired items.

Note: Any weapons or armor crafted from thematerials listed below can only be made by mastercraftsmen. The bonuses from superior workmanship arebuilt into the Material Bonuses.

The following is a list of special materials and alloysthat can be used to design new weapons and armor.

Man Bonus (Maneuver Bonus): This bonus is usedto offset armor maneuver penalties. The armor penaltiesare reduced by this amount (even below the minimums)before the character applies his armor skills bonus, i.e. afull suit of plate armor has a MiMP of -20, and if thisarmor was made of Advanced Workmanship, then theMiMP would be -10 (-20 + 10 = -10).

Casting Modifier: This is a casting penalty modifier.This number is multiplied by the casting penalty for thearmor or piece of armor. For example, if you have achainmail shirt (normally a CP of 3 PP) made fromAdamantine, it would have a final casting penalty of 1 PP(3 x 0.4 = 1.2 PP, rounded to 1 PP).

Adamantine – This metal is extremely hard andvirtually indestructible. It can be used for weapons andarmor. Each piece of adamantine armor worn confers a +2bonus to Resistance Rolls and a +2 DB to all elementalattacks (up to a maximum of +20.)

Arinyark – A metal that absorbs and retains rawmagic radiations. Working like a battery or capacitor, it isconstantly absorbing ambient magic and can be tappedand utilized. It is bluish-green and can be polished to adull luster. The absorptive qualities can be an effectivedefense as well.

Dwarvish Steel – Created by the master Dwarvishcraftsmen, this metal is very hard and tough to damage.Each piece of dwarvish armor worn confers a +1 bonus toResistance Rolls and a +1 DB against elemental attacks (upto a maximum of +10.)

Elven Steel: – Created by the Elves, this metal is lighterand stronger than normal steel. Each piece of Elvish armorworn confers a +1 bonus to Resistance Rolls and a +1 DBagainst elemental attacks (up to a maximum of +10.)

Eog – An extremely hard metal, it is brittle in its pureform, but when combined with certain other elements theresulting alloy can be used to make superior weapons andarmor. It is enchanted and has a dull silvery luster. Somespecial pure types of Eog (White and Black) have the power

to inhibit magic use. Eachpiece of white or black eogarmor worn modifies spellcasting rolls by -10 in additionto normal casting penalties..

Ithloss – A strong, butlight and somewhat flexiblemetal. It is an enchanted alloycreated by an unknownancient race and its produc-tion method is currentlyunknown. Armor made ofthis material is of almostunequalled value because ofthe superior protectiveproperties and itsunencumbering lightness.Ithloss armor also providesthe wearer an additional +20

DB versus Elemental spell attacks. In appearance it is alight golden color.

Keron – A black, very shiny alloy. The substance isstrong but flexible and holds a keen edge. When polishedit has a high luster that looks wet and oiled. It is not. Eachpiece of keron armor worn confers a +1 bonus to Resis-tance Rolls, up to a maximum of +10.

Laen – An extremely hard volcanic glass that can beforged into very keen-edged, almost indestructible,weapons. Laen can also be tinted and is naturally colored.It should be considered enchanted.

Rularon – A metal, dull silver in color, which insufficient quantity has the ability to inhibit spells. It is soft,malleable, and enchanted. Each piece of Rularon armorworn confers a +10 bonus to all magic Resistance Rolls, upto a maximum of 100. However each piece of armor wornalso modifies spell casting rolls by -10 in addition tonormal casting penalties.

MAGICAL METALS

slateM s’BMBOfo# s’BMBDfo# XtsoC sunoBnaM reifidoMgnitsaC

enitnamadA 7 01 x000,56 52 4.0kraynirA AN 6 x000,56 51 1

leetShsivrawD 5 5 x000,03 02 5.0leetSnevlE 6 5 x000,53 52 5.0

goE 6 6 x000,54 5 5.1ssolhtI A/N 6 x000,52 06 7.0

noreK 4 3 x000,05 51 1neaL 6 7 x000,56 51 6.0

noraluR A/N 4 x000,04 02 5.0klaahS A/N 3 x000,03 01 5.0

muinisutiT 4 4 x000,01 01 8.0

.snopaewrofdesuebtonyamlairetamsihT.elbacilppAtoN=A/N

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Shaalk – An enchanted material, very lightweight,pliable and resilient. Thinner sheets resemble the finestwhite paper bur are glossier and almost indestructible.When exposed to extreme heat it melts, but normal firesdo not harm it. Shaalk lock picks and similar tools have a+20 bonus to skill rolls.

Titusinium – Created by the Great Northmen, thismetal is lighter than normal steel.

Dragonskin: – Highly prized armor made from the

skin or scales of a mature, adult Dragon, this armor grantsa +80 bonus to DB and has no maneuver penaltiesassociated with it at all. Unfortunately, Dragons andDrakes become enraged upon seeing such armor and willseek to slay the one who is wearing it. Each piece ofDragon skin armor worn confers a +3 Magic ResistanceRoll bonus (up to a maximum of +30) and a +5 DB versusElemental attacks (up to a maximum of +50.)

Dragon Horn – The horn of mature Dragons—prized for making bows and magical instruments.

Dragon Bone – Dragon Bone is used for makingarrowheads, spearheads, and other projectile points.

Medium Monster Hide – Armor constructed from thehide of low-level magical creatures such as hydras, gorgons,etc. Each piece of medium monster hide armor confers a +1DB to Elemental attacks, up to a maximum of +10.

Heavy Monster Hide – Armor from the hide of toughermonsters such as Demons, Wyverns, hatchling Dragons, etc.Each piece of heavy monster hide armor confers a +2 DB toElemental attacks, up to a maximum of +20.

Trollskin – Armor made from the hide of Trolls. Thisarmor has the unique attribute of actually regeneratingitself. This armor ignores any critical effect that states,“Organic armor is destroyed.” Instead the armor is onlytemporarily disabled and will actually regenerate com-pletely within 1 hour of the damage. The only exception tothis is fire damage, which the armor cannot regenerate.Each piece of Trollskin armor worn confers a +1MagicResistance Roll bonus (up to a maximum of +10) and a

+1 DB versus cold and lightning based Elemental attacks,up to +10.

Shell/Chitin/Horn – Armor made from the shell ofcertain creatures such as Turtles or giant Snails, chitin ofgiant Beetles or Ants, or from the horns of magicalcreatures. Each piece of chitin/horn armor worn confers a+2 Magic Resistance Roll bonus (up to a maximum of+20) and a +1 DB versus Elemental attacks (up to amaximum of +10.)

Monster Bone – Constructed from the bone of largemonsters such as Wyverns,giant animals, etc.

Spidersilk – Made fromthe processed spidersilk ofgiant Spiders. This type ofarmor is particular soughtafter by monks and thieveswho like lightweight butstrong cloth armor.

Author’s Note: If youwere using ABTP rules, theManeuver Bonus wouldreduce the overall MiMP. Ifthere were multiple piecesof armor with differentManeuver Bonuses, then

only the highest one would be in effect.

CATCHING, KILLING & HARVESTING

The special hides and materials provided by certaincreatures in the construction of weapons and armor arehighly prized and sought after by warriors. Needless to say,these creatures are unlikely to surrender their hides readilysince it’s vital to their ability to live.

In general, the amount of material needed to create afull suit of armor varies depending on the size of thewearer. The following table explains the general amount ofhide necessary to create a full suit of armor. Each columnrepresents the number of full hides necessary to create afull set of armor for the wearer’s size.

UNUSUAL ORGANIC MATERIALS

slairetaMcinagrO s’BMBOfo# s’BMBDfo# XtsoC sunoBnaM doMgnitsaC

niksnogarD N/A 01 000,05 01 5.0nroHnogarD 01 N/A 000,52 -- 1

enoBnogarD 01 N/A 000,52 -- 1

ediHretsnoMmuideM N/A 3 000,02 5 1

ediHretsnoMyvaeH N/A 4 000,03 0 1

niksllorT N/A 5 000,52 0 1

*nroH/nitihC/llehS 5 7 000,04 5 1

enoBretsnoM 6 N/A 000,51 -- 1

*klisredipS N/A 01 000,03 03 5.0sliatederomrofnoitpircsedeeS*

.esoprupsihtrofdesuebtonnaclairetamsihT.elbacilppAtoN=A/N

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Example: A human (medium sized creature)wants to make some Dragonskin armor for himself.A typical adult dragon is a Huge creature and willprovide enough material for 2 sets of armor,assuming 100% of the hide is recovered.

When attempting to gather these valuable resourcesthe GM should take into consideration exactly how thematerials were recovered.

If a warrior is attempting to capture the hide of amonster for the construction of armor, he must take greatcare in killing the creature in a manner that keeps the hideas intact as possible. If possible, the creature should besubdued using the sub dual rules. This would allow asmuch of the hide to be recovered as possible. The follow-ing table gives the amount of material recovered for use inthe creation of items.

Creature Condition: How the creature was killed orsubdued. If several types of attacks were used to “kill” thecreature, use the attack type that caused the most hit damage.

% of Hide Recovered: Shows how much of the hide wasuseable for the creation of items. The different attack typesdamage the hide and will make certain areas unusable.

Recovery Time: Modifier to the normal time required toharvest the hide or material. Due to certain attack typescausing severe damage to the hide, the character will have towork around those areas to obtain good enough pieces for use.

Author’s Note: The Amount of Material Needed Tableis assuming that 100% of a hide from a certain size creatureis recovered. In other words, if a medium sized characterwants to make some armor from the hide of a mediumsized creature, normally it would require 2 full (100%)

hides. If the creature was killed with asword (slashing weapon) then only half(50%) of the hide of the creature wasusable. The character has only onequarter of the amount of hide neces-sary to complete a full set of armor.

If the next creature of that typewas also killed with a sword and hesuccessfully recovered as much of the

hide as possible, he would have an additional 50% ofusable hide. He now has the equivalent of 1 full hide (50%hide + 50% hide = 100% hide).

If he kills a third creature using a “subdual” technique,then he could recover 100% of that hide and now haveenough to create armor for a medium sized character.

CREATING THE ARMOR

Finding an armorer or weaponsmith capable ofcreating the item after the raw materials have beenharvested can be a feat unto itself. Your average craftsmanhas probably never worked with any of these specialmaterials before. The following table will present guide-lines for determining the difficulty level for a craftsman tocreate an item using a special material. Production timewill remain the same as standard pieces. The cost for the

craftsman is already taken into account withthe item cost multiplier; however, if thecharacter supplied the materials himself, hecan reduce the total cost by 25%.

AMOUNT OF MATERIAL NEEDED FOR ARMOR CONSTRUCTION

eziSreraeWeziSerutaerC

llamS muideM egraL eguHllamS 2 1 2/1 4/1

muideM 4 2 1 2/1egraL 8 4 2 1eguH 61 8 4 2

RECOVERY OF UNUSUAL ORGANIC MATERIALS

noitidnoCerutaerC derevoceRediHfo% emiTyrevoceRdeudbuS %001 1xerutcnuP %57 2x

hsurK %57 3xhsalS %05 4x

dnaH-ot-dnaH %001 1xeriF %52 3xdloC %06 3x

lacirtcelE %05 3xtcapmI %57 2x

dicA %01 4x

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BASIC ARMOR

rehtaeLtfoS BD PMxaMFU PMniMFU PMxaM PMniM PC VI tsoCteSlluF 02 04- 01- 02- 0 2 5 pg1

teSlluFdevorpmI 52 53- 5- 51- 0 2 5 pg5teSlluFretsaM 03 03- 0 01- 0 2 5 pg01

rehtaeLdigiR BD PMxaMFU PMniMFU PMxaM PMniM PC VI tsoCteSlluF 03 08- 01- 04- 5- 4 5 pg3

teSlluFdevorpmI 53 57- 5- 53- 0 4 5 g51teSlluFretsaM 04 07- 0 03- 0 4 5 pg52

liaMniahC BD PMxaMFU PMniMFU PMxaM PMniM PC VI tsoCteSlluF 04 021- 02- 06- 01- 6 5 pg6

teSlluFdevorpmI 54 511- 51- 55- 5- 6 5 pg03teSlluFretsaM 05 011- 01- 05- 0 6 5 pg56

niahC/etalP BD PMxaMFU PMniMFU PMxaM PMniM PC VI tsoCteSlluF 05 061- 03- 08- 51- 8 5 pg51

teSlluFdevorpmI 55 551- 52- 57- 01- 8 5 pg57teSlluFretsaM 06 051- 02- 07- 5- 8 5 pg051

etalP BD PMxaMFU PMniMFU PMxaM PMniM PC VI tsoCteSlluF 06 002- 04- 001- 02- 01 5 pg02

teSlluFdevorpmI 56 591- 53- 59- 51- 01 5 pg001teSlluFretsaM 07 091- 03- 09- 01- 01 5 pg002

MAGICAL ORGANIC ARMOR

niksnogarD BD PMxaMFU PMniMFU PMxaM PMniM PC VI tsoC)esaBLR(teSlluF 08 07- 0 03- 0 2 5 pg000,051

ediHretsnoMmuideM BD PMxaMFU PMniMFU PMxaM PMniM PC VI tsoC)esaBLR(teSlluF 54 57- 5- 53- 0 4 5 000,06

ediHretsnoMyvaeH BD PMxaMFU PMniMFU PMxaM PMniM PC VI tsoC)esaBLR(teSlluF 05 08- 01- 04- 5- 4 5 000,09

niksllorT BD PMxaMFU PMniMFU PMxaM PMniM PC VI tsoC)esaBLR(teSlluF 55 08- 01- 04- 5- 4 5 000,57nroHnotihC/llehS BD PMxaMFU PMniMFU PMxaM PMniM PC VI tsoC

)esaBLR(teSlluF 56 57- 5- 53- 0 4 5 000,021klisredipS BD PMxaMFU PMniMFU PMxaM PMniM PC VI tsoC

)esaBLS(teSlluF 07 01- 0 0 0 1 5 pg000,03

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SUPERIOR LEATHER & METAL ARMOR

rehtaeLtfoSroirepuS BD PMxaMFU PMniMFU PMxaM PMniM PC VI tsoCteSlluF 03 04- 01- 02- 0 2 5 pg5

teSlluFdevorpmI 53 53- 5- 51- 0 2 5 pg01teSlluFretsaM 04 03- 0 01- 0 2 5 pg51

rehtaeLdigiRroirepuS BD PMxaMFU PMniMFU PMxaM PMniM PC VI tsoCteSlluF 04 08- 01- 04- 5- 4 5 pg51

teSlluFdevorpmI 54 57- 5- 53- 0 4 5 pg03teSlluFretsaM 05 07- 0 03- 0 4 5 pg54

niahCyollAkcalB BD PMxaMFU PMniMFU PMxaM PMniM PC VI tsoCteSlluF 06 021- 02- 06- 01- 6 5 pg021

teSlluFdevorpmI 56 511- 51- 55- 5- 6 5 pg051teSlluFretsaM 07 011- 01- 05- 0 6 5 pg081

niahC/etalPyollAkcalB BD PMxaMFU PMniMFU PMxaM PMniM PC VI tsoCteSlluF 07 061- 03- 08- 51- 8 5 pg003

teSlluFdevorpmI 57 551- 52- 57- 01- 8 5 pg573teSlluFretsaM 08 051- 02- 07- 5- 8 5 pg054

etalPyollAkcalB BD PMxaMFU PMniMFU PMxaM PMniM PC VI tsoCteSlluFlamroN 08 002- 04- 001- 02- 01 5 pg004

teSlluFdevorpmI 58 591- 53- 59- 51- 01 5 pg005teSlluFretsaM 09 091- 03- 09- 01- 01 5 pg006

niahCleetSroirepuS BD PMxaMFU PMniMFU PMxaM PMniM PC VI tsoCteSlluF 05 021- 02- 06- 01- 6 5 pg06

teSlluFdevorpmI 55 511- 51- 55- 5- 6 5 pg09teSlluFretsaM 06 011- 01- 05- 0 6 5 pg021

niahC/etalPleetSroirepuS BD PMxaMFU PMniMFU PMxaM PMniM PC VI tsoCteSlluF 06 061- 03- 08- 51- 8 5 pg051

teSlluFdevorpmI 56 551- 52- 57- 01- 8 5 pg522teSlluFretsaM 07 051- 02- 07- 5- 8 5 pg003

etalPleetSroirepuS BD PMxaMFU PMniMFU PMxaM PMniM PC VI tsoCteSlluF 07 002- 04- 001- 02- 01 5 pg002

teSlluFdevorpmI 57 591- 53- 59- 51- 01 5 pg003teSlluFretsaM 08 091- 03- 09- 01- 01 5 pg004

niahCyollAetihW BD PMxaMFU PMniMFU PMxaM PMniM PC VI tsoCteSlluF 06 021- 02- 06- 01- 6 5 pg021

teSlluFdevorpmI 56 511- 51- 55- 5- 6 5 pg051teSlluFretsaM 07 011- 01- 05- 0 6 5 pg081

niahC/etalPyollAetihW BD PMxaMFU PMniMFU PMxaM PMniM PC VI tsoCteSlluF 07 061- 03- 08- 51- 8 5 pg003

teSlluFdevorpmI 57 551- 52- 57- 01- 8 5 pg573teSlluFretsaM 08 051- 02- 07- 5- 8 5 pg054

etalPyollAetihW BD PMxaMFU PMniMFU PMxaM PMniM PC VI tsoCteSlluF 08 002- 04- 001- 02- 01 5 pg004

teSlluFdevorpmI 58 591- 53- 59- 51- 01 5 pg005teSlluFretsaM 09 091- 03- 09- 01- 01 5 pg006

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MAGICAL METAL ARMOR

enitnamadA BD PMxaMFU PMniMFU PMxaM PMniM PC VI tsoCniahClluF 09 59- 0 53- 0 2 5 pg005,093

niahCetalPlluF 001 531- 5- 55- 0 3 5 pg000,579etalPlluF 011 571- 51- 57- 0 4 5 pg000,003,1kraynirA BD PMxaMFU PMniMFU PMxaM PMniM PC VI tsoC

niahClluF 07 501- 5- 54- 0 6 5 pg005,093niahCetalPlluF 08 541- 51- 56- 0 8 5 pg000,579

etalPlluF 09 581- 52- 58- 5- 01 5 pg000,003,1leetSnevrawD BD PMxaMFU PMniMFU PMxaM PMniM PC VI tsoC

niahClluF 56 001- 0 04- 0 3 5 pg000,081niahCetalPlluF 57 041- 01- 06- 0 4 5 pg000,054

etalPlluF 58 081- 02- 08- 0 5 5 pg000,006leetSnevlE BD PMxaMFU PMniMFU PMxaM PMniM PC VI tsoC

niahClluF 07 59- 0 53- 0 3 5 pg005,012niahCetalPlluF 08 531- 5- 55- 0 4 5 pg000,054

etalPlluF 09 571- 51- 57- 0 5 5 pg000,006goE BD PMxaMFU PMniMFU PMxaM PMniM PC VI tsoC

niahClluF 07 511- 51- 55- 5- 9 5 pg005,072niahCetalPlluF 08 551- 52- 57- 01- 21 5 pg000,576

etalPlluF 09 591- 53- 59- 51- 51 5 pg000,009ssolhtI BD PMxaMFU PMniMFU PMxaM PMniM PC VI tsoC

niahClluF 07 06- 0 0 0 4 5 pg000,051noreK BD PMxaMFU PMniMFU PMxaM PMniM PC VI tsoC

niahClluF 55 501- 5- 54- 0 6 5 pg000,003niahCetalPlluF 56 541- 51- 56- 0 8 5 pg000,057

etalPlluF 57 581- 52- 58- 5- 01 5 pg000,000.1neaL BD PMxaMFU PMniMFU PMxaM PMniM PC VI tsoC

etalPlluF 59 581- 52- 58- 5- 6 5 pg000,003,1noraluR BD PMxaMFU PMniMFU PMxaM PMniM PC VI tsoC

niahClluF 06 001- 0 04- 0 3 5 pg000,042niahCetalPlluF 07 041- 01- 06- 0 4 5 pg000,006

etalPlluF 08 081- 02- 08- 0 5 5 pg000,008klahS BD PMxaMFU PMniMFU PMxaM PMniM PC VI tsoC

niahClluF 55 011- 01- 05- 0 3 5 pg000,081muinisutiT BD PMxaMFU PMniMFU PMxaM PMniM PC VI tsoCniahClluF 06 011- 01- 05- 0 5 5 pg000,06

niahCetalPlluF 07 051- 02- 07- 5- 6 5 pg000,051etalPlluF 09 091- 03- 09- 01- 8 5 pg000,002

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ORDERS & ORGANIZATIONS

hen the king stablished all his knights, and gave them

that were of lands not rich, he gave them lands, and

charged them never to do outrageousity nor murder,

and always to flee treason; also by no means to be

cruel, but to give mercy unto him that asketh mercy,

upon pain of forfeiture of their worship and lordship

of King Arthur for evermore; and always to ladies,

damosels, and gentlewomen succor, upon pain of

death. Also, that no man taketh no battles in wrongful quarrel

for no law, ne for no worlds’s goods. Unto this were all the

knights sworn of the Table Round…”

— Sir Thomas Malory, Le Morte D’Arthur, vol 1.

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Many adventurers prefer to work alone, or in smallgroups, living their lives, chasing their dreams and fightingtheir own battles. But after a while, this lifestyle can seemisolated, trivial and uninspired. The adventurers sometimesneed something to belong to, to have some sort of supportnetwork. The world is filled with guilds and societies, somesecret and others public, that an adventurer can join. Somejoin these societies to feel part of a community. Others joinseeking a sense of devotion and belief. Some answer a callto power, while others join organizations to follow dreamsof nobility and prestige.

TYPES OF ORDERS AND ORGANIZATIONS

Every organization falls into at least one of the sevencategories presented below. Each category is unique anddemonstrates a basic motivation of the group as a whole.It is not uncommon for an organization to qualify as partof two or more categories; however, there is always oneparticular mindset that seems to be the overwhelmingdrive for the group.

POLITICAL

Most political organizations tend to be founded byeither a governing faction, or someone with ambitions tointerfere in the governance of a society or realm. Whetherit is the established ruling class or the group attempting tooverthrow them, the political organization’s ultimate goal isinfluence over a country or a people.

Example: The Orc Revolutionary Committee(ORC for short) has decided it can run the worldbetter than the Elves or humans and is bound anddetermined to conquer it! It is primarily a racialorganization, but because it wants to rule as agovernment it can qualify as both.

MISSION

The mission-based organization has been given a taskto complete by either a deity or some other powerful figure.The group works to achieve this goal and turn all itsresources towards this end. This goal, this holy crusade, istypically something of paramount importance and onethat cannot be completed in a short period of time.

Example: The Order of the Black Sash has onemain purpose, to destroy vampires. It recruits fromall races and cultures. It accepts fighters, mages, andespecially good aligned clerics.

RELIGIOUS

Possibly the oldest type of organization, religiousorders are probably the most common. Founded on theworship of a particular deity, these groups will attractmembers from all types of races, socio-economic back-grounds, and places.

Example: The Church of T’Vandor promotes honorand justice. They believe that all beings deserveequal treatment under the law and that the world

can only survive when those laws are obeyed. Theirclerics and paladins are well known for avengingthose that have been wronged in some way.

MILITARY

Military organizations are single-minded, disciplinedand martial. They usually serve a larger religious or politicalorganization. Entry into this type of order is very exact inits requirements. They choose members who can serve theorganization’s military, political and territorial aims.

Example: The Orders of the Iren-Fyrd and Iren-Hirth of the northern kingdoms are renowned fortheir military discipline. While all the members ofboth groups are great warriors in their own rights,their ability to function as a unit has made themfeared and respected by all.

RACIAL

A racially based order is an organization that is based onracial or hereditary ties. Racial orders are commonly sub-setsof other types of orders. For example, you will have a racialmilitary order, or a racial political order. What makes themunique is that entry is restricted to a specific race.

Example: The Walkers of the Woods are a group ofElven archers. They protect the forests from evilcreatures and those that would burn or cut downthe trees in a reckless manner. Only Elves areadmitted into this organization.

BUSINESS

Business driven organizations are concerned withmaking money, and protecting their methods of makingmoney. Such an order may be legitimate (meaning that itis tolerated by the authorities) or illegitimate (meaningthat it is not). Regardless of the status of the organization,their members share one common goal: to make as muchmoney as possible. Money is power and the organizationwill use any means necessary in the business world toattain that goal (i.e. make lots of money). Often times, thelegitimate business organizations have many “illegitimate”activities. An established city commerce guild can be justas ruthless as a thieves’ guild. The only difference is thatthe Merchant’s Guild has friends in high places, and thefragile aegis of legality to protect its activities.

Example: The Merchants Guild of the barony hasbeen in existence for centuries. All the legitimatebusinesses in town are members. They lobby forbeneficial laws and to ensure that free trade isallowed to exist uninhibited throughout the region.

IDEAL

These organizations are similar to the political ordersin that they strive to promote the group’s agenda. Themajor difference is that these groups do not wish forgovernmental control of a region or people, but rather tochange people’s way of thinking. Also similar to religiousorders, these groups are founded on a particular doctrine

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or philosophy; however the organizations are not tied toany particular deity.

Example: The Honored Beast Society believes thatanimals should be treated with respect and notused or abused. It constantly appeals to the locallords and royalty to outlaw the abuse of animals intheir cities. Their members have been known tosneak into the occasional wizard’s tower and releasecaptured animals, which brings down disdain fromthe magic community.

KNOWLEDGE

This knowledge seeking organization strives todiscover hidden or lost information. To this sort of group,knowledge is worth more than mere gold. Two types ofthese groups are common: those willing to share itsknowledge and those wanting to keep its knowledge secret.

Those willing to share often have large libraries inmajor cities where anyone can enter, pay a small fee and beallowed access to the vast tomes of information they havediscovered over the years. These types of groups believe inthe betterment of society through sharing of information.

The other sort of knowledge driven organizationusually works covertly to gather information and only useit for internal purposes. This information can be used tocontrol governments or individuals through blackmail orother methods. Others believe the general public isincapable of understanding how important their informa-tion is and think it is restricted to only a special fewpeople. Some seek knowledge to garner occult power withwhich they can implement their other agendas.

Example: The Great Library is not just a buildingin the capital city, but an institution which employsmore scholars than the city guard has soldiers.They believe that those who do not understand thepast are doomed to repeat it and therefore believethat knowledge should be shared by all who seek it.

CREATING THE ORDER

When creating an order it’s worth keeping thefollowing ideas in mind. We have provided a step-basedsystem for creating your order, which makes your jobeasier.

Things to consider in the creation of an order ororganization:

Step 1: NameStep 2: MottoStep 3: Goal and PurposeStep 4: Candidate RequirementsStep 5: Acceptance into the GroupStep 6: StructureStep 7: AdvancementStep 8: Expulsion

STEP 1:NAME

The first step towards creating an organization is togive it a name. The name will give you something to workwith and may help to conceptualize the story behind theorder or organization.

STEP 2: MOTTO

Most organizations will have some sort of motto, be ita secret code, or the message on the order’s coat of arms.Creating a suitable motto will go a little bit further inhelping you create a believable and fun order to help orhinder your PCs with.

STEP 3: GOAL AND PURPOSE

Just like a character or NPC, each organization musthave a purpose. This is what motivates it and drives itsactions. An order may have several lesser goals or pur-poses, but each other has one or two primary goals. Theprimary goals mark the organization philosophically andpractically. Without a sense of purpose, the order will fallapart and disintegrate in a very short period of time.

Example: The GM wishes to create an order ofmonks that a player character will belong to. Thiswill play a major part in the ongoing campaign andwill serve as the launching point for many importantadventurers for the character and his friends. TheGM decides that this new order will be considered anIdeal and Mission driven organization.

The organization will be called the Order of theDragon’s Way. Its purpose is two- fold: First,members strive to better themselves by under-standing the inner strength and abilities that allsentient beings have. Through devotion andstudy, they hope to tap into the innermost secretsof the mind and body to reach the potential thatall beings have within them. This, the GMdecides, is the so-called Dragon’s Way, a path tomental and physical perfection.

Their second and more secret goal is to protect anancient artifact from being discovered by thepowers of evil. The order has been given theDragon Claw to protect at all costs. This magicitem is a staff of unbelievable power that wascreated during the time of the Avatar Wars. Onlythe masters of the order are aware of its existenceand of the true purpose of their order: Keep theDragon Claw hidden. Keep it safe.

The GM decides that this combination of goals willdrive several important plot elements of thecampaign. It will also give the PC in question accessto allies and training.

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STEP 4: CANDIDATE REQUIREMENTS

Every order must have members. They must recruitand train others in the ways of the order if they want toexpand and grow. For this reason, each order will have aset of perquisites that every prospective member mustsatisfy to even be considered for membership.

Below is a list of possible requirements that a givenorder might decide upon. This list is by no meansexhaustive: the GM can create new requirements to fittheir organization as necessary.

Race (human, Elvish, Dwarfish, etc.)GenderAgeSocial classDeityProfessionAlignmentPlace of birthCurrent residency locationFamily status (orphan, no siblings, etc.)Past achievements (dragonslayer, vampire hunter,

etc.)Marital status/Sexual orientationExample: The Order of the Dragon’s Way hasseveral requirements for an initial candidate. Itprefers to begin training when the candidate is asyoung as possible (age requirement) and it prefersindividuals with no family ties (family statusrequirement – orphan). It has no preferences onrace or gender.

STEP 5: ACCEPTANCE INTO THE GROUP

After the candidate has met the basic entrancerequirements, he will be accepted into the group. Eachorder will have its own unique and special way of weedingout the unworthy so the GM can devise his own method

for achieving this. It can be as simple as putting in anapplication to join the local political activist group, tocompleting a grueling test of combat between mageswielding powerful magic.

The important thing to remember is that the groupwill want to eliminate anyone that it does not see as aprospective long-term member. To recruit some for ashort-term membership is a waste of time and effort.

Below is a list of possible application processes andtests.

Complete a small quest or mission (take a note tosomeone, kill a political figure).

Finish a test of skills (picking locks, make a suit ofarmor).

Interrogation (either an intense interview, or some-thing far more violent).

Simple resume or written application.Duel with another candidate, winner wins admission.Duel with an existing member of the order.

Example: Since the Order of the Dragon’s Wayrecruits candidates at such a young age, membershave a very simple test for admission. They takethe blindfolded candidate to a secret chamberwithin the stronghold and place their right hand onthe Dragon Claw itself. This is the only timeanyone below the rank of master is ever anywherenear the artifact itself. One of the powers of thestaff is to show the true soul of the person touchingit. The staff will reveal the inner strength and soulof the candidate. If this shows them to be of goodspirit and courage, they are accepted.

STEP 6: STRUCTURE

Every order must have a structure. From the newcandidate to the grand leader of the order,every organization will have its leadership,its management, and its followers. Todecide the structure of the order, youshould look back at the category of thegroup to help define the hierarchy.

In the case of a military or religiousorder, the group is usually controlled byone individual or a small group (two tofive individuals). These leaders are oftenthe final word in the decision makingprocess of the order. These types oforganizations tend to be the most efficientin making decisions because of this type ofleadership. The downside is that the ordercan easily become monolithic and static,acting without wider consultation oroutside input.

Political and ideal based organizationsusually try to lead by committee, if for no

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other reason than to give everyone a sense of contributingto the running of the group. These types of orders usuallyare the slowest to react to problems and issues and have avery long delay time in the decision making process.

Below is a list of possible leadership structures that anorder could be controlled by.

One person (dictator, elected official).Tribunal (usually three individuals).Council (four or more individuals).

Example: The Order of the Dragon’s Way is led bya Grandmaster. This person has the last word inthe organization’s deliberations, and tends to makeall the important decisions for the group.Serving the leadership is the management of the

organization. This level is the order in a micro version.Each arm of the order is represented at management level.Each order can have specific branches or arms of theorganization, each with a special duty or responsibility(Recruitment, Training, Security, Research, etc.). Eachbranch is run by its management (this can be one person,tribunal, council, etc.).

Example: The Order of the Dragon’s Way hasthree Masters just below the Grandmaster in rank.Each Master has been assigned a special duty and astaff in which to complete their duties. One masteris in charge of training and recruitment of mem-bers. The second is in charge of the security andwell being of the stronghold. The third is in chargeof the daily operations of the stronghold and itsrelations with the outside world.

STEP 5: ADVANCEMENT

As the group grows, members will want to advance upthe hierarchy of their particular order. For most beings,the feeling of achievement and success is just part of whatmakes them want to excel. Every organization must haverules for promotion.

As vacancies happen whether by voluntary (retire-ment) or involuntary (assassination or forced retirement)lower ranking members will want to compete for the openpositions and earn a promotion. The organization willhave a set of protocols for determining the best candidateto fill an open position.

For military, religious, or political orders there isusually a very specific and structured hierarchy of ranks.These positions make it very easy to determine who out-ranks who and which individuals may compete for anopen position.

The GM should create a hierarchy structure for hisorder and decide the methods for promotion. Thesemethods can be similar to the application process forincoming candidates, although more serious in nature.

Example: The Order of the Dragon’s Way uses asystem of non-lethal combat to decide promotionswithin its group. As vacancies occur, the Grand-master will oversee a tournament of the prospectiveapplicants. The winner of the tournament earnsthe right to be promoted.

STEP 6: EXPULSION

Every tree has a few bad apples. These apples must becut from the tree and disposed of, or they will becomemore rotten and endanger the well being of the tree as awhole.

Every order or organization must at some timeduring its existence deal with the possibility of having toremove someone unwillingly from the order. First, it mustbe determined what rules must be violated in order towarrant such a drastic step.

Second, the exact method for removal must bedetermined by the GM. The GM should follow thecategory of the organization as a guideline. In militaryorders, it’s usually a court martial and release from thegroup. Some religious orders simply eject the violatorfrom their church. Certain covert business organizationswill quickly and quietly kill a member who has violatedsome important rule.

Example: The Order of the Dragon’s Way believes intrial by combat. If a member is accused of a crimeagainst the order and that accusation is in dispute, themember has the right to prove his innocence in apersonal combat with his accuser. The Order believesthat no one who is false can win in combat with onewho is true. The loser of the combat is expelled fromthe order forever. All their possessions are taken fromthem and they are ejected from the stronghold.

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SAMPLE ORDERS AND ORGANIZATIONS

The following contains examples of several ordersand organizations. Each listing will give information onthe type of group, its goals, acceptance policies, etc.Several of the organizations are related. In many areas,membership to one group is often a stepping-stone toacceptance into another, more elite group.

GROUP NAME: The Temple of the Dragon’s Way

TYPE: Ideal and Mission.GOAL AND PURPOSE: This order has two goals: First,

the monks and warriors of the Dragon’s Way strive tobetter themselves by understanding the inner strength andabilities that all sentient beings have. Through devotionand study, they hope to tap into the innermost secrets ofthe mind and body to reach the potential that all beingshave within. The mind can be a powerful tool, the masterssay, if it is allowed to grow and expand. The body canachieve great goals if it can work with the mind toaccomplish them.

Their second and more secret goal is to protect whatis reputed to be an ancient artifact from discovery by theforces of evil. This item, the Dragon Claw must beprotected at all costs. The Claw is a curved staff made ofbleached white dragon bone, a thing said to be of unbe-lievable power. Old lore says that the thing was createdduring the time of the Avatar Wars. Only the masters ofthe order are even aware of its existence and of the truepurpose of their order: Keep the Dragon Claw hidden.Some masters suspect, however, that the Claw is little morethan a fraud, some low level magic item of little use toanyone. But if the secret gives the order a sense of purpose,then what of it?

CANDIDATE REQUIREMENTS: The candidate must be veryyoung, 10 years old or younger in human years. Thecandidate must have no family ties outside the order (i.e. aset of twins could be accepted at the same time). Theyhave no preferences on race or gender.

ACCEPTANCE INTO THE GROUP: Candidates must pass avery simple test for admission. The blindfolded candidateis taken to a secret chamber within the stronghold andmust place their right hand on the Dragon Claw itself.This is the only time anyone below the rank of master everapproaches the artifact. One of the powers of the staff issaid to show the true soul of the person touching it. Thestaff will reveal the inner strength and soul of the candi-date. If this shows them to be of good spirit and courage,they are accepted.

STRUCTURE: The Order is headed by a single Grand-master. Answering to him are three Masters. Each Masterhas been assigned a special duty and servants to help themcomplete their duties. One master is in charge of trainingand recruitment of members. The second is the castellan,in charge of the security and the well being of the strong-hold. The third is in charge of the daily operations of thestronghold and its relations with the outside world.

ADVANCEMENT: The Order uses a system of non-lethalcombat to decide promotions within its group. As

vacancies occur, the Grandmaster will oversee a tourna-ment of the prospective applicants. The winner of thetournament earns the right to be promoted. Members ofa rank are promoted for life. They can only be demotedby the Grandmaster for some form of misconduct.

EXPULSION: If a member is found to be in violation ofthe order’s code of conduct, he is given an opportunity todefend himself, and his good name, through trial bycombat. If the member wins, then officially his name hasbeen cleared and his accused must atone for the crime(usually through payment, or acceptance of a particularmission.) If a member loses, he or she is immediatelyforced from the order and branded with a hot iron. Thismarks the accused as a traitor. The member also forfeits allhis or her worldly possessions and is sent out into theworld with only sackcloth clothes.

GROUP NAME: Order of the Iren-Fyrd (Fyrdmen)TYPE: MilitaryMOTTO: “We are those who stand into the wind and

the faces of the foe.”SIGIL: A mud blackened sword and shield.GOAL AND PURPOSE: The Fyrdmen is a society of

commoner infantrymen who have forged themselves intoa professional brotherhood, sworn to defend the realmand the king. Named for an ancient warrior order thatguarded the northern marches from Goblin invaders inancient times, the Fyrdmen have a long and proud history.They live to defend the kingdom with honor. A Fyrdmanwill always support the other members of the order. Anda Fyrdman swears to never leave a fallen comrade in battle.Though not knights, the Fyrdman’s code separates themfrom the common rabble of mercenary foot soldiers andindentured peasants who fight alongside the professionalknightly orders. The Fyrdmen are pioneers, and theirloyalty and courage has forced a change in militarythinking. The footmen are no longer just chaff on thebattlefield. Footmen and infantrymen can be as loyal anduseful to the kingdom as any knight.

CANDIDATE REQUIREMENTS: The candidate must proveproficiency with several weapons. They must demonstratea high level of honor and courage on and off the battle-field. The Fyrdmen want men with a desire to serve thekingdom, beyond all consideration of gold or status.

ACCEPTANCE INTO THE GROUP: The group takes aninternal vote after a candidate has presented himself. Thedecision is usually unanimous. Quite often the group willapproach a prospective member. The acceptance must beapproved by the King.

STRUCTURE: The Order is lead by a Captain. Thiscaptain is determined by a non-lethal tournament and is alifetime appointment. The Captain may decide to stepdown voluntarily. This often happens if the individual ispromoted to another order, such as the Huscarls.

ADVANCEMENT: The organization has no levels withinitself except for the Captain. The group receives its ordersfrom the King.

EXPULSION: Expulsion from the order can be orderedonly by the Captain or the King himself. Usually this is

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done only for some type of misconduct or incidentinvolving moral turpitude. The Fyrdmen are meant to beabove the common rabble, after all.

GROUP NAME: Order of the Iren-Hirth (Huscarls)TYPE: MilitaryMOTTO: We are brothers. The king is our father. The

people are our children.SIGIL: A Spear on a red backgroundGOAL AND PURPOSE: The Huscarls are an order of

commoners elevated to the knighthood. Free from theintrigues and dynastic squabbles of the landed nobility,the Huscarls exist to serve the king and the people.Typically drawn from the hard men of the northernmarches, the Huscarls look for men who have shown skilland bravery in defending the kingdom. The Huscarls codedemands that members defend the kingdom with honor.A Huscarl will always support the other members of theorder. And a Huscarl knight will never show fear in theface of an enemy.

CANDIDATE REQUIREMENTS: Proficiency with everyweapon skill. Demonstrate a level of honor and courageon and off the battlefield. The candidate must show adeep desire to serve the kingdom. The Huscarls alsoprefer the candidate to have membership in the Order ofthe Iren-Fyrd.

ACCEPTANCE INTO THE GROUP: The group takes aninternal vote after a candidate has presented himself. Thedecision is usually unanimous. Quite often the group willapproach a prospective member. The acceptance must beapproved by the King.

STRUCTURE: The Order is lead by a General. Candi-dates for leadership face each other in a non-lethaltournament. The post is a lifetime appointment. TheGeneral may decide to step down voluntarily. This oftenhappens if the individual is promoted to another order,such as one of the noble knighthoods.

ADVANCEMENT: The organization has no levels withinitself except for the General. The group receives its ordersfrom the King.

EXPULSION: Expulsion from the order can be bycommand of the General or the King himself. Usually thisis done only for some breach of the Order’s moral code.

GROUP NAME: The Orc Revolutionary Committee(ORC)

TYPE: Political and RacialGOAL AND PURPOSE: To take over the world.MOTTO: Death! Death! Death to all!SIGIL: Usually something crude and sharp, held in an

Orc’s hand. This is useful, because you can always killsomeone with it as well.

CANDIDATE REQUIREMENTS: You must be an orc.Willingness to join is not important.

ACCEPTANCE INTO THE GROUP: You must be alive andbreathing. Sometimes desperate times may require therecruitment of dead orcs as well.

STRUCTURE: There is a leader. He is in charge ofeverything. He has lieutenants; they are in charge ofeverything else.

ADVANCEMENT: When the leader says so.EXPULSION: If you don’t do what the leader says, you

die. If you disobey an order from the lieutenants, you die.If you fail a mission, you die. If you chicken out and runaway from those stinking Elves, you die.

ANOTHER SORT OF GUILD…

GROUP NAME: The Friends of Otto, an adventurer’sguild

TYPE: Political and IdealGOALS AND PURPOSE: Officially, to help young adven-

turers along in life.MOTTO: “We are always there.”SIGIL: A broken piece of Orc or Goblin daggerTHE TALE: Named for one of the few adventurers to ever

have died rich, surrounded by loved ones and in his ownbed, “Otto’s friends” came together to continue Otto’s life’swork. Otto, in his time, was a hero, a conman, a looter, athief, a soldier and a nobleman. He lived for the thrill ofexploring new places, and getting into new sorts of trouble.But his death revealed Otto’s true vision. Otto’s letters andwritings revealed that he had ideas for the future of therealm. The sort of people, Otto wrote, who would ambushOrc raiders for the thrill of it, or storm some border lord’skeep to rescue a poet’s true love, or the sort of people whowould crawl through centuries of dust and bones to findsome forgotten treasure in a Troll haunted cave are the sortof people with the luck, intelligence, wits and bravery tobecome the leaders the land needs.

Taking Otto’s generous bequest to his many friends,allies, enemies and acquaintances, his friends set up anetwork of safe houses and markets, fences and tradersand investors to support those who would follow in Otto’sfootsteps. And so a guild, of sorts, was born.

The organization’s primary aim is to make money byinvesting in young adventurer’s expeditions, and also tolook after aged adventurers and provide some legalprotection and representation for adventurers who findthemselves on the wrong side of the law (something thathappens far too frequently). But the organization hasanother aim: to groom young adventurers into the sort ofleaders that Otto dreamed of. These are the sort of leadersthe realm needs, the friends say. Young warriors whowould normally waste their youth fighting orcs in returnfor a few gold coins and a few cups of ale are steeredtowards royal commissions and service to the nobility.Young clerics can be eased into positions of power andinfluence in their churches. Young thieves and other suchentrepreneurs can be groomed for high positions in thebigger merchant houses, or other mercantile guilds. Thuswith financial, political and moral support, adventurerscan turn their energies to more respectable and importantpursuits. Eventually, the friends hope, enough of theseadventurers can be seeded into positions of power andbecome a true political power in the realm.

No one knows to what end the friends really operate.The friends say that they are merely continuing Otto’slegacy. Some say that Otto was privy to some terrible

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threat looming in the future, a threat that the kingdomcannot face alone, or in its current state. Others say thatthe friends are little more than a glorified politicalconspiracy, a cheap attempt to steal power and wealthfrom the crown and concentrate it in the hands of suchmoney grubbing, grave robbing and politically naive sortsas the adventurers. After all, the average adventurer isdumb enough to be lured into various forms of danger onthe vague promise of wealth; what difference would itmake if they were lured into political intrigue in return forvague promises of power?

CANDIDATE REQUIREMENTS: Candidates must prove thatthey “have what it takes.” This usually means that theyoung adventurers have looted a few dungeons, or have afew Orc scalps to their name. The “friends” are encouragedto watch likely candidates as they set out on their careers.If the adventurers show their luck (i.e. they keep comingback) the friend will approach the adventurer and offer toinvest in the adventurer’s next expedition.

ACCEPTANCE INTO THE GROUP: Once the adventurer hasmade a threefold return on the investment (the friendsusually look for a 33% cut of the goods per expedition, sousually after nine or ten successful adventures) the friendsdeem the adventurer “ready.” The adventurer is given thebroken orc dagger sigil of the guild and given a letter ofintroduction to the head of the nearest guild chapter (there’susually one in every medium sized city in the kingdom).

EXPULSION: the guild rarely expels members, but theguild will no longer support any adventurer deemed to beresting on his laurels. If the character is not out doingsomething daring, romantic or plain old foolhardy, he isseen as “getting on a bit” and the friends will no longer bequite so interested in furthering the character’s career.Thus an adventurer who sets up a shipping company andretires to a small manor in the hills, the friends will stophelping him. It doesn’t necessarily mean that the adven-turer has to keep slaughtering Orcs. An adventurer whodrops out of sight to translate the Damned Grimoire ofthe Servants of the Night, or sets about wooing the fairestprincess of the land through poetry, song and the oddmidnight dalliance, is obviously still at the top of hisgame, and still worthwhile to the friends. Even memberswho are sidelined are still seen as potentially useful assets.One never knows when a quiet, out of the way manor runby a respectable businessman might come in handy.

ADVANCEMENT: Adventurers’ success is judged by howmuch gold they contribute to the coffers of the guild. Theguild demands a tithe of earnings, or shall we say, pro-ceeds, (i.e., 5%) each year. The richer the adventurer, themore tithe he or she commits to the guild, the faster theadventurer advances. If the guild steers the establishedadventurer to a position of power, and the adventurerthrives, he or she will also advance. At higher levels of theguild hierarchy, exact chains of command are impossibleto map. Position is based on an odd and nebulous peckingorder based on contributions, respect and success in the“real world.” The friends are dominated by an inner circleof old adventurers, who are said to live in the king’s palace,working as his guardians and advisors.

USING THE FRIENDS OF OTTO IN YOUR CAMPAIGN:

The friends are, depending on who you ask, a groupof canny investors, a political conspiracy, or a glorifiedorganised crime organization. It’s likely that the friendsare, depending on place and circumstance, a mix of allthree. Despite this, the friends are fiercely loyal to eachother and, as they grow older, start to view the inevitablejockeying for positions of wealth, power and influence as agreat game. If one friend outdoes another and scores aposition with the royal guard, his rivals will concede him“the match” and look forward to future competitions.Even adventurers with vastly conflicting aim (a clericserving the God of Light, and a warrior assassin who hasties to a dark cult) will treat each other with respect – andcome to each other’s aid in times of need.

The friends are likely to be of most utility to a youngplayer character, when he is starting out. With one or twoexpeditions under his or her belt, the adventurer mightneed access to a ready market for his or her strange goods,and perhaps equipping, healing or a quiet word in the ear ofthe right authority. The friends offer all of this, and more.

The friends can also help an adventurer in ferretingout information. They can fence goods “retrieved” from adungeon or old castle. They can aid in re-equipping anadventurer after a hard journey. They can offer lowinterest loans to cover debts. They will even help anadventurer develop rare or unique skills, such as wieldingexotic weapons, or learning certain martial arts.

For a small half tithe per year, a mere five percent ofincome, the friends can be very helpful to a young would-be hero. Very helpful, indeed.

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CRITICAL TABLES

he Cat was there, somehow, clutching

Wittgenstein in hand. Didn’t even see her move.

‘Wonder if salamanders can grow new heads?’

she mused, hefting the lajatang.

The Cat’s not given to idle speculations. She

proceeded immediately with the experiment.

‘You fruitcake!’ howled Wittgenstein. Hissed I

should say. It’s hard to actually howl, when your

head’s no longer connected to your lungs.

Everybody was really howling now. With laughter,

except for Magrit.

‘You fruitcake!’…. ‘You got any idea how hard it’s going

to be to fix him back up?’

The Cat shook her head. ‘No. Can I watch?’”

— Eric Flint, The Philosophical Strangler

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The HARP rulebook introduced a simple, condensedcritical hit system. The critical tables in this chapter nowexpand on that system by providing specific critical effectsfor hit locations. Each of the original charts has beenexpanded to five columns and an additional Acid Criticalhit chart is now available. GMs and players should usewhichever critical tables they feel most comfortable with.

READING THE CRITICAL HIT TABLES

Each entry on the critical tables has two parts: thedescription of the attack, and its effects.

The description is included purely for dramatic flavor,and GMs should feel free to modify the result to reflect theactual situation. For example, if a foe happens to be a wildboar, and the description mentions the foe’s shield armbreaking, the result should instead be interpreted as one ofthe beast’s legs shattering. Common sense should prevail,but have fun elaborating on the descriptions!

The second part of the attack description describes itseffect. Some critical effects are conditional and are basedon whether the target is wearing armor or has some type ofprotection (including magical) in that location. There is ashort listing after each critical of the game effects. Theseare listed using the following manner:

#H #S #B #M#H – Hits: This is damage that is subtracted from thetarget’s total Concussion Hits. This represents minordamage, nicks, bruises, and the stress and strain ofcombat. You will notice if the description describes aninstant death, it still lists an amount of concussion-hitdamage. This damage represents the damage fromwounds, and damage that must be healed should theindividual be raised from the dead.

Example: You roll a critical result of 110 on theCrush Critical table with the hit location of theHead and Neck. The result reads as follows: “Sideof foe’s head is completely crushed making himalmost 2 dimensional. Foe stands motionless for 2rounds then dies. 25 Hits.” If your target is a giantamoeba and has no head to crush, the amoebawould still be dead—merely crushed into anunappetizing goo.

#S – Stunned: Number of rounds the target isstunned. If a target stunned, he or she may not attack,although he or she may still parry using up to one halfof their Offensive Bonus. Any other action requiring aManeuver roll, receives a modifier of -50. Actions thatdo not require Maneuver rolls, such as eating a dose ofan herb, do not suffer penalties.

#B – Bleeding: This represents serious bleeding and/orongoing damage to the character. Such ongoingdamage need not actually be bleeding or even visibledamage, such as internal wounds. Up to 5 Hits per

round of bleeding is considered a Light wound.Between 5 and 10 Hits per round is considered aMedium wound, and more than 10 Hits per round isconsidered a Severe wound.

#M – Maneuver Modifier: These are modifiers on allStrength, Agility and Quickness Maneuvers (includingOB). These penalties may reduce a character’s DB,but only his Quickness bonus to their DB, notDefensive Bonuses received from other sources suchas armor or magical protection. These penaltiescannot reduce a character’s Quickness bonus belowzero. These negative modifiers are the result ofdamage, shock, and pain of the wounds. If a characteris stunned, add both penalties together.

Death – Instantaneous or eventual.

All attack results are cumulative. For example,characters stunned and bleeding from two separate attackshave the negative effects combined!

RESOLVING COMBAT WITH THE NEW

CRITICAL TABLES

Combat resolution is similar to skill resolution.Attacking characters make a percentile roll, adding theirOffensive Bonus (OB), and then subtracting the target’sDefensive Bonus (DB) from the total value. Results of zeroor below are considered missed attacks, or ones withoutenough force to actually cause harm. Positive results areconsidered successful hits; the same value is then modifiedby the weapon’s size and then applied to the proper criticaltable to determine the damage caused. For more informa-tion on weapon sizes, refer to table 8.4 in HARP or theWeapon Table in Chapter 6, Weapons & Armor.

The results of all attacks take effect immediately. Thusif a character with the initiative manages to instantly killor incapacitate a foe, the target loses his or her attack.

WEAPON SIZES

Each weapon is has a specific size, ranging from Tinyto Large. The size of the weapon will modify criticalresults from a successful attack. This modifier is onlyapplied after an attack has succeeded. This modifier isnever applied to the attack roll. It only influences thedamage done – not the success of an attack.

The table below gives modifiers for a weapon’s sizeand its maximum result.

WEAPON SIZE MODIFIER TABLE

Attack Size Critical Modifier Max ResultTiny -20 80Small -10 90Medium 0 100Large +10 110Huge +20 120

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His arrow will strike the ogre in the Head and Necklocation.

CALLED SHOTS

Characters may perform a “called shot,” hitting aspecific part of the body. This can easily be accomplished,using the following option. Before the attack roll is madethe character must announce the location he is attemptingto hit (including the weapon or off-hand side of thetarget).

Characters making called shots must subtract 10 fromtheir OB in order to adjust the location amount by +/-1point. A character may reduce his OB by increments of 10to gain a maximum of +/-5 points to indicate the desiredlocation. When the Adjusted Attack Roll is calculated, thecharacter can refer to the Critical Hit Location Table andadjust the result by the called shot modifier in the direc-tion of the desired location.

Example: Darass Coldsteal is attempting to hit adragon with his halberd He is aiming a shot at thehead of the dragon. He announces this as his targetand decides to take a –40 penalty to his OffensiveBonus, which will give him a hit location adjust-ment of +/- 4 in his favor. The attack roll is a 61.He must get a result on the location table of an 8 or9 to hit the head. The adjusted location is only a 5,so he strikes the Abdomen and Groin area instead.

DAMAGE ADJUSTMENT BY ARMOR

The revisedcritical system assumesthat a characterwearing some form ofreinforced leatherarmor. When an attackresults in a critical, theGM should modify theresults as follows,according to the armorworn by the target ofthe attack. Please notethat the followingadjustments adjustwhat is already part ofthe critical and do notsupply damage notindicated by thecritical result (i.e., if adamage adjust says +1round of stun, thisgives the extra roundonly if the criticalresult says 1 or more

Note: Huge attacks are restricted to creatures such asGiants or Trolls (who wield over-sized weapons) or othermonsters, such as Dragons.

After determining the Adjusted Attack Roll, theplayers should refer to the following Critical Hit LocationTable to determine which column should be used on theCritical Hit table. In determining the area, consult the“ones” die from the attack roll. If the result is open-endedthen use the ones result of the final roll.

CRITICAL HIT LOCATION TABLE

“Ones” die result Hit Location

0-1 Hands and Arms2-3 Legs and Feet4-5 Abdomen and Groin*6-7 Chest and Back**8-9 Head and Neck

Note: An odd value on the “tens” results in a hit to theside of the body wielding the weapon; an even valuestrikes the off-hand side.

Note: If a character attacks a foe two or more sizes largerthan the character, subtract 5 from the total of the one’sdie (to a minimum result of 1).

* ABTP Rule: Includes the armor locations chest and back.

** ABTP Rule: Includes the armor location shoulders.

Example: Roger the Unwise has just shot an arrowat an ogre. He rolled a 58 on his percentile dice.

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rounds of stun. If no stun is indicated, it will not cause thefoe to be stunned).

No Armor – Foes wearing no armor take 10 Concus-sion Hits in addition to what is listed. They also receive 1more round of stun than the critical reads. Penalties areincreased by 10 (i.e. a -5 becomes a -15), bleeding isincreased by 2 points per round. If the critical result is adeath critical, then the time until death is reduced by 4rounds. If this results in less than a single round, then thecritical is treated as an Instant Death, and there is no timeavailable for healing to prevent the death.

Soft Leather Armor – Foes wearing soft leather armortake 5 Concussion Hits in addition to what is listed. Theyalso receive 1 more round of stun than the critical reads.Penalties are increased by 5 (i.e. a -5 becomes a -10), andbleeding is increased by 1 point per round. If the criticalresult is a death critical, the time to death is reduced by 2rounds. If this results in death in less than a single round,then the critical is treated as an Instant Death, and there isno time available for healing to prevent the death.

Reinforced Leather Armor – Foes wearing this typeof armor receive the damage on the critical tables exactlyas written.

Chain Armor – Foes wearing this type of armorreceive 5 hits less than the Concussion Hits listed in thecritical result. This may reduce the Concussion Hitdamage to zero. They receive no change to the value ofstun received from the criticals. Penalties are reduced by 5(i.e., a -5 becomes 0, and a -10 becomes -5), and bleedingis reduced by 1 point per round. If the result is a deathcritical, times until death are increased by 2 rounds. Aninstantaneous death will therefore occur in 1.5 rounds.

Reinforced Chain (Chain/Plate) – Foes wearing thistype of armor receive 5 hits less than the Concussion Hitslisted in the critical result. This may reduce the Concus-sion Hit damage to zero. They also receive 1 less round ofstun for criticals that deliver stun. Penalties are reduced by10 (i.e. a -15 becomes -5), and bleeding is reduced by 2points per round. If the result is a death critical, timesuntil death are increased by 4 rounds.

Plate Armor – Foes wearing this type of armorreceives 10 hits less than the Concussion Hits listed in thecritical result. This may reduce the Concussion Hitdamage to zero. They also receive 2 less rounds of stun forcriticals that deliver stun. Penalties are reduced by 15 (i.e.a -20 becomes -5), and bleeding is reduced by 3 points perround. If the result is a death critical, times until death areincreased by 6 rounds.

DAMAGE DICE: A LIFE POINTS OPTION

HARP is about choices and about having theflexibility to customize the game in the manner youwant. In the core rules for HARP there is an optioncalled Life Points for those who would like a lesslethal and less gritty game. When using this option,you do not use the critical tables given, insteaddamage is determined by your total roll, and ismaxed out by the size of the attack. However, somemay like a more random method of determiningdamage. That is where this option comes into play.Using the Damage Dice option, players will now roll aspecific number of 10-sided dice to determine thedamage done by their attacks. The total sum of all dicerolled plus the Strength Bonus of the attacker equalsthe number of Concussion Hit damage done to the foe,and other aspects of damage are based off this number.

Attack Size Damage DiceTiny 1d10 + StrSmall 2d10 + StrMedium 3d10 + StrLarge 4d10 + StrHuge 5d10 + Str

Life Point Damage: For every 5 points of damagerolled, you do one Life Point of damage to your target.

Stuns: For every 10 points of damage, the foe receives1 round of stun. Follow the normal rules regardingstun, requiring the character to make a StaminaRR(150) for one round of stun, increasing the RR by 5points for every round beyond the first received.

ARMOR

Armor aids in the protection of thecharacter. Not only does it help prevent a characterfrom being hit hard to be damaged, but it alsoreduces the amount of damage that the characterwill receive. The following table shows how much anattack is reduced due to armor. The number in theDamage Reduction column is subtracted directlyfrom the amount of damage done. If this reduces thedamage to 0 or below then the attack does nodamage.

Armor Damage ReductionSoft Leather 5Rigid Leather 10Chain 15Chain/Plate 20Plate 25

Chapter Eight

8

Critical Tables

Page 65: 3001 - Martial Law

64

CRUSH CRITICAL TABLE

tluseRsmrAdnasdnaH

)1-0(teeFdnasgeL

)3-2(niorGdnanemodbA

)5-4(kcaBdnatsehC

)7-6(kceNdnadaeH

)9-8(

)01-(-)91-(.esiurbeciN

H1

.desiurbhgihtehtfoediS

H1

!thgiL

H1

!elkcit,elkciT

H1

.tsapseltsihwekirtS

H1

0–)9-(.mrareppuehtotekirtS

H1

s’eoffopotehtotekirtS.toof

H1

”slativ“ehtottohsesolC.ecniweofsekam

H2

nahtredrahtihsnettiK.taht

H2

?tniefatahtsaW

H1

01–10!woP

H2

!gniD

H3

!fffaB

H3

!ffffuoO

H4

!hsoohW

H1

02–11tI ’ ,skooltinahtredrahs

.etartnecnoC?huh

H3

eromsesuactohsthgiL.egamadnahtniap

M5-H4

tfosehtottohsdooG.gnisiurbemoS.eussit

H5

uoY?teyerehtewerA.emittahtmihtogtsomla

H6

?patevoLarofgnioguoY.niagayrT

H2

03-12sekamdnahehtotesiurB.nopaewpordtsomlaeof

M5-H4

S eH.eenkehtottohsdilo!enotahtleefotgniogsi

H5

sesuactohsdecalplleW.egamadlanretniemos

M5-S1H6

emossesuactohsdraH.egamadlanretni

H8

eoF!toN,evisserpmI.uoytashgual

H3

04–13skaerbdnahehtotekirtS

.sllorkcattano5-.regnifa

H5

.eotaskaerbekirtS

M01-H6

sesiurbekirtsdraH.eussittfosdnaselcsum

S1H7

.sbirsesiurbekirtsytfeH

M5-H01

-.elpmetehtottihdiloS.evitaitinitxenno5

M5-S1H3

05-14

otmihsesuacekirtSsiehrevetahwpord

.gnidloh

M01-H6

oteofsesuacekirtSseganamehtub,elbmuts

.ecnalabsihpeekot

H7

ffoeofskconktohspiHsniamerehtub,ecnalab

.thgirpu

M01-S2H9

dniwehtskconkekirtSot01-.eofehtfotuo

.evitaitinitxen

S1H11

nafoeceipffospirtohS.rae

S1H4

06-15spordeoF!duhT

.dnahsihnisirevetahw

S1H7

enootspordeoF!hcuO.eenk

M51-S1H9

tahT!poP!elkcarC!panS.truhotdah

S2H01

.birnekorB!hcnurC

M01-S1H31

yrrulbsaheoF!kcarC.noisiv

M01-S2H5

07-16

wolB.dnuowmrareppUpecibehtssorcathgir.kramasevaelelcsum

M51-S1H8

ehtnisenobskaerbtohStuctnemevoM.gelrewol

.%05yb

S1H01

gniebsnagrofodnuoSdraehebnacderujni

.yawa’02morf

M51-S3H21

senobfodnuosehTotcisumsignihcnurc

.sraeruoy

S2H51

daeH.noissucnocroniMsieofdnagnideelbsi

.detneirosid

S2H6

08-17

gnikamdegamadwoblE.tluciffidesumra

S2H9

skcolyliratnemomeenKroftnemevomgnitneverp

.evolhguoT.sdnr2

M02-S2H11

dekconkriaehtstegeoF.ekirtsdilosahtiwtuo

S3H31

diloS.dnuowmuideMehtfoemosskconkwolb

.eofruoyfotuodniw

M51-S2H71

gniraeH.dehsurcraE.%05ybdecuder

M51-S3H6

58-18

.sregnifemosskaerbwolBnignihtyrevespordeoF

sdnahhtob .

M02-S2H01

spordeoF.ekirtshgihTeoF.dnuorgehtot

.dnatstonnac

S2H21

.derujnisyendikdnareviLmorfkcabselbmutseoF

.wolbehtfoecrofeht

M02-S4H51

esuacstnemgarfenoBdnagnideelblanretni

.riarofspsageoF.egamad

S3H91

noissucnocetaredoMsihesoloteofsesuac

.tnemomarofsgniraeb

B1S3H7

09–68

eoF.nekorbmrareppU.mratahtfoesusesol

S3H11

.nekorbenobnihSybdecudertnemevoM

.%05

M52-S3H41

eussitdnaselcsuMeerfnrottleB.deyortsed

.sllaftnempiuqedna

B1S4H61

eoF.nekorbsbirowTmorfyawaedissihsnrut.taeperaforaefniuoy

M02-S3H12

gnicuder,ffotucraE.%05ybgniraeh

M02-B1S4H8

59-19

sselesumrasekamwolBotseganameH.dnr1rof

.nopaewsihotnodloh

M52-S3H21

dnaeofsnutswolBehtotllafotmihsesuac

.dnuorg

S3H51

dniwehtskconkwolBgnisuaceofehtfotuo

.riarofpsagotmih

M52-B1S5H71

gnisuaceofsreggatswolBlanretnierevesemos

.egamad

B1S4H32

feirbarofdezadsieoFknalbahtiwtnemom

.ecafsihnokool

B1S4H8

001–69

eoF.derettahssimrA.mratahtfoesusesol

B1S4H31

F .dehsurcsitoodecudersitnemevoM

.%05

M03-B1S4H61

eofsdnebtohsgnortS.nopaewruoydnuora

B1S6H91

skconkwolblufrewoP.nwodeof

M52-B1S4H42

tuohtiW.noissucnoCsuoicsnocnusieof,mleh

.yad1rof

M52-B2S5H9

501–101

nienobskaerbwolBfoesusesoleoF.mra

.mrataht

M03-B1S4H41

eenkehtsrettahsekirtSehtoteofehtgnippord

.dnuorg

B1S4H71

ruoyrevoselbuodeoF.wolbehtmorfnopaew

M03-B2S8H02

dnasbirnekorblareveS.gnideelblanretni

B1S5H62

Y tihuo .xobeciovsiheciovsihsesoleoF

liraropmet .y

B2S6H01

011–601sesoleoF.nekorbdnaH

.mratahtfoesu

B1S5H51

skconktohsdooG.dnuorgehtottnenoppo

M04-B1S5H91

s’tahT.eussitsehsurctohS.topsrednetaebotgniog

B2S9H22

.munretsskaerbekirtS.gnizeehwstratseoF

M03-B2S6H82

woheveilebt’naceoF.truhtahthcum

M03-B3S8H11

511–111

sesoleoFnekorbsimrA.mratahtfoesu

M04-B2S6H61

.dnuorgehtotspordeoFehtnierutcarfenilriaH

.lufniapsihgiht

M05-B2S6H02

gnisuacgnideelblanretnImorfsdnr6nieidoteof

.kcohseht

M04-B3S6H32

narevesstnemgarfenoB6niseideoF.yretra

.niapfosdnuorevitcani

B2S6H03

sesoleoF.degamadeyE.eyeenonithgis

04-B3S9H11

911-611

tsomladnadehsurcmrAeoF.ydobehtmorfnrot

.mratahtfoesusesol.sdnr3niseideoF

M05-B2S3H71

otsllafeoF.nekorbgeLseripxenehtdnuorgeht

.sdnr3nikcohsehtmorf

M05-B2S3H12

skconkwolbgnidnuoseRehtotnwod .dnuorg

eofsllikegamadlanretnI.sdnr3ni

M05-B3S3H52

sehsurcwolbgnitatsaveDeofsdnesdnasnagrolativeoF!dnuorgehtotgnileer

.sdnr3niseid

M04-B3S3H23

niarB.erutcarfllukS3niseideoF.degamad

!enodlleW.sdnr

M04-B3S3H21

021tnatsnIffonrotmrA

.kcohsrojammorfhtaed

H91

seideoF.ffonrotgeL.amuartehtmorfyltnatsni

H32

I ehT.htaeDtnatsn.nepodeppirsinemodba

H72

traeH.htaeDtnatsnI.noevoM.dehsurc

H53

H niarB.dehsurcdaehtaedtnatsnI.deyortsed .

H31

Chapter Eight Critical Tables

8

Page 66: 3001 - Martial Law

65

PUNCTURE CRITICAL TABLE

tluseRsmrAdnasdnaH

)1-0(teeFdnasgeL

)3-2(niorGdnanemodbA

)5-4(kcaBdnatsehC

)7-6(kceNdnadaeH

)9-8(

)01-(-)91-(ehtnotuc-repapeciN

.dnahehtfokcab

H1

ehtfoedisehtottohS.hgiht

H1

!thgiL

H1

sihdaerhtotgniyrT?trihs

H1

noeofskcinylerabtohS.kcehceht

H1

0–)9-(reppuehtottohsthgiL

.erehthcumtoN.mra

H1

A.toofs’eofottohseciN.emittxenredrahelttil

H1

ottohsnoitcelfedesolC.seitilibissopehttaecniw

H2

.gnissarrabmE

H2

rofnoitcartsidatahtsaW?tohslaereht

H1

01–10!hcuO

H2

!gniD

H2

!knuhT

H3

!zzzzzzziW

H4

!gniZ

H1

02–11ehtottohsdemiayldaB

.mrareppu

H3

evisserpminatahW!hO!hctarcs

H4

peeK.rettebgnitteG.gnicitcarp

H4

,gninrawasawtahT?thgir

H6

wohwonkuoyerusuoY?nopaewsihtkrowot

H2

03-12ehfireisaeebdluowtI

?huh,gnivompotsdluow

H4

ytniopehT!tnihlufpleH.eofehtotniseogdne

H5

tfosehtottohsdooG.eussit

H6

tadooggnitteger’uoY.siht

H7

eslafamihgniviger’uoY?thgir,ytirucesfoesnes

H3

04–13eofsekamtohsdooG.nopaewpordtsomla

H5

ehtottohsdecalplleW.selbmutseoF.eenk

H6

sesuactohstnellecxE.egamadlanretniemos

S1H7

.racsaevaellliwtahT.sitinahtesrowskooL

H9

!desserpmitonsaweoF.niagayrT

H3

05-14sesuacdnahs’eofottohS.nopaewsihpordotmih

H6

niksneposecilstohS.eenkdniheb

H7

01-.nemodbassorcatuC.evitaitinitxenot

S1H8

ehtssorcahsagllamS.doolbselkcirttsehc

H11

nafoeceipffostuctohS.evitcarttas’taht,yoB.rae

B1S1H4

06-15tahT.dnuowmraroniM

.detcefnitegthgim

H7

.dnuowgelroniM

M5-H8

-dimehtotdnuowroniM.kcabspetseoF.noitces

B1S2H9

dnuowtsehcroniMmaercseofsekam

S1H21

.daeherofehtothsalS

B1S1H4

07-16eoF.dnuowmraeroF

.nopaewspord

M5-S1H8

otspordeoF.hsageciN.dnuorg

S1H9

gnilaeH.enitsetnidecreiP.deriuqereblliw

M5-B1S2H11

dnaredluohsssorcatuC.tsehc

B1S1H41

woN.keehcssorcatuC.etaripaekilskooleh

B1S2H5

08-17.tucmrareppuetaredoM

.nepotucsitnemraG

B1S1H9

.enobaskaerbtohS.flahybtuctnemevoM

M01-B1S1H01

.decreiphcamotS

B1S3H21

ehtdeppotssenobehT.peedootgniogmorftohs

M5-B1S2H61

ehseoD.kcenssorcatuC?uoyottnereffiddnuos

M5-B2S2H6

58-18

.sregnifemosskaerbtohSnignihtyrevespordeoF

.sdnahhtob

M01-B1S2H9

spordeoF.ekirtshgihTeoF.dnuorgehtot

.dnatstonnac

B1S2H11

syendikdnareviLselbmutseoF.degamad

.kcab

M01-B2S3H31

lanretnisesuacdnuoW.egamaddnagnideelb

.riarofspsageoF

B1S2H71

sesuactohsdecalplleWsgniraebsihesoloteof

.tnemomarof

B2S3H6

09–68

nienobsrettahstohSsecniweoF.mrareppu

.niapehtmorf

B1S2H01

nihsskaerbekirtsdraHdecudertnemevoM.enob

.%05yb

M51-B1S2H31

selcsumsyortsedtiheciNsiromrasiH.eussitdna

.riaperfodeenni

B2S4H51

syortsedekirtsdooGuoY.nodnetdnaelcsum

.noitnettallufsihevah

M01-B2S3H91

gnicuderffodecilsraEedreM.%05ybgniraeh

.hteruccO

M01-B2S3H7

59-19

redluohssekirtstohSsselesugnahmragnikam

seganameH.dnr1arof.nopaewsihotnodlohot

M51-B2S3H11

sesuacdnaeofsnutstohSehtotllafotmih

.dnuorg

B2S3H41

dnaecniweofekamtohS.deelb

M51-B2S4H61

eofsreggatswohSerevesemosgnisuac

.egamadlanretni

B2S3H12

ssorcatohsgnizargeciNarofeofsezadkeehceht

!hcuO.tnemomfeirb!mihtruhyllaerenotahT

B3S4H8

001–69

woN.wobledecreiptohSebyllaerotgniogsitaht

.evomerotlufniap

B2S3H21

deyortsedsieenKgnidnatsgnikam

anisllafeoF.elbissopmi.noitisopenorp

M02-B2S3H51

secreipekirtslamitpO.hcamotsdnasenitsetni

B3S5H71

ekirtsevitcurtseD.snagrolanretnisyortsed

M51-B2S4H32

sahehfI.elpmetottohSdekconksiehmlehon

.ruoh1roftuo

M51-B3S4H8

501–101

nisenobehtskaerbtohSdooG.mrareppueht

.mehtfoowtsahehgniht

M02-B2S4H31

ehtsrettahstohslacitirCoteofehtgnippordeenk

.dnuorgeht

B2S4H61

seogtohsdecalplleWtfoshguorhtyletelpmoc.kcabehttuodnaeussit

M02-B3S6H91

eoF.munretsskaerbtohSdnagnizeehwstrats

doolbpugnihguoc

B3S4H42

kcenehtottohseciN.gnideelbemossesuac

!tohseciN

B4S5H9

011–601spordeoF.dehsurcdnaH

.dnahnignihtyna

B3S4H41

doogsevigtohseciN.egamad

M52-B3S4H71

sesuacekirtslacitirC.egamadlanretnisuoires

B4S7H02

.gnulasecreiptohsytsaN.gnihtaerbelbuortsaheoF

M02-B3S5H62

nitontub,decreipesoN!yawdooga

M02-B4S6H01

511–111

tsomladnanekorbsimrA.ydobehtmorfdevomer

.sselesusgnahwontI

M52-B3S5H51

ehtnierutcarfenilriaHehtotspordeoF.hgiht

.dnuorg

M03-B3S5H81

latafsignideelblanretnI.sdnr6niseideoF

M52-B4S6H12

decreiperasnagrolatiV.ssoldoolberevesgnisuac

.sdnr6niseideoF

B4S6H82

dnadecreipeyEhtpedsiH.deyortsed

.ffosinoitpecrep

B5S7H01

911-611

dnamrasecreiptohSsdnr3niseideoF.edis

.egamadlanretniehtmorf

M03-B4S3H61

.derevesyretralaromeFmorfsdnr3niseideoF

.ssoldoolbdnakcohseht

M03-B4S3H91

snagrolativlareveS3niseideoF.deyortsed

.sdnuorevitcani

M03-B5S3H32

gnikamdecreipsgnuLeoF.tluciffidgnihtaerb

.sdnr3niseid

M52-B4S3H92

htuomehthguorhttohS.sdnr3nieofsllik

M52-B5S3H11

021

dnahehthguorhttohSsecreiptsehcehtotnidna.yltnatsniseideoF.traeh

H81

ehtotnislevarttohSgniyortsedydobrewolseideoF.seiretralativ

.yltnatsni

H12

ehdnaeofelapmiuoYruoY.yltnatsniseid

litnukcutssinopaew.tieerfuoy

H52

ehdnaeofelapmiuoYruoY.yltnatsniseid

litnukcutssinopaew.tieerfuoy

H23

sevorpseyehguorhttohSsdnatseoF.evitceffe

sdnr2rofsselnoitom.seidneht

B5H21

Chapter Eight

8

Critical Tables

Page 67: 3001 - Martial Law

66

SLASH CRITICAL TABLE

tluseRsmrAdnasdnaH

)1-0(teeFdnasgeL

)3-2(niorGdnanemodbA

)5-4(kcaBdnatsehC

)7-6(kceNdnadaeH

)9-8(

)01-(-)91-(.esiurbeciN

H1

.hgihtehtottucllamS

H1

!thgiL

H1

!elkcit,elkciT

H1

.tucllamsyreV

H1

0–)9-(reppuehtotekirtsthgiL

.mra

H1

fopotehtotekirtseciN.toofs’eof

H1

ekirtsgnikoolsuoregnaD.ecniweofsekam

H2

nahtrettebodnacuoY!taht

H2

.tucgnivahsatsuJ

H1

01–10ehtotekirtsgnizarG

.mrarewol

H2

.eenkehtothsalstfoS.egdeehtgnisuyrT

H3

.rorreresU

H3

nopaewruoyspahreP?gnineprahssdeen

H4

ehtfoegdeehtsleefeoF.ecafsihtsappiksedalb

H1

02–11!ecilS

H3

!hsoowS

H4

!woP

H5

.!gggniZ

H6

!gggnnnnniiiiiwwaaaS

H2

03-12sekamdnahehtothsalS.nopaewpordtsomlaeof

H4

.eenkehtothsalsdiloS

M5-H5

.retteboddluocuoY

H6

racsaevaeldluowtahT.lufitipost’nerewtifi

H8

ottpmettaevisserpminU!tnenopporuoyerujni

H3

04–13sesuacdnahs’eofotekirtS

.nopaewsihpordotmih

M5-H6

sdiovaehsaselbmutseoF.kcattaehtfotsom

H7

ffoeofskconkhsalspiH.ecnalab

M5-H8

ot01-.edisehtothsalS.evitaitinitxen

H01

fotuoknuhcastuchsalS.raeeht

H4

05-14mrareppuetaredoM

.dnuow

H7

stucdnuowtooF.%05tnemevom

M01-H8

sayawevigniksleefuoY.nepomihhsalsuoy

S1H9

gniraethselffodnuosehT.sraeruoyotcisumsi

M5-H21

.keehcehtssorcatuceciN.rehgihelttilamiA

M5-H4

06-15eoF.degamadtniojwoblE

.niapehtmorfsecniw

M01-H8

eofgnisuacdehsalsgeL.eenkenootllafot

M51-H9

F ehtninepodecilsstegeo.gnirevilednoitces-dim

M01-S1H11

siromrA.dnuowmuideM.gniriaperdeenotgniog

H41

dnuowehT.dnuowkceN.trihssihrevollasdeelb

B1S1H5

07-16

-1(larevesffostuchsalSehtgnikamsregnif)5

.nopaewehtporddnah

M51-H9

eussitdnaselcsuM.hgihtehtninepodehsals

.dnuorgehtotspordeoF

H11

aevaelotgniogs’tahTotgniyrtuoyerA.kram

?slaitiniruoyevrac

M51-B1S2H31

gnirettahskcurtstsehCsihsbargeoF.sbirlareves

.niapehtoteudedis

M01-S1H61

oN.ecafehtssorcahsalSsieyena:noitcetorpecaf

.deyortsed

M01-B1S1H6

08-17

ehtssorcahsalssuoiciVpordeofsekammraerof

.dnahnignihtyna

S1H01

otsllafeof,nekorbelknAtnemevomdnaseenksih

.%05ybdecuderetar

M02-S1H21

gnisuachsalsdecalp-lleWdoolB.egamadlanretni

.stnemragsihsniats

B1S2H41

sawtohsehT!tuceciNtsujti;decalpyltcefrep

.redrahebotdedeen

M51-B1S1H81

gnicuderffotucraEsdnaltI.%05ybgniraeh

.yawa’01

M51-B1S2H7

58-18

ehtwolebnekorbmrAdloht’naceoF.redluohs

.dnahsihnignihtyna

M02-B1S1H11

ehtwolebnekorbgeLehtotsllafeoF.pih.gnimaercsdnuorg

B1S1H31

.gnideelb&dnuowpeeDtahtniromracinagrO

.deyortsedsiaera

M02-B1S3H61

tsehcehtssorcatucdaBcinagroynasyortsed

.romra

B1S2H02

ecafssorcahsalsyldaeD.racsdabaevaellliw

B2S2H8

09–68ehwoN.dehsalssimrA

.uoymorfekaspeekasah

B1S2H21

gnikamdehsalssinihS.elbissopmignidnats

M52-B1S2H51

ekirtsdecalp-lleW.snagrolanretnisegamad

B2S3H71

dnatsehcsnepotuC.gnideelblanretnisesuac

M02-B1S2H22

.kcenehtothsalssuoiciV.racsaevaellliwtahT

M02-B2S3H8

59-19

naceoF.nekorbsidnaHtubnopaewsihpirgllits

.ylevitceffetidleiwt’nacti

M52-B1S2H31

saheoF.nekorbsitooFsiH.gnidnatsyltluciffid

.%05ybtucsitnemevom

M03-B1S2H61

lanretnidnanekorbpiHsecniweoF.gnideelb

.niapehtmorf

M52-B2S4H91

dnasbirnekorblareveS.gnideelblanretniemos

B2S3H42

stuckcenehtothsalSgnideelB.peedyrev,yrev

.stluser

B2S3H9

001–69eoF.tucyldabdnaH

.dnahnignihtynaspord

M03-B2S3H41

skconkhsalsecinyreV.dnuorgehtottnenoppo

B2S3H71

ninievasnepotucruoY.aeraniorgeht

M03-B2S5H02

.dekcarcmunretS

M52-B2S3H62

niksehtsnepotuceciN.wolebeussitlaeverot

M52-B3S4H01

501–101nekorB.ekirtsmrareppU.tlusergnideelbdnaenob

B2S3H51

oteofspordeenknekorB.dnuorgeht

M53-B2S3H91

nisieoF!tohsniorG.ynogaesnetni

B3S6H22

.enob-rallocskaerbekirtS.nopaewspordeoF

M03-B2S4H82

dnanekorbsiwaJs’eoF.ffonettibsieugnot

M03-B3S5H11

011–601gnigamaddehsalssimrA

.enobdnaselcsum

M53-B2S4H71

gnisuacdehsalssigeL.egamadenobdnaelcsum

M04-B2S4H02

eofskconkwolbgniohcE.dnuorgehtotnwod

M53-B3S7H32

eofsdneswolblufrewoP!dnuorgehtotgnileer

B3S5H03

-xeecafehtssorcahsalS.enobdnaeussitsesop

B3S6H11

511–111

srevestohsdecalp-lleWehtotsllafeoF.mra6niseiddnadnuorg.ssoldoolbmorfsdnr

M04-B3S6H81

-dimnigelsrevesekirtSyletaidemmieoF.hgiht

dnadnuorgehtotspord.sdnr6niseid

M54-B3S6H12

nemodbasnepohsalSsnagroehtllagnillipseoF.dnuorgehtotno

.sdnr6niseid

M04-B3S6H52

enipsehtsrevesekirtS.kcenehtwolebtsuj

kcenehtmorfdezylaraP.yltnenamrepnwod

B3H23

decilsecafs'eofehtflaHfotrapdna,rae,eyE.ffo

seideoF.enogerahtuom.sdnr6ni

M53-B4S6H21

911-611

.nievasnepohsalsruoYrevollasyarpsdoolB

.sdnr3niseideoF.uoy

M54-B3S3H91

sesopxeekirtssuoiciVseideoF.enobdnaelcsum

.kcohsmorfsdnr3ni

M54-B3S3H32

!usniGythgimehtliahllAdnanwoddekconkeoF

.sdnr3niseripxe

M54-B4S3H72

dnasgnulehtsnepohsalSnepoehtotsnagrolativ.sdnr3niseideoF.ria

M04-B3S3H43

ehtsevirdwolbruoY.niarbehtotnienob-waj

.sdnr3niseideoF

M04-B4S3H31

021

seideoFderevesmrAdnaniapmorfyltnatsni

.ssoldoolb

H12

seideoF.derevesgeL.kcohsmorfyltnatsni

M54-B3S7H52

otsllafeoF.htaeDtnatsnI,etarapes3sidnuorgeht

.seceiplauqetub

H74

hsalS.htaeDtnatsnIlarevesspirtsehcssorca

.ydobehtmorfsnagro

H73

sdnaldnaderevesdaeHmorf’01dnuorgehtno

.htaedtnatsnI.uoy

H41

Chapter Eight Critical Tables

8

Page 68: 3001 - Martial Law

67

GRAPPLE CRITICAL TABLE

tluseRsmrAdnasdnaH

)1-0(teeFdnasgeL

)3-2(niorGdnanemodbA

)5-4(kcaBdnatsehC

)7-6(kceNdnadaeH

)9-8(

)01-(-)91-(.flesmihseerfeoF

H1

.dniwehtekilsepacseeoF

H1

.peedtucslianregnifruoY

H1

.trohssllafkcattaruoY

H1

.wobleelttilA

H1

0–)9-(.mranopirgategtsomlA

H1

.sessim,sbargeoF

H1

.pirgkaeW

H1

.tnemomlaicepsatoN

H1

.sliafpirgruoY

H1

01–10.mradleihss'eofpirguoY

H2

.kcattas'eofedepmiuoY

H2

.gnidaveflesmihstruheH

H2

.esiurbllamS

H2

.pirgkaew;eerfstegeoF

H2

02–11mranipuoY:dleihsoN

.sdnr6rof

H2

amihevigdnaeofbarG.hcnupkaew

M5-H2

gnicnalabnu,eofhsuP.mih

H2

.ylkciuqsrevocereoF

H3

.kcattaemaL

H1

03-12s'eofnopirglufniaP

.dnah

M5-H2

uoY.eofhtiwedilloC.'5yawamihhsup

M01-H3

oteofswollakcattarooP.psargruoyepacse

M5-H3

fotuokcabsecnuobeoF.pirgruoy

H4

seodhsabtub,sliafpirG.ton

H1

04–13

arofsekammraotpirG.pecibdesiurb

M01-H3

eH.edilloceofdnauoYdnapirgruoyskaerb

.yawaselbmuts

M51-H3

anieofelpparguoYsevorpdloH.yawlaturb

.tnellecxeebot

M01-H4

skaerbeh,revoeoflluPelbuortgnivahsieH.eerf

.gnirevocer

M5-H5

tsomlasikcattaruoYynakeesuoysalacimoc

.tegnacuoypirgelttil

M5-H2

05-14

llitsuoY.demrasideoFenituoR.dlohaevah

rofrevuenaMhtgnertS.eerfkaerboteof

M51-H3

llitsuoY.tnemragpirGenituoR.dlohaevah

rofrevuenaMhtgnertS.eerfkaerboteof

H4

.dlohaevahllitsuoYhtgnertSenituoR

oteofrofrevuenaM.eerfkaerb

M51-H5

uoytub,pirgtsebehttoNenituoR.dlohaevahllits

rofrevuenaMhtgnertS.eerfkaerboteof

M01-H6

.dlohaevahllitsuoYhtgnertSenituoR

oteofrofrevuenaM.eerfkaerb

M01-H2

06-15ekamdnamras'eofbarG

.nopaewpordmihH4

rednersregniftrohS.lautceffenidlohhgiht

M02-H5

eoF.kcabrewolotpirG.ruoyffosdraw

S1H5

ekahsdnaediss'eofpirG.detneirosidsieH.mih

M51-H7

emocdnayawasnipseoF.uoyecafotkcab

M51-H2

07-16

uoY:dleihs/W.mraniP:dleihsoN.nwodtillup.mrasihezilibommiuoY

M02-H4

tignitfil,gels'eofpsarGarofdnuorgehtffo

.tnemom

M52-H5

.tsiaws'eofbarG

M02-S1H6

eoF.ekirtstsehcgnissaPspeek,elppargsedule

.ecnatsevisnefed

H8

.nwodsllafeh,eofbarG

S1H3

08-17

ruoY.mras’eofelgnatnEelbissopmitisekampirg

.dleihssihesuoteofrofot

M52-H5

sieoF.gels'eofelgnatnEsdnaleoF.nwoddekconk

.mrasihno

H6

dnuorapsarggnippilSeH.kaewsitsiaws'eof

.pirgruoyskaerb

M52-S2H7

pudelgnatoseofteguoYsiehgnihtynaspordeh

.gnidloh

M02-S1H9

htiW.daehs'eofpirG.titsiwtuoY:mleh

M02-S1H3

58-18

eoF.mras’eofelgnatnE,nopaewsihotnosgnah.dezilibommisimratub

S1H5

dnagels'eofelgnatnEsllupeH.nwodmihdnes

.gelsihnielcsuma

M03-S1H6

wefaskaerbelpparG.senob

S2H8

ybpsargruoysedaveeoF.dnuorgehtotgnillaf

.kculdoogruoytaelimS

M52-S1H01

s'eofdnuorapirggnihsurC,romrakcenonhtiW.kcen.sdnr5nituossaplliweof

M52-S2H4

09–68siH.mras'eofelgnatnE

.elibommidlehsinopaew

M03-S1H6

,nwodseogeH.eofpirT.nopaewsihgnippord

M53-S1H7

eH.tsiaws’eofpirG.eerfkaerbotsnigeb

M03-S3H8

ani'5nworhteoF.noitceridmodnar

S2H11

raenwolbgnissapgnortS.daehs'eof

S2H4

59-19sieoF.mras'eofpirG

.demrasid

M53-S2H6

.dnuorgotdeppirteoF.mihfopotnollafuoY

S2H8

ehtdnuoradlohdooG.eofsehsurctsiaw

M53-S3H9

noslenllufanieofbarG.tsehcehtdnuora

M03-S2H21

slialfeoF.dlohgnilgnartS.noitarepsednisgel

M03-S3H4

001–69

eofmrasidtsomlauoYdraH.mihpirtdna

rofrevuenamhtgnertS.eerfkaerboteof

S2H7

eoF.gelreppuotkcattAdraH.eerfkaerbotsnips

rofrevuenamhtgnertS.eerfkaerboteof

M04-S2H8

.eofdnuoraguhraeB.denniperasmrasihhtoB

revuenamhtgnertSdraH.eerfkaerboteofrof

S4H01

hguorhtsenihslliksruoYdraH.delgnatnesieofsa

rofrevuenamhtgnertS.eerfkaerboteof

M53-S3H31

draH.kcens'eofpirGrofrevuenamhtgnertS

.eerfkaerboteof

M53-B1S3H5

501–101

s'eoffohtobpueiTgnihtynaspordeH.smratonnacdnagnidlohsieh

.dnuortxenkcatta

M04-S3H7

ehtotselbmuteoFnagniniarpsdnuorg

tuctnemevoM.elkna.%05

M54-S3H9

ruoywonktonoduoYpirgruoY.htgnertsnwo

elpitlumhtiwmihsevael.senobderettahs

M04-B1S4H11

tsehcehtotwoblEfotuodniwehtskconk

rofmihsnutsdnaeofeht.emittrohsa

S3H41

.kcendnadaehs'eofpirGtxenruoyot01+teguoY

.revuenaMgnilpparG

B1S4H5

011–601

noflesruoydnifuoYahtiwedisdleihss'eof

.kcolmrasuoiciv

M54-S3H8

oteofpilfdnagelbarGrofmihgninnip,dnuorg

.sdnr2

S3H01

s'eofdnuoradlohdooGehtotmihslluptsiaw

.dnuorg

M54-B1S5H11

anigniylfeofdnesuoYsiH.yawa'5dnalotnips

.nekorbsipih

M04-B1S4H51

.kcendnuoraeofpsarG01d1roftuosessapeH

.sruoh

M04-B2H5

511–111

yllufniapsimrAsieoF.dezilibommi

.rednerrustuobagnikniht

B1S4H8

uoY.sgels'eofelgnatnE.dnuorgehtotrofdnes

.tuodekconksieH

M05-B1S4H01

01gniylfmihdnesuoYtuomihgnikconk,teef

.sruoh01d1rof

M54-B2H21

ehtotnwodeofediRdehsurcsnagrO.dnuorg

.sdnr6niseideofdna

M54-B1S6H61

.derutcarfsillukssiHseideh,mlehatuohtiW

.sdnr6ni

M54-B2S6H6

911-611

gnidnesnekorbmrA.seiretrahguorhtsretnilps

.sdnr3niseideoF

M05-B1S3H9

enoB.nekorbpihdnageLyretratucstnemgarf.sdnr3nieofgnillik

M05-B1S3H11

seideoF.nekorbenipS.kcohsehtmorfsdnr3ni

M05-B2S3H31

nidnebotdesoppustisIseideoF?noitceridtaht

.sdnr3ni

B2S3H71

seideoF.kcens'eofpirGkcalehtmorfsdnr3ni.niarbehtotnegyxofo

B2S3H6

021tnatsnIffonrotmrA

.htaed

H01

tnatsnIffonrotgeL.htaed

H21

.dehsurcsnagrolanretnI.htaedtnatsnI

H41

dnasbirsehsurcguhraeB.htaedtnatsnItraehstsrub

H81

sihmorfdaehehtlluP.htaedtnatsnI.ydob

H7

Chapter Eight

8

Critical Tables

Page 69: 3001 - Martial Law

68

HEAT CRITICAL TABLE

tluseRsmrAdnasdnaH

)1-0(teeFdnasgeL

)3-2(niorGdnanemodbA

)5-4(kcaBdnatsehC

)7-6(kceNdnadaeH

)9-8(

)01-(-)91-(.retawybraensliobkcattA

H1

.seyes’eofniekomS

H1

.tsalbehtsdiovaeoF

H1

.semalfehtsedaveeoF

H1

.sremmihsriaehT

H1

0–)9-(.niksdesopxes’eofegniS

.desserpmitonsieoF

H1

ecnadekomsdnaskrapS.eofrevolla

H2

sehcaertaehgniretlewS.eofroftuo

H2

.eofdnuorrussemalF

H3

eofsekamdniwtoH.elbatrofmocnu

H1

01–10!gniZ

H2

!wwwooeeeeE

H3

!fffffhhpmuH

H4

!ffffuoO

H5

!hsoohW

H2

02–11sihnisremmiseoF

.sehtolc

H4

siehtahtstcepsuseoF.gnorwsieH.erifno

M5-H4

dnaeofsecnalabnuhsalF.egamademossesuac

H5

ybdeduorhsnesieoF.ekoms

H7

dnaecafsihsrevoceoF.edisaspael

H2

03–12sdnahs’eofsgnitstsalB

.smradna

M5-H5

sesuaceenkehtottsalB.egamadeussitemos

H6

ehtdnuoraegamadnikS.tsiaw

M5-S1H7

thgilasevigtaehgnortStsehcehtotnrub

H9

arofeofsdnilbtluassA.tnemom

H3

04–13nidehtawsmras’eoF.stsubmocdleihS.erif

H6

rewolnieofsehctactaeH.gel

M01-H7

nidelgnatnenemodbA.semalf

S2H8

redlomsstnemrags’eoF.tluassamorf

M5-H11

erasgnirtswobdnariaH.degnis

M5-S1H4

05–14dnamrasnrubekirtS

.gnihtolc

M01-H7

nieofstihtsalbgnortS.tf5sliocereH.sgel

M51-H9

tsniagatsrubsemalF.ediss’eof

M01-S3H01

tisaselkcarctnempiuqE.raelcsllafdnasnrub

S1H31

dnuoraecnadsdniwtoH.eof

S2H5

06–15semusnocezalB

.stnemrag

M51-S1H8

snrubekirtsdetartnecnoC.gnihtolchguorht

S1H01

s’eofpusdaerpsemalF.edis

M51-S4H21

dnaevargsidnuowehT.wolloflliwnoitcefni

M01-S2H51

ecafotsnrubetaredoM.htuomdna

M01-B1S3H6

07–16siromracinagroynA

.deyortsed

S2H9

gelenO.nwodsllafeoF.erifnosi

M02-S2H11

kaolcs’eofsetingiekirtS.kcapdna

B1S5H31

mihdnessemalF.’5kcabgnilbmuts

M51-S3H71

dnuoraecnadsemalF.daehs’eof

M51-B1S4H6

08–17.snrubetaredoM

M02-S3H11

.erifnotessignihtolC.gninrubllitssemalfllamS

M52-S3H31

eH.kcabsihnosllafeH.dnr1rofenorpsi

M02-B1S5H51

snrubtsalbtaeH.gnihtolcdnastnemrag

B1S4H02

kcens’eofrevostnemraG.erifnoteseradaehdna

B2S5H7

58–18

emerpusasekameHmrasihllupottroffe

.yawa

M52-B1S4H21

htobotsdaerpsemalFpordoteofgnisuacsgel

.dnuorgehtot

B1S4H41

flahrewolsflugnetsalB.ydobs’eoffo

M52-B2S6H71

evahmradnatsehCasahehfI.snrubsuoires

.deyortsedsiti,dleihs

M02-B1S5H22

s’eofotninrubsemalF.taorht

M02-B2S5H8

09–68

erasnopaewnedooWsenolatemdnadeyortsed

.dlohottohootera

B1S5H31

s’eofotekirtsgniraeSdnaniksdesopxE.sgel

.denrubsielcsum

M03-B1S5H61

yldabsiydobrewols’eoF.denrub

B2S6H81

romratsehccinagrOsflugnednadeyortsed

.eofnodoowyna

M52-B2S5H42

s’eofedisgnolasdnaleriFdna,keehc,riahsiH.ecaf

.deflugneerarae

M52-B3S6H9

59–19

dnamras'eofsnrubtsalB.kcenehtotpuseunitnoc

M03-B2S5H41

denruberasgeleoFsiromrA.ylereves

.deyortsed

M53-B2S5H71

dnastnemraGtsiawehtnotnempiuqe

.deyortsedera

M03-B3S7H02

.deyortsedromratsehCnosnruberevessaheoF

.kceneht

B2S6H62

ecafehtnosnrubereveSsiriahllA.daehdna

.deyortsed

B3S6H01

001–69siti,dleihsasaheoffI

.erifno

M53-B2S6H51

toofdnagelrewoL.denrubylereves

B2S6H91

eenkenootspordeoF.niagasesirnehtdna

M53-B3S7H22

tsehC.nwoddekconkeoF.deyortsedromra

M03-B3S6H82

gnivahsieoF.ecafs’eoF.seyesihgninepoelbuort

M03-B4S7H11

501–101ylerevessimras'eoF

.denrub

B3S6H71

.deyortsedsiromrA.snrubereveS

M04-B3S6H02

syortsedsnrubereveS.niksdnastnemrag

B4S8H32

romradnastnemraG.niksehtotdesuf

M53-B3S7H03

daeH.daehs’eofotwolB.erifnognirevoc

M53-B4S7H11

011–601

asimras’eoFdnadnaH.noitargalfnoc

.sselesueramra

M04-B3S7H81

niksyawanrubsemalFehtmorfelcsumdna

.hgiht

M54-B3S7H12

,erifhsalfahtiweofrevoCehT.snrubniksdesopxe

.peedetibsemalf

M04-B4S8H52

ybdetingisiediss’eoFehtdnaekirtsruoy

.peederasdnuow

B4S7H23

stnemragsemusnoceriFekomsgnidnilB.riahdna

.yabtaeofspeek

B5S8H21

511–111

edisrewoldnamrAseideoF.sehsaotdenrub.sdnr6nikcohsehtmorf

M54-B4S6H91

.tsalbruoynidepparTdnasuoicsnocnusieH

.sdnr6niseid

B4S6H32

.ezalbasieoffotrapyrevEgnikam,sdnr6niseideH

.sesiongniyfirret

M54-B5S6H72

.hcrotaotnidenruteoF,ecnatsidtrohsasnureH

.sdnr6niseidneht

M04-B4S6H53

:mlehhtiW.deliorbniarBtuohtiW.sdnr6niseideh

.yltnatsniseideh:mleh

M04-B5S6H31

911–611

yawadenrubdnahs’eoFsidnaH.ycremtuohtiw

sdnr3niseideoF.sselesu.kcohsehtmorf

M05-B4S3H02

ehtoteofskconktsalBeoF.drawkcab'01dnuorg

3niseiddnakcenskaerb.evitcanisieoF.sdnr

B4S8H42

aybdemusnocsieoFsieoF.sdnr3nieriflleh

evitcani

B5S3H82

tsehcs’eofnosdnaltsalBsdnrlufniap3niseideoF

sieoF.gnimaercsfo.evitcani

B4S3H73

dnilbemalfdnaekomSsasdnr3niseideoF.eof

sihsemusnocerifeht.evitcanisieoF.daeh

S3H41

021

I ,latemsesuftaehesnetntnatsnIniksdnahtolc

.htaed

H22

denruberasgels’eoF.htaedtnatsnI.yawa

H72

s’eofsruovederiF.noigerlanimodba

.htaedtnatsnI

M05-B5S9H13

.ydobrepputluassasemalFotdenrubsnagrorojaM

.htaedtnatsnI.sehsa

H04

ehtmorfsedolpmidaeH.htaedtnatsnI.tsalbyreif

H51

Chapter Eight Critical Tables

8

Page 70: 3001 - Martial Law

69

COLD CRITICAL TABLE

tluseRsmrAdnasdnaH

)1-0(teeFdnasgeL

)3-2(niorGdnanemodbA

)5-4(kcaBdnatsehC

)7-6(kceNdnadaeH

)9-8(

)01-(-)91-(.detceridylrooP

H1

.egamaddlimsesuacdloC

H1

.egnahcetamilcfeirbA

H1

.dniwcitcrarettiB

H1

.ezeerbdloC

H1

0–)9-(kcattaruoysegdodeoF

.troffehcumoothtiw

H1

eH.yllacitnarfsedaveeoF.dellihcllitssi

H1

,doogskooltsalbruoY.ylroopskrow

H2

.ecihtiweoftsurcnE

H2

riadlocdnaprahS.nikss'eofstluassa

H1

01-10

ruoY.flesmihsdleihseoFstifotsomsessimkcatta

.kram

H2

eofsevaelgnitsorfthgiLtihtsumuoY.ydaetsnu

.niagamih

H3

thgilaniderevocsieoF.tsorf

H3

ehtybderevocsieoFeraseitimertxellA.tsalb

.degamad

H4

ecafehtotdlocfotsruBgnilbmutseofsdnes

.kcab

H1

02-11s'eofotnismalsekirtS

.mra

H3

dniwlrihwgnibmuN.eofselcricne

M5-H4

.eofsllihctsalbthgiL

H5

llakcattaruoyrettacS.tsehcs'eofrevo

H6

arofeofsdnilbtluassA.tnemom

H2

03-12tuhsnezorfdnahs'eoF

.dnr1rof

M5-H4

stroffesihnideliafeoF.kcattaruoydiovaot

M01-H5

s’eofstegekirtsgnillihC.noitnetta

M5-S1H6

nanosezeerfekirtS.aeradesopxe

H8

askeehcs'eofeviguoY.euhysor

H3

04-13.etibtsorfdliM

M01-H6

dnadnuorgehtpuecI.teefs'eof

H7

yldlimsmeeseoF.uoyhtiwdeyonna

M01-S2H8

s'eofotekirtsdigirFecafdnatsehc

M5-H01

ruoyfolufraefsieoF.tluassa

M5-S1H4

05-14nohtolc&rehtaelynA

.srettahsdnasezeerfmra

H7

ahtiweoftneirosiD.tohsykcirt

M51-H8

ehtmorfsmaercsroF.riadigirf

S3H9

mihsdnesdlocfotsruB.drahdnuorgehtot

M01-S1H21

yrrapotseirtylbeefeoF.kcattaeht

M01-S2H4

06-15tcetorpotelbanusieoF

.flesmih

M51-S1H8

nisezeerfromralateM.noitisop

M02-S1H9

.eofserujnitsalbyllihC

M51-S4H11

s'eofsetartenepdloC.tsehc

S2H41

.edaveotstpmettaeoF.hgualottonyrtuoY

S3H5

07-16

egamadevrendnanikS.niapeofsesuac

M02-S2H9

niksdesopxe;pusecieoF.sezeerf

S2H11

fohcuotyciehtsleefeoFtuohcaerotgniyrthtaed

.mihot

M02-S5H31

sihsesopxednasnruteoFnosmeticinagrollA.kcab

.nezorfemocebkcabsih

M51-S3H61

,etihwfotsrubahtiWecihtiweofrewohsuoy

.slatsyrc

M51-B1S4H6

08-17

s'eofsflugnetsalbruoYdrawotsbmilcdnamra

.osrotsih

S3H01

’sgelsezeerfkcattaruoY.smetilatem

M52-S3H21

.gninnipseofsdnestsalB

B1S5H41

dnatsehcs'eofstihtsalBsgnitsdlocehT.srettacs

.niksdesopxella

M02-S4H81

dnariahs'eofezeerF,riahgnolsaheoffI.placs

!ffoskaerbti

M02-B1S5H7

58-18

sih,dleihsonsahehfIsdnr01rofsselesusimra

.dlocrettibehtmorf

M52-S4H11

.gelrewolnieofhctaCehtotdekconksieoF

.dnuorg

M03-S4H31

llA.tsiaws'eofotekirtSsezeerftlebnotnempiuqe

.sevomeoffiskaerbdna

M52-B1S6H61

peedsecreipdniwraloPehtsecafeoF.tsehcotni

.yawgnorw

B1S5H02

sraehtob,mlehtuohtiWetibtsorferevesdnatsol.htuomdnaesonehtot

B2S5H8

09-68

sitI.mras'eofezeerFdemrawsitilitnusselesu

.)sdnr5(.pu

M03-B1S5H21

.sgels'eofnosdnalekirtSkcohsdnaniapehT.retlafotmihesuac

B1S5H51

selbasidtohsgnizeerF.eof

M03-B2S6H71

cinagroseird-ezeerftsalB.kcabs'eofnolairetam

M52-B1S5H22

siehgnihtynaspordeoFsihskcolbdnagnidloh

.dlocehtmorftaorht

M52-B2S6H8

59-19

sdaerpstsalbcitcrarettiBasahehfI.mrasihpu

.deyortsedsiti,dleihs

B1S5H31

eht,romraonfI.sllafeoFhtiwnezorfsitoof

.etibtsorf

M53-B1S5H61

dnanikS.derutcarfsipiH.nettibtsorferaselcsum

.nwodsllafeoF

B2S7H91

eussitsezeerfdlocrettiBs’eoF.stnemragdna

.sporderutarepmetydob

M03-B2S6H42

,seyes'eofsezeerftsalBgnisuackcendna,htuom

.etibtsorfereves

M03-B3S6H9

001-69desolcnezorfsidnahehT

.dnahnignihtynagnidloh

M53-B2S6H41

yawateef5sliocereoF.tluassaruoymorf

M04-B2S6H71

.eofsezeerfyllaitraptsalB

M53-B3S7H02

eofsdnesekirtstsehC.drahrevo

B2S6H62

s'eofsllifthgualsnodigirF.ecihtiwhtuomdnaseye

B3S7H01

501-101

otmraehtsezeerftsalBstignidlohllitsydobeht

.nopaew

M04-B2S6H51

nieenkehtsezeerftsalBgnisuacnoitisopdekcola.dnuorgehtotllafoteof

B2S6H91

nwoddekconksieoFfotsalbrettibehtmorf

.riadloc

M04-B3S8H22

dnahrettibehtsleefeoFnignisolcylwolshtaedfo

.mihno

M53-B3S7H82

sezeerfriarettibdnaecIs’eofdnatuhseyeeno

.daehsihotriah

M53-B4S7H11

011-601sezeerfromralatemynA

.noitisopni

B3S7H71

elggurtseofsekamdloC.gnidnatsniamerot

M54-B3S7H02

.tsalbgnicnalabnugnortS

B4S8H32

tsaelehtsiaimrehtopyH.seirrows’eoffo

M04-B3S7H03

ahtiwecafs'eofyarpS.llihclufrewop

M04-B4S8H11

511-111

nopaewsezeerftsalBeoF.redluohsdnadnah.ynogafosdnr6niseid

M54-B3S6H81

ehtslaetstsepmetruoY.ydobsihmorfhtmraw

6niseiddnaspordeH.sdnr

M05-B3S6H12

6niseiddnasezeerfeoFdevreserp-llewasasdnr

.eutatsnezorfsselefil.ecalpyrdloocanierotS

M54-B4S6H52

erasgnuldnatraehs'eoFcitcraruoyybnezorf

6nidehsinifsieoF.tsalb.sdnr

B4S6H23

eoF.dilosnezorfdaeHarofgnidnatssniamer6niseidnehttnemom

.sdnr

B5S6H21

911-611

.ydobehtotnezorfmrAmorfsdnr3niseideoF.taehfossoldnakcohs

M05-B4S3H91

nezorferasgelhtoBsdnr3niseideoF.dilos

.kcohsmorf

M05-B4S3H32

rewols’eofsezeerftsalBniseideoF.seitimertxe

.kcohsmorfsdnr3

M05-B5S3H72

morfsdnr3niseideoFsahtahtecifokcolbeht

.mihdnuorademrof

M54-B4S3H43

nezorferasdiulfydoB.sdnr3nieofgnillik

M54-B5S3H31

021

s'eofnidoolbehT.nezorfsiseitimertxe

.htaedtnatsnI

M05-B4S8H12

A.hgihtninezorfdoolBtraehsihotsevomtolc

.htaedtnatsnI.mihgnillik

M05-B4S8H52

tnatsnI.dilossezeerfeoF.htaed

M05-B5S9H92

.yletelpmocnezorfydoBlliwehrevodekconkfI

htaedtnatsnI.rettahs

M05-B5S9H73

dnakcens'eofottsalBsezeerfkceN.enobralloc

.htaedtnatsnI.dilos

H41

Chapter Eight

8

Critical Tables

Page 71: 3001 - Martial Law

70

ELECTRICAL CRITICAL TABLE

tluseRsmrAdnasdnaH

)1-0(teeFdnasgeL

)3-2(niorGdnanemodbA

)5-4(kcaBdnatsehC

)7-6(kceNdnadaeH

)9-8(

)01-(-)91-(.setapissidygrenE

H1

.hsalfthgirB

H1

.hsalfhcumtoN

H1

.tsalbsdiovaeoF

H1

.tuosdnuorgekirtS

H1

0–)9-(.tlojdliM

H1

.kcabspetseoF

H1

.selggigeoF

H1

.ekomsdnaskrapsfostoL

H1

.tsalbmorfsliocereoF

H1

01-10s’eofotnisdnuorgtsalB

.mra

H3

noseogdnapustaeheoF.evisnefedeht

M5-H3

!ylfskrapsehttakooL

H4

fokcarcsuorednuhtehT.eofscinapkcattaruoy

H5

ecnalabffodekrejsieoF.ekirtsehtyb

H2

02-11htiwstcennocekirtS

.mras’eof

M5-H4

sgelneewtebspmujtloB.dnuorgehtotninehtdna

M01-H5

s’eofmorfspmujtloB.dnuorgehtotninopaew

M5-S1H6

notelekss’eoF!mooB.tcapmiehthtiwselkcarc

H8

ehtmorfsehcnilfeoF.riaehtnIcitats

H3

03-12erakcabdnaediss’eoF

.tsalbehtybdegnis

M01-H5

ehttatuosekirtseoF.flesmihtcetorpottsalb

H6

.dnenosdnatsriahs’eoF!gninethgirF

M01-S2H8

esahcygrenelacirtcelE.ydobs’eofdnuora

M5-H01

.stopsseeseoF

M5-S1H4

04-13.mras’eofotnismalsekirtS

H7

eh,eofstlojkcattaruoY.kcabspets

M51-H8

eofsevaeltsalB.gniredloms

S3H9

neht,ekomssehtolC.smrasihslialfeoF.nrub

M01-S1H21

ehtdiovaotsliafeoF.sllaftsomladnakcatta

M01-S2H4

05-14.redluohss’eofottsalB

.setingimras’eoF

M51-S1H8

dnathgilfotsalbehT.eofstnuadtaeh

M02-S1H01

noitaleveradahtsujeoF.ytilatromnwosihtuoba

M51-S4H11

desufsitnempiuqes’eoF.tsalbehtyb

S2H51

aeofdezitengamsieoF.tnemom

S3H5

06-15,mras’eofpusbmilctsalB

.'5kcabmihgnidnes

M02-S2H9

prahsdnathgilfosehsalF.desserpmis’eoF.skcarc

M52-S2H11

ottiteguoydidwoH?dnenodnats

M02-S5H31

yldaednieofelgnatnE.thgileulb

M51-S3H71

stcurtsbosirbedgniylF.noisivs’eof

M51-S4H6

07-16

mranoromralatemynAs’eofgninnip,desufsi

.mra

M52-S3H11

.woleofstihtsalbgnortSmorfevigtsomlasgelsiH

.sliocereoF.niapeht

S3H31

elbatrofmocnuskooleoFrevoselppirygreneehtsa

.ydobsih

M52-S5H51

setanimullitihtceriDygreneehtfoemoS.eof.tnatsninarofsniamer

M02-S4H91

nolatempustaehtsalBlufniapgnisuac,eof

.snrub

M02-S5H7

08-17

dnamranosdnalekirtSeoF.redluohspuskaerts

.drawkcabspets

S4H21

sruopdnawolsiekirtStlobyartsA.dnuorgotni

.gels’eofotnisehcra

M03-S4H41

ynnufgnikamsieoFtonsieugnotsiH.sesion

.yltcerrocgnikrow

S6H71

fognitaebehttpursiD.tnemomaroftraehs’eof

.selcsumniartssexelfeR

M52-S5H22

erasexelfers’eoFsieH.tsalbybdebmun

.wolsdnadezad

M52-B1S5H8

58-18

.mras’eofyfirtcelE

M03-S5H31

s’eofhguorhtsessaptloB.gnidnuorgerofebgel

.sreffuseoF

M53-S5H61

syawedisdekconksieoFehtmorfsllaftsomladna

.tsalbehtforewop

M03-B1S7H91

narofspotstraehs’eoFstratsnehttnatsni

.niagagnitaeb

S5H42

syad2rofeofsdnilbtloJgnihsarcmihsdnesdna

.dnuorgehtot

03-B1S6H9

09-68

dleihsynadnamrasiH.desufsilateM.erifnoera

M53-S5H41

oteofsesuaclatemdesuFdezylarapsigelenO.llaf

.nrowerasevaerglatemfi

S5H71

eH.tsiaws’eofottsalBsehctiwtdnaselbmuts

.ruohtxenehtrof

M53-B1S7H02

riahnwosllemseoFromracinagrO.gninrub

.deyortsed

M03-B1S6H62

htiwtuosehcaertsalBkcens’eoF.evloserlufetah

.deflugneerakcabdna

M03-B2S7H01

59-19

erawobles’eofnisevreN.sselesusimra;degamad

nonopaewsihspordeH.toofsih

B1S6H61

erevessesuactsalBsllafeoF.sgelotegamad

nidnuorgehtot.dnr1rofsnoisluvnoc

M04-B1S6H91

eofskconkekirtSsdnaleH.’01sdrawkcabpaehanidnuorgehtno

.dnuosdnathgilfo

B2S8H22

ssensuoicsnocsesoleoFsiH.yliraropmet

mihpeeksnoisluvnoc.dnr1rofgnidnats

M53-B1S7H92

metsyssuovreNelbuortsaheoF.dedaolrevo

.keewenorofgniklat

M53-B2S7H11

001-69

eramradnadnaH,selcsum,nikS.sselesu

.degamaderasevrendna

M04-B1S7H71

stnemraG.pihotekirtSdnakcohS.erifhctac

.detcilfniegamadevren

M54-B1S7H12

s’eof;drahtihuoY.deremmahsinemodba

.teef5kcabspetseH

M04-B2S8H42

cinagrO.tsalbtsehClateM.deyortsedsiromra

.tohgnidlacssiromra

B2S7H13

secnadygrenelacirtcelEeH.eofruoyrevolla

.ylwolssrevocer

B3S8H21

501-101

mraehtpusdaerpstsalBgnisuackcenehtotdna

.snrubereves

M54-B2S7H81

ehtnithguacsgelhtoBehtotsllafeoF.tsalb

.dnuorg

B2S7H22

sihfolortnocsesoleoF.dnr1rofsnoitcnufylidob

M54-B3S9H62

s’eoF.eofsegavasekirtSaelbmesersnoisluvnoc

.ecnad

M04-B2S8H43

.ezalbasidaehs’eoFllasnrublacirtceleereveS

.ecafehtrevo

M04-B3S8H31

011-601

setanimullihsalfthgirByrevestlojdnaeof

.ydobsihnielcsum

B2S8H02

ehfierutcarfgelelpmiSa,romrasraew

.tontierutcarfdnuopmoc

M05-B2S8H42

tluassaehtfokcohsehTeH.enipss’eofstibihni

.gnidnatselbuortsah

B3S9H82

tnecsednacnifobeWehsaeofsflugneygrene

.ynoganisehtirw

M54-B3S8H63

ehtybemocrevosieoF.sllafeH.hsalf

M54-B4S9H41

511-111

,kcohs,egamadevreNllepsmranekorbadna

.sdnr6nihtaed

M05-B3S6H12

ffosgelstuctsalbcinatiT6niseideoF.pihehtta

.esruocfo,sdnr

M55-B3S6H52

dednuorrussiydobs’eoFeH.enozodnaekomsyb

.sdnr6niseidneht

M05-B4S6H03

sihotsesufeofnolateM.sevrengnigamad,ydob

.sdnr6niseideoF

B3S6H83

eH.seirfniarbs’eoFseiddnadnuorgotspils

.sdnr6ni

B4S6H51

911-611

dnamraehtsnruttsalBgninthgilaotniredluohs.sdnr3niseideoF.dor

M55-B3S3H22

yletelpmocerasgeLeoF.srednicotdenrub

.kcohsmorfsdnr3niseid

M55-B3S3H72

-xehtdetnevnitsujuoY.sdnr3niseideoF.yar

M55-B4S3H23

nieofsepolevnetsalBeoF.seigrenegnitacsuroc

.sdnr3niseid

M05-B4S3H14

ehtsbrosbakcens’eoFsdnr3niseideoF.kcatta

.daolrevoehtmorf

M05-B4S3H61

021

ehttuoskeesekirtSsihnehtdnaredluohs

.htaedtnatsnI.enips

H52

.eofdnuorasngiercovaH.htaedtnatsnI

H03

dnaputaehsedisnis’eoFsevrengniyortsed,nrub

eoF.ekilasnagrodna.yltnatsniseiddnaspord

H53

.ydobs’eofyfirtcelEniraetsnodnet&selcsuMypsircartxE.snoisluvnoc

.htaedtnatsnI.yugdaed

H54

aotdenrubsidaeH.htaedtnatsnI.rednic

H71

Chapter Eight Critical Tables

8

Page 72: 3001 - Martial Law

71

IMPACT CRITICAL TABLE

tluseRsmrAdnasdnaH

)1-0(teeFdnasgeL

)3-2(niorGdnanemodbA

)5-4(kcaBdnatsehC

)7-6(kceNdnadaeH

)9-8(

)01-(-)91-(.woblesihesiurB

H1

.eofffosecnalgekirtS

H1

.wolbehtsedaveeoF

H1

.ecrofelttilyreV

H1

.wolbehthtiwslloreoF

H1

0–)9-(eganamylnonaceoF

.sgniwsdliwemos

H1

oteofsesuacekirtsmriF.kcabpets

H1

dnakcabsreggatseoF.spirt

H2

.decnalabnusieoF

H2

eof,troffetaerghtiW.egamadehtsedave

H1

01-10redluohsottluassadliW.eofhtiwtcennocotsllaf

H2

epohynasnodnabaeoF.kcabsllafdna

M5-H3

oteofsesuacekirtsmriF.elbmuts

H3

yawagnippetsstratseoF.tluassaehtmorf

H4

eH.syawediseofnipS.ylkciuqsrevocer

H1

02-11.deyortsedsidleihsynA

.desiurbsimras’eoF

M5-H3

dnaedaveotsnruteoF.hgihtehtnitihsteg

M01-H4

sevrennutohsdilosA.eof

M5-S1H5

eH.nwoddekconksieoF.nopaewsihspord

H6

sieoftub,dilosskooltI.derednihton

H2

03-12.redluohsnieofremmaH

M01-H4

emosdiovaotsliafeoF.kcattaehtfo

H5

.kcabsihotnoeofpeewS

M01-S2H6

.nwodeofskconktsalB

M5-H8

eofsgnirbdaehotwolB.seenkot

M5-S1H3

04-13sihotnidemmalssimrA.esoolsllafnopaew;tsehc

H5

.ecnalabsihsesoleoF

M51-H6

gnileereofsdnesekirtS.’01kcab

S3H7

spetsdnanekahssieoF.'5kcab

M01-S1H01

.daehs’eofskeesekirtS

M01-S2H3

05-14.pudehguorsimras’eoF

.pudraugsihstupeoF

M51-S1H6

dnaeofsevrennutcapmI.nwodmihskconk

M02-S1H7

ylhguorohtskooleoF.tnemtaertruoyybdesuba

M51-S4H9

eofsdnestsomlawolB.nwod

S2H11

foesness’eoftpurroC.ecnalab

S3H4

06-15

mrasihsmalsekirtsehTtisnipdnaedissihotni

.tnemomehtrof

M02-S2H7

sehsabwolbevissucnoC.eof

M52-S2H9

ottihetaredoM.noitcesdim

M02-S5H01

tonsitsehcotekirtS.decalpllewsititubdrah

.'5kcabspetseoF

M51-S3H31

wolbelbitsiserriruoYsihspordeH.eofsnuts

.nopaew

M51-S4H5

07-16

smalsekirtsdecalp-lleW.mras’eofotni

M52-S3H8

erofebgnitoofsesoleoF.kcurtsgnieb

S3H01

tsomeH!kcahW!enotahttlefyletinifed

M52-S6H21

deremmahsieoF!mooBotekirtsevitceffenayb

.kcabsih

M02-S4H51

kciuqsiesnopsers’eoFsuoiresdiovaothguone

.egamad

M02-S5H6

08-17nidelgnatneerasregniF.nekorbdnatcapmieht

S4H9

s’eofotwolbsselitiP.gelrewol

M03-S4H11

.eofsreggatstsalbmuideM

S6H31

s’eofotnisehsarcwolB.tsehc

M52-S5H71

.tsehcehtnieofpmuB

M52-S6H6

58-18

redluohsotekirtsdiloSdnasesness’eofsbmun

.selcsumsesiurb

M03-S5H01

eoF.sgels’eoftaekirtSmorfkcabspaelylesiw

.ekirtseht

M53-S5H21

nwoddekconksieoFspirgeH.dennutsdna

.niapnihcamotssih

M03-S7H51

.nwoddekconksieoF.deyortsedsiromratsehC

.nekorberasbiR

S6H91

ynA.noissucnocereveStnebsinrowtemleh

.daehsihdnuora

S6H7

09-68

tsniagadrahsdnalekirtSeH.edisdleihss’eof

.gnitoofsihsesoltsomla

M53-S6H11

desserpsieenksiHgnigamad,sdrawkcab.snodnetdnaselcsum

S6H41

sihtmorfsleereoFhtaedsdiovaeH.ekirts

.egamadtontub

M53-S7H61

tpmettanoisaves’eoF.edisdnakcabsesopxe

M03-S6H12

rodnuorgevigtsumeoFdna'5kcabspetseH.llaf.gnillafdiovaotwolseog

M03-S7H8

59-19

s’eofotwolbgnihsarC.revomihsdnesredluohs

S6H21

dnadesiurberaselcsuMeoF.nroterasnodnet

.gnidnatssniamer

M04-S6H51

dnadegamaderasnagrO.doolbpusworhteof

S8H71

morfedurtorpsbirowTwoneoF.edissih

.seitilibaruoystcepser

M53-S7H32

F sdrawkcabdekconksieo01tsalbehtmorf '.

M53-B1S7H8

001-69

.mradleihsskaerbtsalBdnamrasihnosllafeH

.tsirwsihskaerb

M04-S7H31

.woleofstihhsabgnortShtiwevigtsomlasgelsiH

.niapeht

M54-S7H61

dnuorgehtffodetfilsieoF.'5kcabnworhtdna

M04-B1S8H91

dilosfoeceipAdemmajsitnempiuqe

.tsehcs’eofotni

S7H42

s’eofstruhekirtsruoYehdnaecnalabfoesnes

.dnuorgehtotsehsarc

B1S8H9

501-101

sihskaerbekirtS.enob-rallocdnaredluohs

.sselesusimraenO

M54-S7H41

.hgihts’eofserutcarfwolB,nwodllaftonseodeoF

.klawtonnacehtub

S7H71

dnarevodekconksieoFsaheoF.dnuorgehtot

.pugnidnatselbuort

M54-B1S9H02

serutpurtcapmiegavaS!cideM.snagrolanretni

!cideM

M04-B1S8H62

kcendnawaj,ecafs’eoFlliwgnitaE.nekorbera

.tluciffideb

M04-B1S8H01

011-601

.mras’eofotetsawyaLybdeyortsedsidleihS

.tcapmi

B1S8H51

dnadetsiwtsigels’eoF.nekorbsitoofsih

M05-B1S8H91

sedivorpekirtstsedoM.sgninepotnellecxeemos

B1S9H22

nikssesiurbnoissucnoCsbirsrettabdna

M54-B1S8H82

.kcabdaehs’eofpanSsuoicsnocnusieoF

setunim01d1 .

M54-B2H11

511-111

ehtybnekorberasenoBotniseogeoF.noissucnoc.sdnr6niseiddna,kcohs

M05-B1S6H61

dnaderutcarfsienobehTniseideoF.nwodsllafeof

.kcohsmorfsdnr6

M55-B1S6H02

.nekorbsienipssiHsihmorfsruopdoolB

.sdnr6niseideH.htuom

M05-B2S6H32

.derutcarfsiegacbirsiHmorfsdnr6niseideoF

.gnideelblanretni

B1S6H03

eH.nekorbkcens’eoFseideH.htaerbtonnac

.elggurtsdnr6aretfa

B2S6H11

911-611

dnamras’eofpudloFeoF.giwtaekiltipans

.kcohsmorfsdnr3niseid

M55-B1S3H71

seideoF.nekorbsisivlePlanretnimorfsdnr3ni

.egamad

M55-B1S3H12

snagrolanretnilatiV3niseideoF.deyortsed

.sdnuorevitcani

B2H52

ehtmorfnidevactsehCsdnr3niseideoF.tsalb

.gnideelblanretnimorf

M05-B2S3H23

sidaehs’eoffoediS3niseideoF.dehsurc

evitcani .sdnr

M05-B2S3H21

021

edalbredluohsehTeoF.enipss’eofstcatnoc

.seidnehtdezylarapsi

H91

sgelhtobskaerbtcapmI.yltnatsnieoF.sivlepdna

H32

senobytrihtskaerbtsalBseideoF.notelekss’eofni

.yltnatsni

M55-B2S01H72

dnasgnuls’eofhsurC.yltnatsniseideoF.traeh

M55-B2S01H53

siH.yltnatsniseideoF.dehsurcsilluks

H31

Chapter Eight

8

Critical Tables

Page 73: 3001 - Martial Law

72

MARTIAL ARTS STRIKES CRITICAL TABLE

stluseRsmrAdnasdnaH

)1-0(teeFdnasgeL

)3-2(niorGdnanemodbA

)5-4(kcaBdnatsehC

)7-6(kceNdnadaeH

)9-8(

)01-(-)91-(.egamadelttiltub,ycnaF

H1

.esiondriewaedamwolB

H1

?tahthctobuoydidwoH

H1

.mrofeciN

H1

.rewopstisesolekirtS

H1

0–)9-(.tespudluowretsamruoY

H1

.ekirtsadilosostoN

H1

.dnahraepskaeW

H1

.kcattaruoysdiovaeoF

H2

.pataotswolsekirtS

H1

01-10secrofekirtsdemiaylrooP

.flesmihdnefedoteof

H1

.kcabspetseoF.lufecroF

H2

.kcabs’eofotkcikgnicnalG

H2

sekamekirtsgnicnalG.uoytcepsereof

H3

arofrevuenamuoY.noitisopretteb

H1

02-11!tohsdooG

H2

.ekirtsdraH

M5-H3

.hcamotss’eofottohS

H3

.eofsecnalabnuekirtsruoY

H4

.ekirtsdecalpllew,thgiL

H1

03-12'01eofsdneskcikleehW

.noitceridderisedani

M5-H3

revocerotkcabsllafeH.thgualsnoruoymorf

M01-H4

ruoygnirbdnaeofbarG.sbirsihotnieenk

M5-H4

.redluohsotwolB

H6

ruoyybdesufnocsieoF.kcatta

H2

04-13eofskconkkcikleehW

.talf

M01-H4

,tcefrepsawmrofruoY!rewopemosesus’telwon

M51-H4

dnaedisehtotpetsA.kcabsihnieofhctac

M01-S1H5

eH.ediss’eofkciK.yawehtfotuoselbmuts

M5-H7

dnahraeps,dnahefinK.noitanibmoc

M5-H2

05-14ottohsneponaekatuoY

.ediss’eof

M51-H4

ehtmorfkcabsllafeoF.revocerotgniyrtwolb

H5

ottohselbuodyppanS.derutcarferasbiR.sbir

M51-S1H6

sieoF.hcnupdilosA.elttiladelttar

M01-H8

otobmoctsifdnawoblE.esonseidoolbdaeh

M01-S1H3

06-15sieoF.ekirtsredluohS

.decnalabnuyldab

H5

toofs’eoffopotnowolB.decalpsimylthgilssi

M02-H6

s’eofsrajekirtsediS.syendik

S2H7

txenruoyeesnaceH.gnimocekirts

M51-S1H9

otyrts’tel,emittxeN.llewsaeofsserpmi

M51-S1H3

07-16

skaerbekirtsdnahefinKtignivael,mras’eof

.sselesu

M02-S1H6

.nodnetsellihcAekirtSeH.sllaftsomlaeoF.ecnalabsihsrevocer

M52-S1H7

stpmettaeoF.ekirtskcaBsegnahcnehtdnaeelfot

.dnimsih

M02-S2H8

asekameoF.ekirtstsehC.tcapminoesionegnarts

.srevocerdnaskcolbeH

S1H11

ekateofsekamkcikdiloS.ylsuoiresuoy

S2H4

08-17otdnahefinkgnortS

.tignikaerb,mrareppu

M52-S1H6

.gels’eoffokcabnikciK.selbmutseH

S1H8

snrutdnadilossiekirtS.dnuoraeof

M52-S3H9

dnathgilsiekirtsruoY.tsehcs’eofesiurB.tsaf

M02-S2H21

draugsihedisnipilsuoY.wolbdilosareviledot

M02-S2H4

58-18

aotnikcolbanrutuoYeoF.mras’eofotekirts

ekirtS.demrasidsi.egalitracsegamad

S2H7

.gelreppuotekirtslaturBehT.peedsiesiurbehT

eofrofdrahtisekamniap.gelehtnodnatsot

M03-S2H9

rednukcattaruoysserPs’eoffomottobeht

dniwehtkconK.egacbir.eoffotuo

S4H01

ruoyesU.tsehcotwolByawlaturbanidaeherof

.eofeudbusot

M52-S2H31

s’eoF.ekirtskcenesooG.derutpurraerenni

skconkekirtspu-wolloF!sdnuor3roftuomih

M52-S3H5

09-68

tisamras’eofremmaHehT.uoyraensessap

.peedsiesiurb

M03-S2H8

nievrenasekirtswolBsigelsiH.gelreppus’eof

.bmun

M53-S2H9

suxelpralosotwoblEs’eofottsiffokcabdna

.spordeoF.ecaf

M03-S4H11

otnodrawrofsllafeoF.uoyfotnorfnieenkeno

S3H41

oteofsnipswolbdiloSetisoppoehtecaf

.noitcerid

S4H5

59-19

otekirtsmlaptalfmriFsienoB.mrareppus’eof

otmihstruhtI.nekorb.mrasihesiar

M53-S3H9

s’eofnievrenotekirtSeH.selkcubgels’eoF.gelsehcuorceh;llaftonseod

.niapninwod

S3H01

spordkcikesuoh-dnuoR.seenksihoteof

M53-S5H21

ehT.ekirtstsehcdiloSeofsesufnoctcapmierasbirsiH.yltaerg

.derutcarf

M03-S4H61

mihsdnilbseyeotbaJtnecserC.yliraropmet

ehtni'01eofsdneskcik.tcelesuoynoitcerid

M03-B1S4H6

001-69

dnamraehtetacolsiD.tikaerbneht

S4H9

gnineponadnifuoYfokcabehtekirtsdna

.eenks’eof

M04-S4H11

noitcesdimotkciktnorF.revoeofselbuod

B1S6H31

sesnefeds’eofnwodwarDnehtdnatniefahtiw

.tsehcnimihremmah

M53-S4H71

senobdraehuoY!hcnurC.kaerb

M53-B1S5H6

501-101

wobles’eofotekirtSspordeoF.tniojsrettahs

.dnahnignihtyna

M04-S4H01

rewolfokcabotekirtSotelbanusieH.gel

.flesmihdnefed

M54-S4H21

nemodbaotekirtS.neelpsserutpur

M04-B1S6H41

skconkkcikesuohdnuoRserutcarfdnatuoeof

.enobralloc

B1S5H81

s’eofotwolbdednah-nepO.eofsnutselppas’madA

B2S6H7

011-601

siti,dleihsasaheoffIonsaheoffI.nekorb

.nekorbsimrasih,dleihs

M54-B1S5H11

s’eofdnihebaeraekirtSdnanodneT.eenk.egamadegalitrac

B1S5H31

eofskconkekirtsediSdnadrahstiheoF.nwod

.noitceridsihsesol

M54-B2S7H51

otekirtsdnahraepSottohswoblE.tsehc

.ediss’eof

M04-B1S6H02

,daeherofnieofekirtSkcensniarpskcohsehT.wajs’eofserutcarfdna

M04-B2S6H7

511-111reppuskaerbkcolmrA

.kcenehtnehtmra

B1S6H11

nwodeofs’kconkkciK.sgelhtobskaerbdna

M05-B1S6H41

,dnuorgehtotspordeoF.,doolbgnittips

B2S6H61

.kcabs’eofotkcikgniylF

M54-B2S6H12

skaerbkcikesuoh-dnuoR.enobwajdnaesons’eof

M54-B2S6H8

911-611

dnamraskaerbkciKeoF.traehotnibirsevird

.sdnr3niseid

M05-B2S3H21

enobsdnespihotkciKnahguorhtsretnilps

.sdnr3niseideoF.yretra

M05-B2S3H51

suxelpralosotkciK.neelpsdnarevilserutpur

.sdnr3niseideoF

M05-B2S3H71

enipssrevesekirtskcaBlufniap3nieofsllikneht

.sdnuorgnizinoga

05-B2S3H22

fohtobotekirtsmlaP.llukssehsurcsraes’eof

.sdnr3niseideoF

05-B2S3H8

021

sihesu&eofmrasiduoYeoF.mihllikotnopaew

.seidyltnatsni

H31

noitanibmocesicerPdelgnamanieofsevael

.htaedtnatsnI.paeh

H61

ralossecreipdnahraepS.traehserutpur&suxelp

htaedtnatsnI

H81

s’eofotekirtsleeH.egacbirsehsurcmunrets

.yltnatsniseideoF

H42

esons’eofotekirtS.niarbotnienobsevird

.yltnatsniseideoF

H9

Chapter Eight Critical Tables

8

Page 74: 3001 - Martial Law

73

MARTIAL ARTS SWEEPS U/ NBALANCING CRITICAL TABLE

stluseRsmrAdnasdnaH

)1-0(teeFdnasgeL

)3-2(niorGdnanemodbA

)5-4(kcaBdnatsehC

)7-6(kceNdnadaeH

)9-8(

)01-(-)91-(.gnitseretni…dekooltI

H1

.ekirtsrevelC

H1

.dooggnikooL

H1

.sevomruoytegrofuoY

H1

.esletontub,citaborcA

H1

0–)9-(eromelttilsikcattaruoY

.pirgysmulcanaht

H1

retfa,hcnupanipilsuoY.peewsruoygniliaf

H1

ecnalabnU.hgihtoteenK.eof

H1

er’uoyekilskooltI.gnirraps

H1

ssimdnastnapruoypiR.ytinutroppona

H1

01-10.detcelfedsikcattaruoY

H1

.eofsesufnocmrofruoY

H1

.ylthgilsselbmutseoF

H2

.tluassaruoysedaveeoF

H2

!evomeciN

H1

02-11s’eofsetacolsidworhT

.redluohs

H2

dnakcabsthgifeoF.raelcuoysehsup

H2

drahadnaekirtstfosA.egamadsesuachcnup

H2

oteofsesuackcattaruoY.ylthgilflesmihekirts

H3

iesnesruoyekamuoY.emahshtiwhsulb

H1

03-12

htiwllafsihskaerbeoFowtsniarpseH.dnahsih

.gnidnalnehwsregnif

H2

.peewsatonsiekirtsdiloSrofsseltsilsdnatseofruoY

.srevocerdnatnemoma

H3

eH.revoeofpeewSgniyrtemitemossdneps

.ecnalabsihrevocerot

S1H3

eofsekattsomlapeewSspordeH.teefsihffo

.eenkenononwod

H4

sdeeneH.kcabspaeleoF.revocerotemitemos

H1

04-13anopirgruoyesaB

.ffosraettahttnemrag

H3

seodeH.revoeofpeewS.llafton

H3

ehtotdekconkeoF.dnuorg

S1H4

morftuoemocteefs’eoF.srevocereH.mihrednu

H5

nahteromelttilsipeewS.kcikgninetaerhta

S1H2

05-14,mras’eofpirguoY

.tignitsiwtdnagnillup

H3

s’eofskaerbkcattaruoY.nwoddraug

M5-H4

osebdluowrehcaetruoY!uoyfoduorp

S2H5

eofskconkylraenpeewS.nwod

S1H6

.evitceffesipeewsruoY.gnileertnessieoF

S1H2

06-15

nanistluserpeewsruoYs’eofgniworhttatpmetta

.demrasidsieH.mra

M5-S1H4

nahtsseltub,draH.tpmettaworhthtooms

.decnalabnusieoF

S1H5

nonwodeofsekatpeewSeerfskaerbeH.eenkeno

.niapnisdnatsdna

M5-S3H5

.flacs’eofsekirtspeewSehttub,llaftonseodeoF

.yvaehsiesiurb

S1H7

ruoyrevospmujeoFtatuosekirtseH.tluassa

.esnefedniuoy

S2H2

07-16

.eofmrasidtsomlauoYotnwodsdnebeH

.nopaewsihrevocer

S1H4

.hgihts’eofsesiurbllaFteefsihotkcabstegeH

.yltnatsni

M01-S1H5

oteofsehsuppeewsruoY.ediseht

S4H6

tfelsieoF.worhtgnortSuoydnihebdnocesa

.desufnocdna

M5-S2H8

tub,eofworhtotyrtuoYsieoF.eerfskaerbeh

.decnalabnu

M5-S3H3

08-17

sdnesworhttnellecxE.mrasihnognillafeof

.demrasidsieH

M01-S2H5

eoF.gels’eofsesiurbpeewS.kcattaruoyforaelcspmil

S2H6

dnatsiaws’eofpirG.nwodmihworht

M01-S5H7

htiweofsserpmiuoYgnikconkybsseworpruoy

.dnuorgehtotmih

S3H9

ruoytcennoctsomlauoYfoecrofehthtiwelpparg

.kcika

S4H3

58-18

eofevahuoY.worhtytfiNdna,ecafsihno,dennip

.kcolmranani

S3H5

tub,nwodeofworhtuoYruoY.ylkciuqpustegeh.mihsessimwolbgnillik

M51-S3H6

eoF.revoeofpeewsuoY.pihsihskaerbdnasllaf

S6H8

mihsdnalworhttcefrePmihtnawuoyrevewoh

.'01nihtiw,ot

M01-S4H01

eofsdnesworhtyzzanSaekiltuos’eH.yawa'51.setunim01D1rofthgil

M01-S5H4

09-68

fI.edissihnosllafeoFsiti,dleihsasaheh

.nekorb

M51-S4H6

eoF.sgels’eofotpeewSruoyfoemosrevospmuj

.tifollatontub,tluassa

S4H7

S ehtoteofsdnespeewserutcarfeH.drahdnuorg

.llafehtnisenobwefa

M51-S6H8

eoF.worhtatpmettauoY,kcattaniamruoysdiova.nopaewsihlaetsuoytub

S5H11

worhtredluohstnellecxEdnuorgehtnoeoftsdnal

S6H4

59-19

nonwodeofworhtuoYrallockaerB.redluohssih

.mradnaenob

S5H6

pusgelsihspeewsekirtShtoB.mihdnihebdna

.nekorbera

M02-S5H8

eofsdnesssottcefreP.yawa'01gniylf

S7H9

skconkworhtenodlleWsaheoF.dnr1roftuoeof.mihfotuodekconkdniw

M51-S6H21

snutsnoissucnocereveSsiesoN.yliraropmeteof

.nekorbosla

M51-S6H4

001-69dnarevoeofkconkuoY

.nwodmihedir

M02-S6H7

sraetworhtmorfllaF.gels’eofnistnemagil

S6H8

ruoyotkcabgnirpsuoY.eofhtiwlloraretfateef

M02-S7H01

eH.kcabsihnosdnaleoF.pusdnatsdnarevosllor

S6H31

eH.esonsihskaerbeoF.desufnocdnanwodsi

B1S7H5

501-101

nimihezilibommiuoYnekorbmrA.kcolmrana

.sselesudna

S6H7

dnanwodeofpeewsuoY.tcapminogelsihkaerb

M52-S6H9

eof,yawa'5gnidnalnopU.sbirnekorblarevessah

B1S8H11

.kcabsihnosdnaleoFsieoF.nekorbkcaB

.dezylarap

M02-S7H41

eofsdnesworhtsuolubaFskaerbtsomlaeoF.gniylf

.sdnalehnehwkcensih

M02-B1S7H5

011-601

.mranosdnaleoFeramradnadleihS.sselesudnanekorb

M52-S7H8

gnillafnieoftsissauoYsigels’eoF.drahyrev

.derutcarf

M03-S7H01

revodeppilfsieoFtnesdnasdrawkcab

.yawagnilbmuts

M52-B1S8H11

revoeofdnesuoYeH.sdrawkcab

.'01selbmuts

B1S7H51

nwodeofworhtuoYpotnodnaluoysadrah

.mihfo

B2S8H5

511-111

sdnesworhtgnillor,ylSnekorbmrA.riaotnieof

.sselesudna

M03-B1S7H8

ehtoteofsdnespeewsgeLdnanekorbgeL.dnuorg

.flahybtuctnemevom

M53-B1S7H01

aevirduoY!worhteciNhguorhtenobnekorb

.neelpssih

M03-B2S9H21

gniylfeofsdnesworhT.yawa'01

M52-B1S8H61

sieh,mlehasahehfI,mlehonfI.tuodekconk

.dezylarapsieof

M52-B2S8H6

911-611

stucdnamraskaerbllaFnoitalucricffo

M53-B1S8H9

uoy&eofsnwodpeewS-gelanimihtup

.dlohgnikaerb

M53-B1S8H11

hguorhteofdnesuoYanidnalotriaeht

.paehdetsiwt

M53-B2S9H31

hcihwsbirskaerbworhT..sgnulehtetartenep

M03-B2S8H71

.senobskaerbecafotllaF

M03-B2S9H6

021

uoy,worhtenohtiWmihkconk,eofmrasid

.kcabsihkaerbdna,tuo

M53-B2S8H01

htiwnwodeofgnirBuoY.peewseenkruoy

dnakcabsihkaerb.mihezylarap

M53-B2S8H21

.worhtgnilloraesuuoY.yltnatsniseideoF

H41

morfelpparglaturbA.kcabs’eofskaerbwoleb

.dezylarapsieH

M53-B2S9H81

tsniagadehsamssieoFtnatsnI.stcejbolareves

.htaed

H7

Chapter Eight

8

Critical Tables

Page 75: 3001 - Martial Law

74

LARGE CRITICAL TABLE

tluseRsmrAdnasdnaH

)1-0(teeFdnasgeL

)3-2(niorGdnanemodbA

)5-4(kcaBdnatsehC

)7-6(kceNdnadaeH

)9-8(

)01-(-)91-(sinopaeW.esiurbeciN

.tcapminonekorb

H1

uoY.hgihtehtotekirtS.nopaewruoykaerb

H1

ruoykaerbuoY!thgiL.nopaew

H1

kaerbuoY!elkcit,elkciT.nopaewruoy

H1

uoynahtrehguotsieoF.thguohtyllanigiro

H1

0–)9-(.ekirtsthgiL

H1

.toofotekirtseciN

H1

.tohsesolC

H1

.redrahtihsnettiK

H2

?ekafeciN

H1

01-10ehtotekirtsgnizarG

.mrarewol

H2

.eenkehtottohstfoS

H2

ehttegetiuqt’ndiD.enotahtnoelgna

H3

tub,doogdekooltohS.tituobas’taht

H4

elttilos,ymenehcumoS.emit

H1

02-11!woP

H3

!gniD

H3

!fffaB

H4

!ffffuoO

H5

!hsoohW

H2

03-12.wobleehtottohsyppolS

H4

.doofruoyhtiwyalpt’noD

H5

.rettebgnitteG

H5

?etilopgniebtsujuoyerA

H7

?tahwrogniyalpuoyerA

H2

04-13,skooltinahtredrahs’tI

?huh

H5

sesuacgelehtottohS.egamadnahtniaperom

H6

tfosehtottohsdooG.eussit

H7

?teyerehtewerA

H9

evoLarofgnioguoY?paT

H3

05-14ehtnitohsdecalp-lleW

.tipmra

H6

ehtotesiurbyvaeH.hgiht

H7

ehtottohsdooG.syendik/sba

H8

ehtottohseciN.enips/munrets

H01

ehtnoesiurbdooG.daeherof

H4

06-15dnahehtottohsdooG

.nopaewpordeofsekam

H6

.eenkehtottohsdiloS

M5-H8

sesuactohsdecalp-lleW.egamadlanretniemos

H9

emossesuactohsdraH.egamadlanretni

H21

tub,desserpmierewuoY.tituobas’taht

H4

07-16dnahehtotekirtsdraH

.regnifaskaerb

M5-H7

s'eofskaerbekirtsdooG.gel

M01-H9

sesiurbekirtsdraH.selcsum

M5-H11

.sbirsesiurbekirtsytfeH

H41

eoF.elpmetehtottihdiloS.evitaitinitxenno5-tasi

H5

08-17

otmihsesuaclufniaPerayehtrevetahwpord

.gnidloh

M01-H8

eenkdnihebekirtS.elbmutsoteofsesuac

H01

ffoeofskconktohspiHsesiurbdnaecnalab

.enob

M01-S1H21

skconkedisehtotekirtSeofehtfotuodniweht

.eussitsegamaddna

M5-H51

foeceipffostuctohS.raena

M5-H6

58-18

sesiurbmrareppuottiH.enobdnaelcsum

H9

sesuacgelrewolottiH.erutcarfronim

.%52ybtuctnemevoM

M51-H11

syendik/hcamotstohS.egamadlanretnisesuac

S1H31

eofsecnivnocwolbruoYtubllamsebyamuoy

.tcepserdnameduoy

M01-H71

asnepokcenotekirtSdeelbotsnigebeoF.niev

.flesmihrevolla

M01-B1S1H6

09-68

.dnuowmraroniM

M51-H01

.dnuowgelroniM

M02-H21

ehtotdnuowroniMnoitces-dim .

M51-B1S1H41

.dnuowkcab/tsehcroniM

S1H91

.dnuowdaehroniM

B1S1H7

59-19dnanekorbmrA!duhT

.deniarpsdnah

M02-S1H11

dnanekorbgeL!hcuO.deniarpselkna

S1H31

...erayehtreggibehT

M02-B1S2H61

dnasbirnekorB!hcnurC.egamadlanretni

M51-B1S1H02

keehcdnaesoN!kcarC.nekorb

M51-B1S1H8

001-69mrareppuetaredoM

.dnuow

B1S1H21

tnemevoM.nekorbtooF.%05ybtuc

M52-B1S1H41

gniebsnagrofodnuoS.draehebnacdehsurc

B1S2H71

munretsdnasbiR.nekorb

M02-B1S1H22

.noissucnocroniM

M02-B2S2H8

501-101

spordeoF.nekorbmrA.nopaewsih

M52-B1S1H31

tnemevoM.nekorbgeLotsllafeoF.%05ybtuc

.dnuorgeht

B1S1H61

dnaeofsnutstohsniorGnimaercsmihsekam

!tohspaehC.niapelbirret

M52-B2S3H81

sesuacekirtsnoisicerPegamadlanretnievissam

.niapdna

B1S2H42

rofsekamdnuowkceN!gnideelbyssem

B2S2H9

011-601ehtskaerbwolbgnihsurC

.sselesutignikamdnah

B1S2H41

eoF.flahninekorbhgihT.dnuorgehtotspord

M03-B1S2H71

ekirtsdecalp-lleW.egamadlanretnignisuac

B2S3H02

sbirlarevesskaerbwolB.niksdna

M52-B2S2H52

.deyortsedsieyE

M52-B2S3H01

511-111

ehthguorhtseogtohS.osrotehtotnidnamra

M03-B2S2H51

ehthguorhtseogekirtS.sivlepehtotnidnagel

M03-B2S2H81

syendikdnareviLgnisuacdeyortsed

.gnigahrromehevissam

M03-B2S4H12

sgnulehtotekirtsytsaN.llotstignikatsi

03-B2S3H72

enobsdnesekirtsytsaNhguorhtstnemgarf

.yretraditorac

B3S3H01

911-611

.wobleehttaffotucmrAmorfsdnr3niseideoF

.ssoldoolbdnakcohseht

M03-B2S3H61

niseideoF.derevesgeLevissamehtmorfsdnr3

.ssoldoolb

M03-B2S3H91

eoF.nepodeppirstuGsenitsetnisihrevospirt

.sdnr3niseidneht

M03-B3S4H22

syortsedtsehcotwolBseideoF.snagrorojam ni 3

.sdnrevitcani,lufniap

B2S3H92

eoF.ffotucdaehfoediSsihsehcuotriaehtsaseid

.sdnr3niniarbdesopxe

M03-B3S3H11

021

smrahtobffostucwolBehthguorhtgnilevartyb

.htaedtnatsnI.tsehc

H71

skaerbwolbgnihsurCsretnilpsgnidnespihlativlareveshguorht

.htaedtnatsnI.snagro

H12

syortsedwolbgnihsurC.htaedtnatsnI.traeheht

H42

sreggatswolbgnihsurCenobsdnesdnaeof

.yretrarojamahguorht.htaedtnatsnI

H13

skaerbwolbgnihsurCselbmarcsdnalluks.htaedtnatsnI.niarb

H21

Chapter Eight Critical Tables

8

Page 76: 3001 - Martial Law

75

HUGE CRITICAL TABLE

tluseRsmrAdnasdnaH

)1-0(teeFdnasgeL

)3-2(niorGdnanemodbA

)5-4(kcaBdnatsehC

)7-6(kceNdnadaeH

)9-8(

)01-(-)91-(morfdekconksinopaeW.skaerbnehtdnahruoy

H1

.lufrewopsiekirtsruoY.skaerbnopaeW

H1

.egamademosoduoY.skaerbnopaewruoY

H1

rofelbmufalloR.skaerbnopaeW.flesruoy

H1

nopaeW.drahekirtsuoY.skaerb

H1

0–)9-(.mrareppus’eofotwolB

.rehtegottiteG

H1

dnadetcartsiderauoY.ylkaewgniws

H1

dehctarcsevahyamuoY.lletotdrahs’ti;edihs’eof

H1

secnuobwolbgnicnalG.edihs’tsaebssorca

H2

kcattaehtnoelgnadaB.egamadelttilsdleiy

H1

01-10.ylroopsdnalkcattaruoY

H1

s’erutaercelbirretsihT.wolbehtstcelfededih

H2

senobraehnacuoY.kaerb

H2

raenerehwontub,diloS.topslativa

H3

.detcelfedsawwolbruoY

H1

02-11ydaeR.mras'eofwolB

.ekirtsrettebarof

H2

skconktluassalufecarG.sesnefeds'eofnwod

H2

yldilosdecalpsiwolB.ediss'eoftsniaga

H3

dnalekirtssihtekamoT.llew

H4

emossreviledtohsesolC.egamad

H1

03-12kciuqdnathgilowT

.mraerofs’eofotstohs

H3

ssorcaekirtselbidercnI.mihspirtflacs'eof

H3

.edisseofotekirtsdiloS.detarteneptonediH

H4

ekirtsgnicnalgdraH.tsehcs'eofsessorc

H5

ehtotwolbgnicnalG.daeh

H2

04-13stidesutsaebehT

.esnefedrofmraerof

H3

s'eofotekirtselbatpeccA.gel

H4

seohceleetsfognirehT.sraeruoyhguorht

H5

.kcabotwolB

H6

.uoydecitonsaheoF

H2

05-14

tsniagasdnalwolbruoY.redluohss'eof

H4

dnaprahsatuolaeduoYspetseoF.ekirtsdrah

.gelsihtakoolotkcab

H5

ffospopnoitarocedAhtiwnopaewruoy

.edisseofottcapmI

H6

ekirtsruoyfoliocerehTuoysdnestsehcseofot

.kcabgnilbmuts

H8

ezafotsmeesgnihtoNtahttcafehtneveton,eof

.mihgnikcattaerauoy

H3

06-15

s’eofotekirtslaturB.mraerof

H5

.gels'eofnoekirtsdiloSyawaylkciuqevomuoY.noitailaterehtdiovaot

H6

sihrednupetsuoYmihekirtsdnatluassa

.nemodbaehtnidrah

H7

nopaeW.ekirtskcaBybegamadotsmees

.ylnohcuot

H9

hctarcsnwodsehcaereoFtonsitaht,spoO.hctina

.kcattaruoysawti;hctina

H3

07-16tniojmras’eofotwolB

.ylroopsdnal

H5

desopxesihnieofhctaC.gel

M5-H6

elacsdnanroh,riahpiR.wolbgnicnalgahtiw

H8

ninatitllefehtekirtsuoY.tsehceht

H01

daehs’eofotekirtsdiloS.ffosecnuobtsuj

H4

08-17

uoyswohsdribelttilA.romras'eofniwalfeht

.peedsegnulpekirtsruoY

M5-H6

reppus’eofserujniwolB.gel

H7

topskaewdetcepxenUotekirtsruoyhtiwdnuof

.ediss’eof

M5-H8

s’eoF.kcabs’eofotwolBuoY.erehthguotsiedih

.htgnertseromdeen

H11

ythgimaerauoYstihekirtsruoY.roirraw

.kcens’eof

H4

58-18

eoftucotelbaerauoY.maercsmihekamdna

H7

sekamgels’eofotekirtSpohmih .niapehtmorf

M01-H8

topsthgirehtotnipetsuoY.ediss’eofnepotucdna

S1H9

gnicreipotesolcemacuoY!niagayrT.traeheht

M5-H21

tsniagasdnalekirtsruoY..kcens’eof

M5-H4

09-68

s'eofnosdnalekirtSsahnoitarbivehT.nroh

.tceffeemos

M01-H7

agnittihyrt,emittxeN.topslativ

H9

s’eofotekirtsgnicnalGfohcumsesolnemodba

.edihs’eofnotcapmieht

M01-S1H01

edissihgnolaeofdnuoW.ekirtstnellecxenahtiw

H31

otsliafkcens'eoftahsalS.drahyrevdnal

B1S1H5

59-19

ehtybdetlusnisieH.yldabtruhtontub,wolb

H8

nrotsinikS.ekirtsnihSsienobdnanepo

.struhenosihT.desiurb

M51-H01

s’eofottohsykcuLgnipsagmihsevaeltaorht

.yppahtonsieH.riarof

B1S1H11

sahdnadennutssieH.gnirevuenamytluciffid

M01-S1H51

ehtmorfselbmutseoF.tohsehtfostceffe

M01-B1S1H5

001-69

s’eofrednupetsuoYecrofehtesudnaegnul

.mihtsniaga

M51-S1H9

hgihts'eofgniremmaH.tcepseremosuoysteg

S1H01

.nemodbas'eofotekirtSesiurbtseggibehtsaheoF

.neesreveevahuoy

M51-B1S2H21

sdnalekirtsruoynehWsenob,kcabseofno

.popdnaelkcarc

B1S1H61

topskaewastneserpeoFwolB.ekirtsuoydna

.kcenehtnosdnal

B1S1H6

501-101

snepomraotwolbeciNdnadnuowdoogyreva

.gnideelbemossesuac

B1S1H9

ruoysaylfskrapSnoyldilossekirtsnopaew

.hgihteht

M02-B1S1H11

ruoyotnithgirspetseoF.gniws

B1S2H31

adnuofuoY!esirpruS!topslativ

M51-B1S1H71

.daeherofotwolbsuoiciV

M51-B2S2H6

011-601s'eofotekirtstneloiV

.mraerof

M02-B1S1H01

tuohtiwdiloS!mooB.noitseuq

B1S1H21

siH.nepomihpiruoY.uoyrevollastegdoolb

M02-B2S2H41

uoysevaelekirtsysseM.doolbniderevoc

B1S2H81

naserujnieofotekirtS.eye

B2S2H7

511-111.derettahssimrA

B1S2H11

.hgihtderettahS

M52-B1S2H31

serujniedisotekirtS.snagro

B2S3H51

.sbirnekorb6

M02-B2S2H91

erakcabdnakcensiH.derujniyldab

M02-B3S2H7

911-611

.redluohstaderevesmrA.sdnr3niseideH

M52-B2S2H11

.pihehttaderevesgeL.sdnr3niseideoF

M52-B2S2H41

.nemodbas'eofnepopiR.sdnr3niseideoF

M52-B3S3H61

dnaenobskaerbekirtS.snagrolativsegamad

.sdnr3niseideoF

52-B2S2H12

seofotnisetibnopaeW.sdnr3niseideoF.lluks

52-B3S3H8

021

.osrotdnamrareveS.htaedtnatsnI

H21

ffostucnopaewruoY.htaedtnatsnIsgelhtob

H51

ehtsiwolbythgimruoY.foedamerascipeffuts

.htaedtnatsnI

H71

ewA - ekirtsgniripsnihtobhguorhtenobsevird

.htaedtnatsnI.sgnul

H22

.raeehtnimihhctacuoY.llukssespallocwolB

.htaedtnatsnI

H8

Chapter Eight

8

Critical Tables

Page 77: 3001 - Martial Law

76

ACID CRITICAL TABLE

tluseR smrAdnasdnaH)1-0(

teeFdnasgeL)3-2(

niorGdnanemodbA)5-4(

kcaBdnatsehC)7-6(

kceNdnadaeH)9-8(

)01-(-)91-(.elzziF

H1

.hcuO

H1

.segdodeoF

H1

.mihstihylerabkcattA

H1

!hsalpsfostoL

H1

0–)9-(.dicaehtybdegnissieoF

H1

eltratsspordartxewefA.eof

M5-H2

sesoltub,segdodeoF.dnuorg

H2

dicaevahtsumeoF!notnalleper

H3

.eofrevoswolfdicA

H1

01-10ehtybnekahssieoF.kcattaruoyfoecrof

M5-H3

uoytub,desserpmisieoF.rettebwonk

M01-H3

dicafohsalfkciuqehT.suoituaceofsekam

M5-H4

yletelpmocsieoF.dicaybdednuorrus

H5

.hsalpselttilatsuJ

H2

02-11.edavetonnaceoF

M01-H4

nrublausununastegeoF

H5

ybkcabanekatsieoF.noisserpxeecreifruoy

M01-S1H6

ehtmorfdetneirosideoF!sliocerdnakcatta

M5-H8

.enotahttlefeoF

M5-H3

03-12arofsekomsmras’eoF

.tnemom

H5

ekomsdnagninrubehT.uoyfoyraweofsekam

M51-H6

ehtub,kcabeofecrofuoY.degamadylsuoirestonsi

S1H8

eofsesuackcattadooG.reggatsot

M01-H01

tlemotsnigebraegs’eoF!tluassaehtmorf

M01-S1H4

04-13degamadsidleihss’eoF

.kcattaehtmorf

M51-H7

morfkaewtegsgels’eoF.kcattaehtfogninrubeht

M02-H8

tlebs’eofnognihtemoS.dicaehttcarttaotsmees

M51-S2H9

sehsawdicafoevawA.eofrevo

S1H21

revoselppirdicawaR.niksdesopxes’eof

S1H4

05-14ehtfotsomsegdodeoF.tifollatontub,kcatta

M02-S1H8

sreffusniksdesopxellA.nrubdicadlimamorf

S1H01

dnaromrasegamaddicA.gnihtolc

M02-S2H11

ehtybdesirprussieoF.kcattaruoymorfniap

M51-S1H51

.degamadsimlehs’eoF

M51-B1S2H5

06-15ssorcaspirniapgnirraJ

.mras’tegrat

S1H9

dnagels’eofsnrubdicA.romraynasegamad

M52-S1H11

s’eofgnikeessidicaehT.nemodba

B1S3H31

.degamadromratsehC

M02-S2H71

kcattaehttub,skcudeoF.kcensihstih

M02-B1S2H6

07-16

tub,drawrofsllafeH.nopaewsihfodlohspeek

M52-S2H11

ehtdiovaotsnruteoFllufehtsekatdnakcatta

.gelsihnoecrof

M03-S2H31

morfrevoselbuodtegraT.niapgninrub

M52-B1S3H51

romrA.kcattadooGniksdnadessapyb

.denrub

B1S2H91

siriahs’eoffoemoS!yawadenrub

B1S3H7

08-17morfdereggatssitegraT

.niapnedduseht

M03-B1S2H21

sgels’eofotkcattagnortS.’5kcabmihskconk

B1S2H41

.hcamotss’eofstihtsalB.deyortsedromrA

M03-B1S4H71

raelctegotsreggatseoF!kcattaehtfo

M52-B1S3H22

eofsflugnedicA.yletelpmoc

M52-B2S3H8

58-18

stlemkcattadesucoFromrA.romramras’eof

.enogwonsi

B1S3H31

srevocyletelpmocdicAsihsesoltsomlaeH.eof

.gnitoof

M53-B1S3H61

emossreffustegraTemossaniapgnizinoga.devlossidsinikssihfo

B2S4H91

gnilcotsmeesdicaehTmihgnikam,eofot.elihwarofekoms

M03-B1S3H42

.tihsiecafs’eoF

M03-B2S4H9

09-68

,edisehtotsevomeoFmihstihkcattaehttub

.yawyna

M53-B1S3H41

.teefs’eofs’nrubkcattA

M04-B1S3H71

01drofekomslliweoF.sruoh

M53-B2S5H02

hctapegralasesoltegraThselfdnaniksfo

.htaenrednu

B2S4H62

sflugneyletelpmocdicAmihgnikam,daeh

.sdrawkcabelbmuts

B2S4H01

59-19

ehtedavetonnaceoFdnaromrA.ekirts

devlossidsignihtolc.yletelpmoc

M04-B2S4H61

egdodotstpmettaeoFeH.spirttub,kcattaehtrewol,eenkenootspord

.devlossidromragel

B2S4H91

yletelpmockcattaehTgnihtynadeyortseds'eofehtnocinagro

.tsiaw

M04-B2S6H22

niapemertxenisitegraT.stlemhselfsihsa

M53-B2S4H92

ehtnimihstihkcattA.esondnaseye

M53-B3S5H11

001-69.stlemniksdnaromrA

B2S4H71

.deyortsedromrA

M54-B2S4H12

.detlemraegdnagnihtolC

B3S7H42

.deyortsedgnirevoctsehC

M04-B2S5H13

.yawastlemniksemoS

M04-B3S6H21

501-101

redluohsdnamras'eoFgnihtolcdnaromra

.deyortsed

M54-B2S5H81

.yldabdenrubsgelhtoBeragnihtolcdnaromrA

.yawadetlem

M05-B2S5H22

ehtrofsdnr6sekattIotgnihtolcdnaromra

.evlossid

M54-B3S8H62

dnaromratsehC.deyortsedsignihtolc

.yldabyrevdenrubeoF

B3S6H43

wajrewoldnakcens'eoF.yldabdenrub

B3S7H31

011-601skconkkcattalufecroF

.nwodeof

M05-B3S6H02

syortsedkcattaevissaM.gnirevoccinagrolla

B3S6H42

siehsekilsmaercstegraT.niapgnizinogani

M05-B3S9H82

ehtdnuoraeofsbargtsalB.deyortsedsiromrA.tsehc

M54-B3S7H63

ehtdiovaotskcudeoF.kcatta

M54-B4S8H41

511-111

kcohS.yawadetlemmrA6nieidoteofsesuac

.ynogadnaniapfosdnr

B3S6H12

dnadeyortsedsgeLsnagrolatiV.yawadetlem

6niseideoF.tuollips.sdnuorlufniap

M55-B3S6H52

.detlemnoitces-dimeritnEnidnuorgotsllafflahpoT

sregnileoF.elddupeht.sdnr6niseidneht

B4S6H03

dnastlemhself’stegraTegralniffoshguols6niseideH.sknuhc

.sdnuorgnizinoga

M05-B3S6H83

sidaehs'eoffokcaBefilgnikamyawadetlem

seideoF.tluciffidyrev.sdnr6ni

M05-B4S6H51

911-611

redluohsdnamrA3niseideoF.devlossid

.kcohsehtmorfsdnr

M55-B3S3H22

mihsekamekirtS,esaelerylnosiH.espalloc

.sdnr3nihtaedsi

M55-B3S3H72

nehtylesnetnisekomseoFgnihtoN.sdnr3niseid

.elddupgniwolgatubtfel

M55-B4S3H23

ybdednuorrussitegraThselfsihsaekomsdirca

.sdnr3niseideoF.stlem

55-B4S93H14

thgirekirtsehtsekateoF3niseideoF.daehehtni

.ssoleussitmorfsdnr

B4S3H61

021

yawastlemkcattaehTeoF.niksdnagnihtolc

01drofamocaotnisllaf.seidneht,skeew

H52

stlemkcattadicaevissaM.sgelehthtiwgnitratseof

.htaedtnatsnI

H03

derevocyletelpmocsieoF.htaedtnatsnI.dicayb

H53

erasnagrolanretnIdoolbdnadetlem

.htaedtnatsnI.setaropave

H54

sihlitnueofsllifdicAaniseideH.wolgseye.hselfnwosihfoloop

.htaedtnatsnI

H71

Chapter Eight Critical Tables

8

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77

MAGICAL ITEMS

s she gazed at it, blazing coldly in the moonlight,

her eyes were suddenly opened, and she saw, as

in a dream, the faces of many kings and warriors,

and blood red on blue steel. She saw the dwarfs

busy over their forge in a great cave, vivid in the

orange light of the forge, and heard the sound of

their hammers, the hiss as the hot metal was

tempered, the scrape of whetstones as the edge

was laid. She saw a tall dark figure muffled in a

cloak, who watched the work, and added to the skill of the

smiths the power of wind, tide, and lightning. She saw him take

the blade in his hands, as she was doing now, and look down it

to make sure that it was straight and true…”

— Tom Holt, Who’s Afraid of Beowulf?

Chapter Nine

9

Magical Items

Page 79: 3001 - Martial Law

78

No world would be complete without magicalweapons and armor to help add color to the surroundings.Whether it’s the family heirloom handed down throughgenerations or the object of a quest, magical items are thecompass by which many adventurers navigate.

The following chapter details some magical weapons,armor, and miscellaneous magic items. Some of whichhave special abilities and others that are evil and cursed.Any item marked with an asterisk (*) is a unique itemwith only one known to be in existence. The GM is free tomodify these items as necessary to fit into their campaign.Some of the more general magical swords do not specify amake of sword (such as longsword or short sword), onlythe general type, so it is left up to the GM to decide thiswhen he uses the item in his campaign.

Some magical weapons cause additional criticals,such as Heat and Cold, when they hit a target. To resolvethese effects, refer to the appropriate secondary criticaltable and add the effects to the weapons original critical.The criticals will occur in the same hit location.

Example: Aiden is wielding a Flamewyrd swordwhich causes an additional Heat critical upon asuccessful hit. If the Adjusted Attack Roll for theSlashing critical was 67, then he would also get anequivalent 67 result from Heat critical table. TheSlash critical effect would be combined with theeffects of the 67 result from the Heat critical table.

MAGICAL WEAPONS

Aiden’s Great Mace*: This weapon resembles a largeround metal cylinder on the end of a long wooden shaft (2'head, 4' shaft). The cylinder is covered with spikes and is avery intimidating weapon to wield. The weapon grants a +15OB and increases the character’s Frenzy skill by +10 ranks.

Weight: 10 lbs. Skill: 2 Handed

Attack: Large Crush Fumble: 01-05

Asad’s Madu of Speed*: This madu was created forthe knight Sir Asad Udin. It gives the wielder a +5initiative bonus and a +20 OB bonus when attacking.

Weight: 5 lbs. Skill: 1 Handed Edge

Attack: Medium Puncture Fumble: 01-04

Bleeding Wounds Sword: These swords have a +10OB and cause additional bleeding. Whenever a hit causesmore than 5 points of concussion hits damage, a bleedingwound of 1 hit per round is also inflicted. If the criticalrolled indicates a bleeding wound effect, increase thedamage per round by 1 hit.

Weight: 4 lbs. Skill: 1 Handed Edge

Attack: Medium Slash Fumble: 01-04

Bloodmoore*: Wielded by the renowned fighterLady Agotha the Fearless, this scimitar grants a +15 OB

bonus. The weapon also adds +5 to the Adjusted Attackroll (for more severe criticals) which reflects the deadlynature of the weapon.

Weight: 4 lbs. Skill: 1 Handed Edge

Attack: Large Slash Fumble: 01-04

Coldsteel*: Named after its creator, Lord Daras Coldsteel,this halberd has a magical +15 OB bonus. It also protects thewearer from fire-based attacks by providing a magical +25 DBbonus against heat and magical fire. In addition, if the weaponis being held the user is completely immune to normal firesincluding torches, bonfires, and even lava.

Weight: 10 lbs. Skill: Pole Arms

Attack: Large Slash Fumble: 01-05

Defender of the Heartland*: This spear is wielded bythe Captain of Fyrdman and is handed off to each captainin succession. It is considered a weapon of office. TheFyrdmen are a group of warriors from the northernkingdoms (same area as the Huscarls). This spear was a giftto the Order of the Iren-Fyrd after the first captain waskilled defending a Dwarvish keep from attacking Orcs. TheDwarves decided his sacrifice was so noble that several oftheir best weaponsmiths spent weeks working on thecreation of the weapon. His spear has a +20 OB bonus andignores all range penalties out to its maximum range.

Weight: 5 lbs. Skill: Pole Arm

Attack: Large Puncture Fumble: 01-04

Dragonslayer: This blade is specially magicked so asto be +25 OB against dragons; against other opponents itgrants a +10 OB.

Weight: 5 lbs. Skill: 1 Handed Edge

Attack: Medium Slash Fumble: 01-04

Flamewyrd: These magical blades give an additional+15 OB to attacks. It causes an equivalent Heat critical inaddition to the Slash critical when it hits. They also helpprotect the wielder from cold-based attacks. When held,they grant the wielder a -20 to the Adjusted Attack Roll(thus reducing the critical result) against all cold-basedattacks. Upon command, they will also burst into flamesproviding a light source (equivalent to a large torch).

Weight: 4 lbs. Skill: 1 Handed Edge

Attack: Medium Slash Fumble: 01-04

Foebiter, Axe of the Huscarls*: The legendary long-axe first wielded by Halvgrimr Adálradarson. This axegives a +25 OB bonus and provides a magical aura ofprotection (+15 DB bonus) when held. The Huscarls are agroup of warriors among the northern kingdoms, knownfor their great courage and skill at arms. This weapon hasbecome an icon of leadership among the Huscarls.

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Weight: 5 lbs. Skill: Two-Handed

Attack: Large Slash Fumble: 01-04

Frostfang: These magical blades give an additional+15 OB to attacks. It causes an equivalent Cold critical inaddition to the Slash critical when it hits. They also helpprotect the wielder from fire-based attacks. When held, theygrant the wielder a -20 to the Adjusted Attack Roll (thusreducing the critical result) against all fire-based attacks.

Weight: 4 lbs. Skill: 1 Handed Edge

Attack: Medium Slash Fumble: 01-04

Roger’s Piercing Arrows: These specially enchantedarrows are designed by the Archmage Roger the Unwise.He was taunted and heckled so often by warriors wearingplate armor that he decided to show them that magic isthe great equalizer. He designed these arrows to penetratearmor. They ignore all defensive bonuses granted fromthe type of armor worn. Any magical bonuses the armorhas still apply, but the base DB from the armor type is notused. For example, magical chainmail +15 would only givea +15 DB bonus and not the additional +40 you wouldreceive from the basic chainmail itself. The arrows areproduced in batches of 20. The attack size is dependent onwhat type of bow fired the arrow. These arrows cannot beused by crossbows.

Weight: 3 lbs. Skill: Missile

Attack: Special Fumble: Special

Quickshot Bow: These bows will automatically loadand ready an arrow from the quiver automatically. The

wielder simply uses a mental command to ready the arrowand it magically appears knocked and ready on thebowstring. He only has to draw back and release. The usercan mentally select any arrow available in his quiver, suchas a silver tipped arrow, magical arrow, or a special slayingtype arrow. This allows the bow to be fired each round.

Weight: 3 lbs. Skill: Missile

Attack: Medium Puncture Fumble: 01-05

Soulseeker*: This Elven bow was created eons agoand has been passed down through the ages. The longbowhas a magical +20 OB bonus. The bow magically readiesany arrow of choice from the user’s quiver by mentalcommand instantly (no reload time).

Weight: 3 lbs. Skill: Missile

Attack: Medium Puncture Fumble: 01-05

Vindicator*: Created for the warrior mage NekiStormweaver, this weapon gives a magical +20 OB bonus.On command, the blade and handle can change lengthand become any size sword the wielder chooses. Essen-tially, the possessor can use the sword as a short sword,longsword, bastard sword, or great sword.

Weight: 4 lbs. Skill: Special

Attack: Special Fumble: 01-03

ARMOR AND SHIELDS

Armor of Protection: This set of plate armorprovides a magical DB bonus of +10 and reduces theAdjusted Attack Roll by -10 whenever a critical is struck.

Blackthorne’s Defender*: This shield was created bythe master Elven armorsmiths for Paladin-Lord Christo-

pher Blackthorne. This paladin was renowned for alwaysputting the safety of his allies before his own, often

risking injury or death in the defense of others.This normal sized shield provides the possessor

an additional magical protection +25 DBbonus. On any given round the user can lend

some of the magical bonus to any targetwithin a 10’ radius.

Bracers of the Serpent: These magicalleather bracers make the wearer immune toanimal poison effects.

Brockman’s Shield of Deflection*:This round target sized shield provides theuser with a magical +15 DB. Three times aday, the user can activate a Deflections(Aim Untrue) spell, which causes anymissile attack made within 100 ft toautomatically miss.

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Elven Chainmail: This armor is constructed of Elvensteel that provides an additional +10 DB and weighs only10 lbs. for a complete suit. This suit includes a coif and fullshirt with sleeves.

Gauntlets of Strength: These metal gauntlets grantthe wearer a strength of 100 (stat bonus +10). Theymagically adjust their size to accommodate the user.

Helm of Farsight: This visored plate helmet allows thecharacter to see great distances. With the visor down, thewearer can see up to 1 mile away clearly and with detail.

Helm of Protection: Open-faced plate helm thatgrants an additional +15 DB to the wearer.

Ikthalian’s Armor of Invulnerability: This full set ofrigid leather armor is constructed out of enchanted rhinohide. It grants the wearer invulnerability against all non-magical attacks. Normal weapons that do not have amagical enchantment cannot damage the wearer.

Skeen’s Boots of Speed: These leather boots give thewearer double their BMR. They also allow the character towalk across liquid or soft surfaces as if it was solid ground,such as water, quicksand, or mud.

MISCELLANEOUS ITEMS

Agotha’s War Paint: This paint can be used to paintmagical shapes and symbols onto a person’s skin. Each setof designs grants the character a combat enhancement.Only one design from each color can be used at any giventime and will wear off in 5-10 hours. If the character iscovered in water (i.e. diving into a pool of water, beingstruck by a water bolt spell, etc.), the paint immediatelydissolves and the bonuses are lost.

Black - Double Concussion Hit damage caused whenattacking. Every successful attack by the characterdelivers twice the normal hit damage (i.e. 10 hitsbecome 20 hits).

White - Reduce Concussion Hit damage taken by50%. Every successful hit on the character has thedamage reduced by half (i.e. 14 hits becomes 7 hits).

Red - Reduce bleeding effects by 50%. For everycritical result that causes a bleeding effect, thebleeding is reduced by half (i.e. bleed 4 hits/rndbecomes bleed 2 hits/rnd).

Orange – Range penalties for missile weapons arereduced by 50%.

Yellow - Flank and rear positional bonuses do notapply against the character. They are aware of allattacks against them and can use their full DB.

Green – Character regenerates 2 hits per melee roundand can even regenerate lost limbs or organs.

Blue – Character is immune to breath weapons,including Dragons.

Purple – Character is immune to poisons andtheir effects.

Dani’s Magical Ink: This ink is enchanted and is usedfor tattoos. Depending on the shapes and runes used inthe tattoo design, different character stats can be en-hanced. Each tattoo set grants an additional +5 statmodifier. A character can only have one tattoo set of agiven type (i.e. one strength tattoo set, one quicknesstattoo set, etc.). The exact design of the tattoo is left up tothe GM and player to decide.

Example: Lady Agotha has acquired some ofDani’s Magical Paint, enough for one set of tattoos.She decides to place a tattoo set on her arms to giveher greater strength. She now has a strengthmodifier of +5.

Fyrdman Medallion: These medallions are given tonew members when they are accepted into the order of theIren-Fyrd. The medallion gives the wearer a magical auraof protection which gives them a +5 DB. The medallionalso reduces the effect of all bleeding wounds by 1 pt/rnd(i.e. bleed 2 pts/rnd becomes bleed 1 pt/rnd, bleed 1 pt/rnd has no effect).

Gold Bracer of Healing: This metal bracer is madeof gold with silver inlaid dragons. Once per day, thecharacter can completely heal all of their damage andremove any critical effects (i.e. broken bones, bleeding,stun effects, etc.). This item cannot regenerate lost limbsor organs, but it can repair any damage done to anexisting limb or organ.

Gorget of Sustenance: This leather gorget protectsthe neck as rigid leather and conveys an additional +5magical protection. It also means the wearer has no needfor food, water, or air.

Huscarl Medallion: These medallions are given tonew members when they are accepted into the order ofthe Iren-Hirth. The new Huscarl must surrender hisFyrdman medallion before receiving the Huscarl medal-lion. This medallion grants the wearer a magical aura ofprotection that gives them a +10 DB. The medallion alsoreduces the effect of all bleeding wounds by 1 pt/rnd (i.e.bleed 2 pts/rnd becomes bleed 1 pt/rnd, bleed 1 pt/rndhas no effect).

Ring of Healing: This magical ring automatically healsthe wearer 5 hits every round. The healing power is continu-ous and can even help regenerate lost limbs over time.

Silver Bracer of Protection: This metal bracer ismade of silver with gold inlaid dragons. It makes thewearer totally invulnerable to all breath weapon attacks.

Sir Asad’s Lexicon of Fighting Techniques: Thismagical tome was written by the venerable and skilled SirAsad Udin. The reader gains a +20 to all combat skill

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categories after the book is read. Reading the book takesapproximately 1 month to complete.

CURSED ITEMS

Armor of Bleeding: This armor comes in a variety ofstyles; soft leather, chainmail, and even plate sets havebeen encountered. The armor appears as magical armorthat provides a +10 DB. However, when the wearer isgiven a bleeding wound, the cursed nature of the armorbecomes readily apparent. Any bleeding wounds sustainedby the wearer have their bleeding effects increased by 1 Hitper round (i.e. bleed 1 Hit/rnd become 2 Hits/rnd, etc.).

Conner’s Gauntlets of Fighting: These leather gauntletsprovide the wearer with a magical +10 OB for all meleeattacks. The gauntlets were created for a human fighter,Conner, who had a dislike for archery. He felt that attackingsomeone from a distance was a dishonorable act; therefore,whenever the wearer attempts to use a missile weapon whilewearing the gauntlets, he will automatically fumble.

Faylenn’s Scimitar*: Originally wielded by thedruidess Faylenn the sword was a weapon forged todefend nature against all enemies. The druidess was ledastray from the path of good and began a destructivecampaign against all she once held sacred. Eventually, thedarkness destroyed her leaving the sword cursed. It isrumored that part of the dark soul that once consumedFaylenn has become part of the weapon itself and explainsits now vile nature. Any vegetation or plant the weaponcomes in contact with will wither and die upon the mentalcommand of the wielder. The scimitar gives a +10 OBbonus, but its truly cursed nature doesn’t present itselfuntil a fumble is rolled. When a fumble occurs the weaponautomatically hits the nearest friend or ally instead ofrolling on the Fumble Table. When fighting animals orplant-based creatures, the weapon gives a +20 OB bonus.

Weight: 5 lbs. Skill: 1 Handed Edge

Attack: Large Slash Fumble: 01-07

Helm of Attraction: This plate helm provides amagical +10 DB. Whenever any missile travels within 20'of the wearer, it is automatically redirected towards theuser (the shooter makes a normal attack roll against thewearer). This helm was created and given to an Elvenlord the night before a battle by his own court wizard,Eligon. The reason for the betrayal has never beenknown. The Elven lord was killed in the opening mo-ments of the battle by his own archers when he wasstruck by several dozen arrows at once.

Sword of the Banshee: This cursed sword providesthe user with a +10 OB. It does possess a hidden powerthat the wielder will not be aware of until he fights withthe weapon for the first time. After the first round ofcombat, the weapon causes the user to go into a frenzy.

The wielder is considered to have 15 ranks in the skillFrenzy and will automatically attempt to begin hisfrenzied attack after the combat begins. If the useralready has ranks in the skill, add the 15 ranks to hisexisting skill level. While in the frenzied state, the wielderwill scream as loud as possible.

Weight: 5 lbs. Skill: 1 Handed Edge

Attack: Medium Slash Fumble: 01-04

Sword of Fumbling: These swords come in all sizesand types (i.e. longswords, scimitars, two-handed sword,etc.). They have a magical +10 OB, but also have doublethe normal fumbling range (range of 01-04 becomes 01-08). If the weapon does fumble during an attack, thefumble roll is modified by an additional +10.

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CREATING NPCS

hey waited, in the rain. Six travelers, road weary

and cold; they were waiting for a man named Karl

The Mad. He was a thug and a killer and a knight of

the realm. They came to warn him. They came

seeking aid from him. The man came out of

nowhere, a shadow born of the rain. His face had

been handsome once, now blurred by age and

scarred by war. He wore a fur cape, leather

breaches and a woolen tunic. A worn, frayed leather

belt was wrapped loosely around his waist; a scabbard hung

from there. The scabbard was plain leather, unadorned, but it

showed no sign of wear and tear. His right hand leaned on

that scabbard, a few inches from the black leather of his

sword hilt. It was his eyes that were most distinctive. Cool

eyes, hard eyes, dark grey and impassive. Those eyes sat coiled

in his face, watching them, staring at each one, as if

memorizing their faces. His left hand twitched. He coughed,

cleared his throat, and made ready to speak. They waited. As

one, they swallowed, fidgeted. He almost smiled.

“So,” he asked, “what is this information you have that is

so important?”

— Gavin Bennett

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NON-PLAYER CHARACTERS (NPCS)NPCs are the bit players, the supporting cast and the

villains of your saga. They are characters in their ownright, though their detailing and importance variesdepending on the needs of your adventure. NPCs arevillains, allies, helpers and victims. The sort of characteryou wish to create will have a direct bearing on how yougo about constructing the NPC. How detailed do you wishyour NPC background to be? A minor character, such asthe stick-thin war veteran turned inn keeper who warnsour heroes that the Black Prince’s men are lying in wait forthem does not need much detailing. A more importantcharacter, such as the innkeepers’ ugly daughter who is inlove with one of the Black Prince’s men and will betrayour heroes, will require more detailing. Simple charactersare just a few lines of description and some stats. Impor-tant NPC creation is a similar process to creating a PlayerCharacter. To help you along we have created a quick andsimple process. You can skip any step in the process thatyou feel offers more detail than is necessary for the NPC.Don’t worry if you under-estimate the character’s impor-tance: you can always add more details later.

GM TIP

If you need an NPC fast, head forhttp://www.HARPHQ.com. Check out the NPCs posted inthe HARP community. These are NPCs created by otherGMs and players. You can customize these to suit yourcampaign. You can also use the free HARP charactergenerator available at the website to create NPCs quickly.

STEP ONE – PURPOSE AND PERSONALITY

First decide the NPC’s importance. If the NPC youare creating is merely an Orc warband leader, then he isobviously not going to require much detailing beyondhow many Hits he has. If the NPC is destined for greaterthings, more detail is required: creating such an NPC willbe similar to the creation of a player-character.

The strength of the motivation will affect how theNPC behaves. A trivial motivation will not affect the NPCon a regular basis, but can play a part in the NPC’s overallbehavior. An average motivation will probably affect aNPC on a regular basis, perhaps every few days. A strongmotivation will be encountered every other day at theleast. An obsessive motivation is something the NPC willpursue every day and will possibly be the driving forcebehind their activities.

If you are having difficulty deciding on a basic person-ality for the NPC, roll on the following tables to determineone randomly. First, roll Trait Strength table to determinehow much the trait will affect the NPC, then roll on the Per-sonality Table to determine the trait.

HOW MANY TRAITS SHOULD THE NPC HAVE?

The NPC should have as many, or as few, traits as the storyneeds. However, if you are stuck, and need the dice to makethese decisions, use the following quick and dirty method.

Roll two ten-sided dice. Add the result together (Get aresult of 6 and 8 and the result is 14).Roll01-03 One Trait04-06 Two Traits07- 09 Three Traits10-12 Four Traits13-15 Five Traits16-18 Six Traits19-20 Seven Traits

Obviously if you roll high, you are going to end upwith a rather complicated and rather well developedcharacter. If you roll too high, kill off the extra traits youdon’t need. If you roll too low, roll again, or add anothertrait or two. These rolls are just labor saving devices – theyare not legally binding all-important elements of theHARP rules.

NON-PLAYER CHARACTER – TRAIT STRENGTH TABLE

Roll Trait Strength

01-25 Trivial

26-50 Average

51-75 Strong

76-00 Obsessive

NON-PLAYER CHARACTER – PERSONALITY TABLE

01-05 Curious: inquisitive, playful, seeking information.06-10 Hedonist: pleasure is the ruling feeling and the

driving force in life.11-15 Mysterious: unknown motives and alliances.16-20 Talkative: will talk about anything and everything.21-25 Quiet: rarely talks.26-30 Anal Retentive: precise about everything they do.31-35 Foppish: nice clothes, well dressed, hates to get dirty.36-40 Dirty: clothes unkempt, torn, and smells bad.41-45 Immature: doesn’t act their age.46-50 Violent: prone to fits of rage.51-55 Impulsive: acts before thinking.56-60 Amoral: rules of right and wrong do not apply

to them.61-65 Money Hungry: will do anything for money.66-70 Logical: very calculating and precise.71-75 Chaotic: reckless and free.76-80 Egomaniac: egotistical and vain.81-85 Courageous: valiant and able to lead.86-90 Chivalrous: honorable and good.91-95 Manipulative: uses others to achieve their goals.96-00 Liar: compulsive liar that never tells the truth.

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STEP TWO – CHOOSE A PROFESSION

Based on the character’s basic outline, consider whatprofession they might be. For simple, or minor, characters,choose an obvious profession. The highwayman robberwho attacks the PCs on the long road to the Holy Citywould simply be a Rogue. The obsessive but valiant knightwho rules the lands the PCs must trek through would be aFighter, and the cutpurse who steals the PC Cleric’s holiestitem is simply a Thief.

For slightly more complex characters, consider thefollowing questions. Each profession has been given aquick questionnaire. If you answer yes to more than twoof these questions, then you’ve likely found a fittingprofession. If you answer yes to two of more of thesequestions in more than one category, consider giving thecharacter multiple professions.

However, for important characters that are thefulcrum for the story you are telling, feel free to contradictthese rules. Perhaps the noble ranger of the wilderness, theone who was raised by the Grey Elves to love nature issecretly enamored of the teachings of a strange deity, orperhaps the mighty warrior has a dark past – a past that isreaching out of the shadows to get him…

We are giving you the framework to hang yourimagination on. But your imagination is so much moreimportant than the framework.

Cleric:� Does he follow the teachings of a specific deity?� Does he cast support and healing spells?� Are his spell castings of a divine nature?� Could he be some sort of leader in his community?Monk:� Does the character use open-handed martial arts?� Does the character not want to use armor or

prefers light armor?� Does the character seek the answers to complex

philosophical riddles?� Is he a loner, or an ascetic?Rogue:� Does the character prefer to work covertly?� Does the character have an “unsettled” back-

ground?� Does the character use stealth and subterfuge?� Is he or she a possible assassin?Fighter:� Does the character fight with melee or missile

weapons?� Is he in service to his lord or in a military

organization?� Does the character use armor, especially plate

and chain armor?� Is he the sort of mad lunatic who isn’t afraid to

be the first to charge into a fight?Ranger:� Does the character come from a rustic back-

ground?� Is he used to working alone or in small groups?

� Does he use weapons such as a bow or spear anduse leather armor?

� Does he have skills dealing with the outdoors?� Does he have some ability at casting nature

related spells?Warrior Mage:� Is the character competent at fighting with

melee or missile weapons (especially rare ormagical ones)?

� Does the character have some spellcasting ability?� Is the character’s spellcasting of an arcane nature?� Is the character just more violent and physical

than the stereotypical Mage?

STEP THREE – GENERATE STATISTICS

Every NPC has statistics just like a player character.Probably the quickest way to generate the statistics is touse the following formula presented in the HARPRulebook for average/layman NPCs (40 + 2d10) for eachstat and then assign the numbers to fit each stat based onthe type of profession for the NPC. Below is a quick listof the professions and their key stats. It is recommendedthat each key stat have the highest numbers, since theyare the most important for the NPC. Of course youmight want to create an odd character such as theHarpist who is a brilliant poet but no stage presence (alow presence score), a Mage who has access to power, butnot the intellect to use it (a low reasoning score) or thefailing Monk with no Self Discipline.

Non-Player Character Profession TableProfession Key StatsCleric Insight, ReasoningFighter Strength, Agility, Constitution, Quick-nessHarper Reasoning, Insight, PresenceMage Reasoning, InsightMonk Insight, Self Discipline, QuicknessRanger Insight, Strength, AgilityRogue Insight, Strength, AgilityThief Insight, Strength, AgilityWarrior Mage Reasoning, Strength, Agility

Author’s Note: Many NPC’s will be as exceptional asthe player characters themselves and should have theirstats modified as the GM feels is necessary. Obviously theGuildmaster of the local thieves’ guild would have a higherAgility score than 60 or they wouldn’t be the Guildmaster.

STEP FOUR – CHOOSE A RACE AND CULTURE

The next step is to select the race and culture for theNPC; again this is identical to creating a player character.You can use any of the races presented in the HARPRulebook. The GM can always create new races if he likesto introduce a new type of culture into the world.

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STEP FIVE – SKILLS AND TALENTS

Having skills and talents for an NPC is probably themost complicated step in the process. When trying to createa game version of a fictional character the GM shouldconsider the important skills that he feels make the NPCwho he is. For example, if a character has been representedfighting with two swords in his stories, it would stand toreason that he possesses the Combat Style: Two WeaponCombo. The GM should be very familiar with the skills listso that he can choose the appropriate skills.

When creating a new NPC from scratch for use in acampaign, the GM can use the following Non-PlayerCharacter Table for a brief listing of statistics for NPCs of

varying levels. All the professions from the HARPRulebook are included here, even the non-warrior types,for completeness. These statistics are for average NPC’s.Since most player characters are usually consideredexceptional in their abilities, these NPC’s skills will beslightly different than the PC’s of equal level. If you want,you can increase these abilities for more challengingencounters or lower them as necessary.

Several parameters are used that the GM should be aware of:

1. The NPC’s are Human and use an EnduranceBonus of +30.

2. The NPC’s, being Human, use an Power PointBonus of +30.

3. Each NPC profession developed ranks forHits, Power Points, and weapon OB’s depending on theimportance that skill was for that profession. Fightersplace more importance on Hits development than PowerPoints. Mages are the opposite and place more importanceon Power Points than Hits.

4. Each NPC increased Quickness and Constitu-tion stats on the average by 1 point each level to increasetheir Hits and Defensive Bonuses.

5. NPCs are slightly above the normal layman inability (stats averaging around 60) but not as exceptionalas player characters. The GM can increase or decrease anNPC’s stats as necessary.

6. No magic items, weapons, or armor areincluded in the table. This was left up to the GM to decidehow much magic he wishes to use in his campaign. Referto Step 6 - Equipment for more information.

NPC STAT BLOCKS

The following list details the information to be foundwithin the sample NPC stat blocks on the next several pages.

Profession – The profession of the NPC.Level – The level for the NPC. If you need to create an

NPC for a level in between those listed, you can simply takethe average of the statistics listed for a good approximation.

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Hits: Number of concussion hits the NPC has and istaken from the Endurance skill.PP: Number of Power Points the NPC has and istaken from the Power Point Development skill.Init: The total initiative modifier for the NPC,including any special talents.DB: Total defensive bonus, including armor, quick-ness, and shield. If the NPC has Chi Defense it islisted in parenthesis.BMR: Base movement rate.RR Bonuses: Resistance Roll bonuses, taken fromthe RR skills.St, Co, Ag, In, SD, Qu, Re, Pr: Stats and their modifi-ers, which include special and racial mods.Weapon Skills: Any weapon skills developed. Nospecific weapon is indicated and can be selected bythe GM. If the weapon skill has a specialization talent,it will be listed in the Talents section and that modi-fier is included in the OB.Armor: Any armor or shield used by the NPC.Talents/Abilities: All racial and professional abilitiesare listed here as well as talents.Key Skills: All the skills developed by the NPC arelisted here. The skill name is followed by the number ofranks in the skill and then the total skill bonus, whichincludes stat modifiers and maneuver penalties.Resistance: The NPC’s resistance skills are listed here.Languages: All language skills are listed here. Thelanguage is followed by the number of ranks inspoken (S) and written (W), and then the total skillbonus for each.Lore: Any regional lore skills are listed here.

Example: Mahalla is a 5th level NPC fighter. TheGM decides that she was born amongst thecavalrymen of the Imperial Legions. The GMdecides that she excells at Mounted Combat andthe GM feels this is one of her best skills, but at herlevel (5th) the skill bonus could not exceed 66(before exceptional skill modifiers).

Phredric - Human Fighter Level 1Hits: 72 PP: 10 Init: +15 DB: +81 BMR: 11RR Bonuses: Stamina +33 Will +21 Magic +19

St: 91 +9 SD: 56 +3Co: 87 +9 Qu: 81 +8Ag: 82 +8 Re: 51 +2In: 51 +2 Pr: 51 +2

Weapon Skills:Weapon Skill #1 68 (Melee)Weapon Skill #2 48 (Missile)

Armor: Soft Leather (+20), Normal Shield (+25)Talents/Abilities: Profession Adaptability, Bonus SkillRanks, Instinctive Defenses, Lightning Reflexes, ShieldTraining, Skill Specialization – Weapon Skill#1.

Key Skills:Acrobatics (2) 21 Navigation (1) 9Climbing (1) 23 Riding (1) 16Brawling (2) 28 Armor (6) 48Blindftg (2) 14 End. (6) 72Disarm Foe (2) 28 Jumping (3) 33Mntd Cmbt (2) 28 Swimming (4) 38Appraisal (2) 14 Ambush (1) 16Crafts (3) 25 St & Hid (2) 21Healing (2) 14 Runes (1) 9Perception (4) 25

Resistance: Magic (1) 19, Stamina (1) 33, Will (1) 21Languages: Racial (S8/W5): 44/29, Common (S5/W3): 29/19Lore: Local Region (2) 14,

PHREDRIC - HUMAN FIGHTER LEVEL 5Hits: 108 PP: 10 Init: +16 DB: +93 BMR: 11RR Bonuses: Stamina +38 Will +26 Magic +24

St: 93 +9 SD: 56 +3Co: 90 +9 Qu: 82 +8Ag: 84 +8 Re: 51 +2In: 51 +2 Pr: 51 +2

Weapon Skills:Weapon Skill #1 99 (Melee),Weapon Skill #2 81 (Missile)

Armor: Studded Leather (+30), Normal Shield (+25)Talents/Abilities: Profession Adaptability, Bonus SkillRanks, Instinctive Defenses, Lightning Reflexes, ShieldTraining, Skill Specialization – Weapon Skill#1, SkillSpecialization – Armor Skills.

Key Skills:Acrobatics (2) 16 Navigation (1) 9Climbing (1) 18 Riding (2) 16Brawling (6) 43 Armor (14) 86Blindftg (6) 34 End. (18) 108Disarm Foe (3) 28 Jumping (3) 28Mntd Cmbt (3) 28 Swimming (4) 33Appraisal (2) 14 Ambush (1) 11Crafts (3) 20 St & Hid (2) 16Healing (2) 14 Runes (1) 9Perception (8) 45

Resistance: Magic (2) 24, Stamina (2) 38, Will (2) 26Languages: Racial (S8/W5): 44/29, Common (S5/W3): 29/19Lore: Local Region (2) 14

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PHREDRIC - HUMAN FIGHTER LEVEL 10Hits: 126 PP: 11 Init: +16 DB: +93 BMR: 11RR Bonuses: Stamina +48 Will +33 Magic +34

St: 98 +10 SD: 61 +4Co: 95 +9 Qu: 87 +9Ag: 89 +9 Re: 56 +3In: 55 +2 Pr: 54 +2

Weapon Skills:Weapon Skill #1 113 (Melee),Weapon Skill #2 94 (Missile)Weapon Skill #3 55

Armor: Chain Mail (+40), Normal Shield (+25)

Talents/Abilities: Profession Adaptability, Bonus SkillRanks, Instinctive Defenses, Lightning Reflexes, ShieldTraining, Skill Specialization – Weapon Skill#1, SkillSpecialization – Armor Skills.

Key Skills:Acrobatics (2) 13 Navigation (1) 10Climbing (1) 15 Riding (2) 13Brawling (9) 55 Armor (14) 88Blindftg (8) 45 End. (33) 126Disarm Foe (4) 30 Jumping (3) 25Mntd Cmbt (3) 30 Swimming (4) 30Appraisal (2) 15 Ambush (2) 13Crafts (3) 17 St & Hid (2) 13Healing (2) 15 Runes (1) 10Perception (12) 60

Resistance: Magic (4) 34, Stamina (4) 48, Will (3) 33.Languages: Racial (S8/W5): 45/30, Common (S5/W3): 30/20Lore: Local Region (2) 16

PHREDRIC - HUMAN FIGHTER LEVEL 15Hits: 143 PP: 13 Init: +18 DB: +100 BMR: 11RR Bonuses: Stamina +55 Will +45 Magic +46

St: 103 +13 SD: 66 +5Co: 100 +10 Qu: 92 +9Ag: 94 +9 Re: 60 +3In: 59 +3 Pr: 58 +3

Weapon Skills:Weapon Skill #1 123 (Melee),Weapon Skill #2 103 (Missile)Weapon Skill #3 87Weapon Skill #4 -6

Armor: Plate/Chain (+50), Normal Shield (+25)Talents/Abilities: Profession Adaptability, Bonus SkillRanks, Instinctive Defenses, Lightning Reflexes, ShieldTraining, Skill Specialization – Weapon Skill#1, SkillSpecialization – Armor Skills, Skill Specialization –Weapon Skill#2.

Key Skills:Acrobatics (2) 10, Navigation (1) 11Climbing (1) 14, Riding (3) 15Brawling (10) 59 Armor (14) 92Blindftg (9) 51 End. (48) 143Disarm Foe (6) 39 Jumping (3) 24Mntd Cmbt (6) 39 Swimming (4) 29

Appraisal (2) 16 Ambush (3) 15Crafts (3) 13 St & Hid (2) 10Healing (2) 16 Runes (1) 11Perception (15) 68

Resistance: Magic (6) 46, Stamina (5) 55, Will (5) 45.Languages: Racial (S8/W5): 46/31, Common (S5/W3): 31/21Lore: Local Region (2) 16

PHREDRIC - HUMAN FIGHTER LEVEL 20Hits: 158 PP: 13 Init: +20 DB: +102 BMR: 11RR Bonuses: Stamina +65 Will +55 Magic +51

St: 103 +13 SD: 71 +5Co: 100 +10 Qu: 97 +9Ag: 99 +9 Re: 65 +3In: 65 +3 Pr: 65 +3

Weapon Skills:Weapon Skill #1 130 (Melee)Weapon Skill #2 114 (Missile)Weapon Skill #3 104Weapon Skill #4 80

Armor: Plate/Chain (+50), Normal Shield (+25)Talents/Abilities: Profession Adaptability, Bonus Skill Ranks,Instinctive Defenses, Lightning Reflexes, Shield Training,Skill Specialization – Weapon Skill#1, Skill Specialization –Armor Skills, Skill Specialization – Weapon Skill#2.

Key Skills:Acrobatics (4) 22 Navigation (1) 13Climbing (4) 30 Riding (3) 22Brawling (14) 68 Armor (14) 93Blindftg (13) 64 End. (63) 158Disarm Foe (10) 60 Jumping (4) 30Mntd Cmbt (10) 60 Swimming (4) 30Appraisal (2) 18 Ambush (5) 27Crafts (3) 15 St & Hid (3) 17Healing (5) 33 Runes (1) 13Perception (19) 78 Sniping (1) 7

Resistance: Magic (7) 51, Stamina (7) 21, Will (7) 21.Languages: Racial (S8/W5): 48/33, Common (S5/W3):33/23Lore: Local Region (2) 18

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CHET LI- HUMAN MONK LEVEL 1Hits: 75 PP: 14 Init: +9 DB: +36 (+61 Chi) BMR: 11RR Bonuses: Stamina +29 Will +31 Magic +17

St: 82 +8 SD: 81 +8Co: 76 +7 Qu: 81 +8Ag: 81 +8 Re: 50 +1In: 50 +1 Pr: 50 +1

Weapon Skills:Weapon Skill #1 26 (Melee)Weapon Skill #2 26 (Missile

Martial Arts:Strikes (6): 46; Sweeps (6): 46MA Style (St) (3): 31; MA Style (Ag) (3): 31

Special Defenses: Chi Defense +30Talents/Abilities: Profession Adaptability, Bonus SkillRanks, Skill Specialization – MA Style (St), Multiple Attacks,Multiple Foe’s, Instinctive Defense.

Key Skills:Acrobatics (6) 46 Navigation(1) 7Climbing (1) 21 Contortions (1) 21Jumping (2) 26 Armor (1) 21Chi Defense (3) 24 End. (6) 75Chi Focus (2) 26 Swimming (2) 26Chi Speed (2) 26 Mental Focus (1) 21Chi Strength (3) 31 St & Hid (1) 21Appraisal (2) 12 Runes (1) 7Crafts (3) 24 Healing (1) 7Perception (4) 29

Resistance: Magic (1) 17, Stamina (1) 29, Will (1) 31.Languages: Racial (S8/W5): 42/27, Common (S5/W3): 27/17Lore: Local Region (2) 12

CHET LI - HUMAN MONK LEVEL 5Hits: 112 PP: 15 Init: +9 DB: +36 (+91 Chi) BMR: 11RR Bonuses: Stamina +39 Will +43 Magic +27

St: 87 +9 SD: 88 +9Co: 79 +7 Qu: 84 +8Ag: 84 +8 Re: 50 +1In: 50 +1 Pr: 50 +1

Weapon Skills:Weapon Skill #1 42 (Melee),Weapon Skill #2 42 (Missile

Martial Arts:Strikes 71, Sweeps 67MA Style (St) (12) 81, MA Style (Ag) (9) 61

Special Defenses: Chi Defense +55Talents/Abilities: Profession Adaptability, Bonus SkillRanks, Skill Specialization – MA Style (St), MultipleAttacks, Multiple Foe’s, Instinctive Defense.

Key Skills:Acrobatics (6) 46 Navigation(1) 7Climbing (1) 22 Contortions (1) 21Jumping (2) 27 Armor (1) 22Chi Defense (12) 63 End. (18) 112Chi Focus (4) 37 Swimming (2) 27Chi Speed (4) 37 Mental Focus (2) 26

Chi Strength (6) 47 St & Hid (1) 21Appraisal (2) 12 Runes (1) 7Crafts (3) 24 Healing (1) 7Perception (4) 29

Resistance: Magic (3) 27, Stamina (3) 39, Will (3) 43.Languages: Racial (S8/W5): 42/27, Common (S5/W3): 27/17Local Region: (2) 12

CHET LI– HUMAN MONK LEVEL 10Hits: 126 PP: 15 Init: 16 DB: +38 (+118 Chi) BMR: 11RR Bonuses: Stamina +51 Will +53 Magic +37

St: 92 +9 SD: 88 +9Co: 84 +8 Qu: 88 +9Ag: 88 +9 Re: 52 +2In: 50 +1 Pr: 50 +1

Weapon Skills:Weapon #1 64,Weapon #2 64

Martial Arts:Strikes: 97; Sweeps: 89,

MA Styles:St: 91; Ag: 84

Special Defenses: Chi Defense +80Talents/Abilities: Profession Adaptability, Bonus SkillRanks, Skill Specialization, Multiple Attacks, Multiple Foes,Instinctive Defense, Lightning Reflexes.

Key Skills:Acrobatics (6) 48 Navigation(1) 9Climbing (1) 24 Contortions (1) 23Jumping (2) 29 Armor (1) 24Chi Defense (22) 83 End. (29) 126Chi Focus (7) 54 Swimming (2) 29Chi Speed (7) 54 Mental Focus (4) 38Chi Strength (7) 54 St & Hid (1) 23Appraisal (2) 14 Runes (1) 9Crafts (3) 26 Healing (1) 9Perception (7) 46 PP Dev. (0) 15Ambush(1) 23

Resistance: Magic (5) 37, Stamina (5) 51, Will (5) 53.Languages: Racial (S8/W5): 44/29; Common (S5/W3): 29/19Lore: Local Region(2) 14

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CHET LI – HUMAN MONK LEVEL 15Hits: 137 PP: 15 Init: 17 DB: +40 (+140 Chi) BMR: 12RR Bonuses: Stamina +68 Will +68 Magic +52

St: 92 +10 SD: 93 +9Co: 89 +9 Qu: 93 +9Ag: 93 +9 Re: 55 +2In: 50 +1 Pr: 54 +2

Weapon Skills:Weapon #1: 77(Melee)Weapon #2: 77(Missile)

Martial Arts:Strikes (43): 114; Sweeps (30): 101MA Style (St) (21): 112; MA Style (Ag) (18): 96

Special Defenses: Chi Defense +100Talents/Abilities: Profession Adaptability, Bonus SkillRanks, Skill Specialization, Multiple Attacks, Multiple Foes,Instinctive Defense, Lightning Reflexes.

Key Skills:Acrobatics (9) 65 Navigation(1) 9Climbing (3) 36 Contortions (3) 35Jumping (3) 36 Armor (1) 26Chi Defense (31) 93 End. (39) 137Chi Focus (10) 71 Swimming (2) 31Chi Speed (10) 71 Mental Focus (6) 50Chi Str. (10) 71 St & Hid (2) 30Appraisal (2) 14 Runes (1) 9Crafts (3) 27 Healing (1) 9Perception (10) 62 PP Dev. (0) 15Ambush(2) 30

Resistance: Magic (8) 52, Stamina (8) 68, Will (8) 68.Languages: Racial (S8/W5): 44/29, Common (S5/W3): 29/19Lore: Local Region (2) 14

CHET LI – HUMAN MONK LEVEL 20Hits: 150 PP: 18 Init: 18 DB: +42 (+162 Chi) BMR: 13RR Bonuses: Stamina +80 Will +82 Magic +64

St: 100 +11 SD: 96 +11Co: 92 +10 Qu: 96 +11Ag: 96 +11 Re: 56 +3In: 55 +2 Pr: 55 +2

Weapon Skills:Weapon #1 84 (Melee)Weapon #2 84 (Missile)

Martial Arts:Strikes (57): 129; Sweeps (40): 112MA Style (St) (26): 118; MA Style (Ag): (23)

Special Defenses: Chi Defense +120Talents/Abilities: Profession Adaptability, Bonus SkillRanks, Skill Specialization, Multiple Attacks, Multiple Foes,Instinctive Defense, Lightning Reflexes, Athletic.

Key Skills:Acrobatics (11) 84 Navigation(1) 10Climbing (3) 47 Contortions (3) 47Jumping (4) 42 Armor (1) 27Chi Defense (38) 101 End. (49) 150Chi Focus (14) 80 Swimming (2) 32

Chi Speed (14) 80 Ment. Focus (10) 72Chi Str. (14) 80 St & Hid (4) 42Appraisal (2) 15 Runes (1) 10Crafts (3) 29 Healing (3) 20Perception (13) 69 PP Dev. (0) 18Ambush(3) 37

Resistance: Magic (10) 64, Stamina (10) 80, Will (10) 82.Languages: Racial (S8/W5) 45/30, Common (S5/W3): 30/20Lore: Local Region (2) 16

RICK – HUMAN RANGER LEVEL 1Hits: 60 PP: 59 Init: +15 DB: +32 BMR: 10RR Bonuses: Stamina +25 Will +25 Magic +33

St: 76 +7 SD: 67 +5Co: 67 +5 Qu: 71 +6Ag: 86 +9 Re: 50 +1In: 86 +9 Pr: 50 +2

Weapon Skills:Weapon #1: 46 (Melee)Weapon #2 46 (Missile)

Armor: Soft Leather (+20)Talents/Abilities: Profession Adaptability, Bonus SkillRanks, Skill Specialization, Ambidexterity.

Key Skills:Acrobatics (1) 19 Navigation (1) 15Climbing (1) 21 Herbcraft (2) 20Contortions (1) 19 Beastmastery (1) 15Rope Mast. (1) 15 Tracking (1) 19Brawling (1) 21 Armor (3) 31Blindftg (1) 15 End. (4) 60Disarm Foe (1) 21 Jumping (2) 26Two Wpn (4) 36 Swimming (2) 26Appraisal (2) 20 Ambush (1) 19Survival (1) 15 Sniping (1) 19Cr. Fletcher (6) 40 St & Hid (1) 19Healing (2) 20 Runes (1) 15Perception (1) 19 PP Dev. (3) 59

Resistance: Magic (1) 33, Stamina (1) 25, Will (1) 25.Ranger Sphere: Haste (3) 29, Nature’s Strength (3) 29,Summon Animal (5) 39Languages: Racial (S8/W5): 50/35, Common (S5/W3): 35/25Lore: Local Region (2) 12

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RICK – HUMAN RANGER LEVEL 5Hits: 97 PP: 80 Init: +16 DB: +37 BMR: 11RR Bonuses: Stamina +37 Will +35 Magic +45

St: 80 +7 SD: 68 +5Co: 71 +6 Qu: 75 +6Ag: 90 +9 Re: 52 +2In: 91 +10 Pr: 51 +2

Weapon Skills:Weapon #1: +61 (Melee)Weapon #2 +61 missile

Armor: Studded Leather (+30)Talents/Abilities: Profession Adaptability, Bonus SkillRanks, Skill Specialization, Ambidexterity.

Key Skills:Acrobatics (1) 14 Navigation (1) 17Climbing (1) 16 Herbcraft (3) 27Contortions (1) 14 Beastmastery (2) 22Rope Mast. (3) 21 Tracking (4) 35Brawling (1) 16 Armor (6) 46Blindftg (1) 17 End. (13) 97Disarm Foe (1) 16 Jumping (2) 21Two Wpn (7) 46 Swimming (3) 26Appraisal (2) 22 Ambush (2) 19Survival (2) 22 Sniping (1) 14Cr. Fletcher (7) 41 St & Hid (1) 14Healing (4) 32 Runes (1) 17Perception (4) 35 PP Dev. (7) 80

Resistance: Magic (3) 45, Stamina (3) 37, Will (3) 35.Universal Sphere: Arcane Bolt (2) 17, Blur (7) 42,Landing (3) 22, Minor Healing (3) 22Ranger Sphere: Haste (3) 30, Nature’s Strength (3) 30,Summon Animal (5) 40Languages: Racial (S8/W5): 52/37; Common (S5/W3): 37/27Lore: Local Region (2) 14

RICK – HUMAN RANGER LEVEL 10Hits: 114 PP: 100 Init: +18 DB: +41 BMR: 11RR Bonuses: Stamina +49 Will +47 Magic +55

St: 86 +9 SD: 72 +6Co: 76 +7 Qu: 81 +8Ag: 92 +10 Re: 56 +3In: 93 +10 Pr: 51 +2

Weapon Skills:Weapon #1: +74, (Melee)Weapon #2: +74 (Missile)

Armor: Studded Leather (+30)Talents/Abilities: Profession Adaptability, Bonus SkillRanks, Skill Specialization, Ambidexterity, Enhanced Senses.

Key Skills:Acrobatics (2) 21 Navigation (1) 18Climbing (2) 24 Herbcraft (5) 38Contortions (1) 16 Beastmastery (4) 33Rope Mast. (4) 28 Tracking (6) 46Brawling (3) 29 Armor (6) 49Blindftg (3) 28 End. (21) 114Disarm Foe (1) 19 Jumping (2) 24

Two Wpn (12) 68 Swimming (3) 29Appraisal (2) 23 Ambush (2) 21Survival (4) 33 Sniping (2) 21Cr. Fletcher (9) 53 St & Hid (3) 26Healing (5) 38 Runes (1) 18Perception (7) 61 PP Dev. (12) 100

Resistance: Magic (5) 55, Stamina (5) 49, Will (5) 47Universal Sphere: Arcane Bolt (4) 29, Blur (7) 44, DetectMagic (4) 29, Detect Trap (4) 29, Landing (3) 24, MinorHealing (5) 34.Ranger Sphere: Haste (5) 41, Locate Food (2) 26, Nature’sStrength (8) 56, Path Lore (2) 26, Summon Animal (5) 41,Traceless Passing (3) 31Languages: Racial (S8/W5): 53/38, Common (S5/W3): 38/28Lore: Local Region (2) 16

RICK – HUMAN RANGER LEVEL 15Hits: 124 PP: 110 Init: +20 DB: +46 BMR: 11RR Bonuses: Stamina +66 Will +64 Magic +72

St: 91 +10 SD: 78 +7Co: 81 +8 Qu: 86 +9Ag: 95 +10 Re: 62 +4In: 96 +11 Pr: 61 +4

Weapon Skills:Weapon #1: +80 (Melee)Weapon #2: +80 (Missile)

Armor: Chain mail (+40)Talents/Abilities: Profession Adaptability, Bonus SkillRanks, Skill Specialization, Ambidexterity, Enhanced Senses.

Key Skills:Acrobatics (3) 22 Navigation (1) 20Climbing (3) 25 Herbcraft (8) 55Contortions (2) 17 Beastmastery (5) 40Rope Mast. (5) 29 Tracking (9) 63Brawling (4) 30 Armor (9) 65Blindftg (6) 45 End. (30) 124Disarm Foe (4) 30 Jumping (2) 20Two Wpn (17) 74 Swimming (4) 30Appraisal (4) 35 Ambush (4) 27Survival (6) 45 Sniping (3) 22Fletcher (13) 60 St & Hid (6) 37Healing (8) 55 Runes (1) 20Perception (10) 78 PP Dev. (16) 110

Resistance: Magic (8) 72, Stamina (8) 66, Will (8) 31Universal Sphere: Arcane Bolt (10) 61, Blur (12) 65, BoostQuickness (3) 26, Boost Strength (3) 26, Detect Magic (4) 38,Detect Trap (4) 38, Landing (3) 33, Minor Healing (3) 33.Ranger Sphere: Haste (7) 53, Locate Food (2) 28 ,Nature’s Strength (8) 58, Path Lore (2) 28, SummonAnimal (3) 33, Traceless Passing (3) 33Languages: Racial (S8/W5) 55/30; Common (S5/W3): 40/30Lore: Local Region (3) 23

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RICK – HUMAN RANGER LEVEL 20Hits: 133 PP: 120 Init: +21 DB: +50 BMR: 12RR Bonuses: Stamina +78 Will +76 Magic +82

St: 95 +10 SD: 82 +8Co: 86 +9 Qu: 92 +10Ag: 99 +11 Re: 65 +4In: 100 +11 Pr: 66 +4

Weapon Skills:Weapon #1: +86 (Melee)Weapon #2: +86 (Missile)

Armor: Chain mail (+40)Talents/Abilities: Profession Adaptability, Bonus Skill Ranks,Skill Specialization, Ambidexterity, Enhanced Senses,Outdoorsman, Speed Loader.

Key Skills:Acrobatics (4) 29 Navigation (1) 35Climbing (4) 31 Herbcraft (10) 65Contortions (3) 24 Beastmastery (8) 70Rope Mast. (6) 35 Tracking (14) 92Brawling (7) 46 Armor (9) 66Blindftg (9) 60 End. (36) 133Disarm Foe (7) 46 Jumping (5) 36Two Wpn (21) 82 Swimming (7) 46Appraisal (4) 35 Ambush (8) 49Survival (10) 80 Sniping (5) 34Fletcher (16) 67 St & Hid (11) 61Healing (10) 65 Runes (1) 20Perception (13) 85 PP Dev. (21) 120

Resistance: Magic (10) 82, Stamina (10) 78, Will (10) 76Universal Sphere: Arcane Bolt (12) 66, Blur (12) 66,Boost Quickness (7) 47, Boost Strength (7) 47, DetectMagic (4) 32, Detect Trap (4) 32, Landing (3) 27, MinorHealing (5) 37Ranger Sphere: Haste (9) 64, Locate Food (2) 29, Nature’sStrength (11) 71, Path Lore (2) 29, Summon Animal (5)44, Traceless Passing (3) 34.Languages: Racial (S8/W5): 55/40, Common (S5/W3): 40/30Lore: Local Region (4) 28

THEONE – HUMAN ROGUE LEVEL 1Hits: 68 PP: 15 Init: +13 DB: +44MR: 11RR Bonuses: Stamina +23 Will +23 Magic +27

St: 77 +7 SD: 61 +4Co: 62 +4 Qu: 76 +7Ag: 86 +9 Re: 56 +3In: 71 +6 Pr: 61 +4

Weapon Skills:Weapon #1: +41 (Melee)Weapon #2: +36 (Missile)

Armor: Studded Leather (+30)Talents/Abilities: Profession Adaptability, Bonus SkillRanks, Skill Specialization, Extremely Nimble.

Key Skills:Acrobatics (2) 33 Navigation (1) 14Climbing (2) 26 Duping (2) 20Contortions (2) 23 Trading (2) 20

Perception (2) 20 Tracking (1) 15Brawling (2) 26 Armor (3) 31Blindftg (1) 14 End. (6) 68Disarm Foe (1) 21 Jumping (2) 26Mtd Com. (1) 21 Swimming (2) 26Appraisal (3) 24 Ambush (2) 23Survival (1) 14 Sniping (2) 23Crafts (3) 27 St & Hid (2) 33Riding: (2) 23 Disguise (2) 18Lcks & Trps (2) 25 Pick Pockets (2) 26Poisoning (2) 20 Streetwise (1) 15Attunement (1) 17 Trickery (1) 13Healing (1) 14 Runes (2) 19PP Dev. (0) 15

Resistance: Magic (1) 27, Stamina (1) 23, Will (1) 23Languages: Racial (S8/W5): 49/34, Common (S5/W3): 34/24Lore: Local Region (2) 16

THEONE – HUMAN ROGUE LEVEL 5Hits: 95 PP: 17 Init: +13 DB: +64 BMR: 11RR Bonuses: Stamina +35 Will +37 Magic +37

St: 81 +8 SD: 71 +6Co: 66 +5 Qu: 80 +7Ag: 90 +9 Re: 60 +3In: 71 +6 Pr: 65 +4

Weapon Skills:Weapon #1: +57 (Melee)Weapon #2: +52 (Missile)

Armor: Studded Leather (+30), Normal Shield (+25)Talents/Abilities: Profession Adaptability, Bonus Skill Ranks,Skill Specialization, Extremely Nimble, Shield Training.

Key Skills:Acrobatics (3) 33 Navigation (1) 14Climbing (3) 27 Duping (2) 20Contortions (3) 23 Trading (2) 20Ment, Focus (1) 13 Tracking (1) 15Brawling (5) 37 Armor (6) 47Blindftg (3) 24 End. (11) 95Disarm Foe (3) 27 Jumping (2) 22Mtd Com. (2) 22 Swimming (2) 22Appraisal (4) 29 Ambush (4) 28Survival (2) 19 Sniping (3) 23Crafts (4) 27 St & Hid (4) 38Riding: (3) 23 Disguise (3) 23Lcks & Trps (4) 30 Pick Pockets (3) 26Poisoning (3) 25 Streetwise (1) 15Attunement (3) 27 Trickery (1) 13Healing (3) 24 Runes (2) 19Perception (6) 40 PP Dev. (0) 17

Resistance: Magic (3) 37, Stamina (3) 35, Will (3) 37Languages: Racial (S8/W5): 49/34, Common (S5/W3): 34/24Lore: Local Region (2) 16

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THEONE – HUMAN ROGUE LEVEL 10Hits: 102 PP: 68 Init: +15 DB: +66 BMR: 11RR Bonuses: Stamina +47 Will +47 Magic +49

St: 86 +9 SD: 71 +6Co: 71 +6 Qu: 85 +8Ag: 91 +10 Re: 66 +5In: 80 +7 Pr: 72 +6

Weapon Skills:Weapon #1: +67 (Melee)Weapon #2: +65 (Missile)

Armor: Studded Leather (+30), Normal Shield (+25)Talents/Abilities: Profession Adaptability, Bonus Skill Ranks,Skill Specialization, Extremely Nimble, Shield Training.

Key Skills:Acrobatics (7) 51 Navigation (1) 17Climbing (5) 34 Duping (4) 33Contortions (5) 31 Trading (3) 28Arcane Lore (3) 25 Tracking (1) 18Brawling (7) 44 Armor (10) 69Blindftg (5) 37 End. (15) 102Disarm Foe (5) 34 Jumping (2) 19Mtd Com. (4) 29 Swimming (2) 19Appraisal (4) 32 Ambush (4) 26Survival (3) 27 Sniping (3) 21Crafts (4) 25 St & Hid (5) 41Riding: (4) 26 Disguise (4) 32Lcks & Trps (5) 32 Pick Pockets (4) 28Poisoning (4) 33 Streetwise (1) 18Attunement (7) 49 Trickery (1) 17Healing (4) 32 Runes (4) 32Perception (11) 65 PP Dev. (5) 68Ment, Focus (2) 22 Acting (1) 18

Resistance: Magic (5) 49, Stamina (5) 47, Will (5) 47Universal Sphere: Arcane Bolt (4) 31, Blur (5) 36, DetectTrap (4) 31Languages: Racial (S8/W5): 52/37, Common (S5/W3): 37/27Lore: Local Region (2) 20

THEONE – HUMAN ROGUE LEVEL 15Hits: 114 PP: 95 Init: +17 DB: +68BMR: 12RR Bonuses: Stamina +64 Will +64 Magic +66

St: 91 +10 SD: 76 +7Co: 76 +7 Qu: 90 +9Ag: 91 +10 Re: 71 +6In: 85 +8 Pr: 77 +7

Weapon Skills:Weapon #1: +78(Melee)Weapon #2: +76 (Missile)

Armor: Studded Leather (+30), Normal Shield (+25)Talents/Abilities: Profession Adaptability, Bonus Skill Ranks,Skill Specialization, Extremely Nimble, Shield Training.

Key Skills:Acrobatics (10) 67 Navigation (1) 19Climbing (7) 45 Duping (6) 45Contortions (7) 42 Trading (4) 35Arcane Lore (7) 47 Tracking (1) 20Brawling (10) 60 Armor (10) 70

Blindftg (8) 54 End. (20) 114Disarm Foe (7) 45 Jumping (3) 25Mtd Com. (6) 40 Swimming (2) 20Appraisal (6) 44 Ambush (6) 37Survival (4) 34 Sniping (4) 27Crafts (6) 36 St & Hid (7) 52Riding: (6) 37 Disguise (6) 44Lcks & Trps (8) 48 Pick Pockets (6) 39Poisoning (5) 40 Streetwise (3) 30Attnemnt. (12) 70 Trickery (3) 29Healing (5) 39 Runes (9) 59Perception (15) 75 PP Dev. (10) 95Ment, Focus (3) 29 Acting (1) 20

Resistance: Magic (8) 66, Stamina (8) 64, Will (8) 64Universal Sphere: Arcane Bolt (4) 33, Blur (7) 48, BoostStrength (3) 28, Detect Trap (4) 33Languages: Racial (S8/W5): 54/39, Common (S5/W3): 39/29Lore: Local Region (2) 22

THEONE – HUMAN ROGUE LEVEL 20Hits: 121 PP: 105 Init: +19 DB: +75 BMR: 12RR Bonuses: Stamina +76 Will +76 Magic +78

St: 91 +10 SD: 81 +8Co: 81 +8 Qu: 91 +10Ag: 91 +10 Re: 80 +7In: 90 +9 Pr: 82 +8

Weapon Skills:Weapon #1: +84(Melee)Weapon #2: +83 (Missile)

Armor: Studded Leather (+30), Normal Shield (+25)Talents/Abilities: Profession Adaptability, Bonus Skill Ranks,Skill Specialization, Extremely Nimble, Shield Training,Quiet Stride.

Key Skills:Acrobatics (14) 76 Navigation (1) 21Climbing (11) 62 Duping (7) 52Contns.(12) 62 Trading (4) 37Rope Mast. (3) 22 Tracking (2) 27Brawling (14) 68 Armor (10) 70Blindftg (12) 70 End. (25) 121Disarm Foe (11)62 Jumping (4) 30Mtd Com. (10) 60 Swimming (3) 25Appraisal (9) 61 Ambush (8) 48Survival (6) 46 Sniping (5) 33Crafts (10) 57 St & Hid (11) 95Riding: (8) 48 Disguise (7) 51Lks & Tps (12) 63 Pick Pockets (7) 45Poisoning (6) 47 Streetwise (4) 37Attnemnt. (16) 80 Trickery (4) 36Healing (9) 61 Runes (12) 70Perception (19) 85 PP Dev. (14) 105Ment, Focus (4) 36 Acting (1) 22Arcane Lore (10) 64

Resistance: Magic (10) 78, Stamina (10) 76, Will (10) 76Universal Sphere: Arcane Bolt (4) 35, Blur (7) 50, BoostQuickness (3) 30, Boost Strength (3) 30, Detect Trap (4) 35Languages: Racial (S8/W5): 56/41, Common (S5/W3): 41/31Lore: Local Region (4) 34

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TERRIS - WARRIOR MAGE LEVEL 1Hits: 57 PP: 42 Init: +7 DB: +57 BMR: 10RR Bonuses: Stamina +32 Will +22 Magic +22

St: 86 +9 SD: 50 +1Co: 71 +6 Qu: 71 +6Ag: 86 +9 Re: 86 +9In: 50 +1 Pr: 50 +1

Weapon Skills:Weapon #1: +48 (Melee)Weapon #2: +48 (Missile)

Armor: Soft Leather (+20) , Normal Shield (+25)Talents/Abilities: Profession Adaptability, Bonus SkillRanks, Skill Specialization, Shield Training.

Key Skills:Acrobatics (1) 15 Navigation (1) 15Climbing (1) 23 Armor (4) 38Brawling (1) 23 End. (4) 57Blindftg (1) 15 Jumping (2) 28Disarm Foe (1) 23 Swimming (2) 28Mtd Com. (1) 23 Ambush (1) 15Appraisal (2) 20 St & Hid (2) 20Crafts (3) 33 Runes (1) 15Attnemnt. (1) 7 PP Dev. (2) 42Healing (2) 20 Arcane Lore (1) 23Perception (3) 17 Herbcraft (1) 15Riding (1) 15

Resistance: Magic (2) 22, Stamina (2) 32, Will (2) 22Universal Sphere: Arcane Bolt: (2) 20, Blur: (3) 25.Warrior Mage Sphere: Steel Skin (4) 30, Warrior’s Might(5) 35, Weapon’s Fury (5) 35Languages: Racial (S8/W5): 50/35, Common (S5/W3): 35/25Lore: Local Region (2) 28

TERRIS - WARRIOR MAGE LEVEL 5Hits: 78 PP: 64 Init: +8 DB: +62 BMR: 11RR Bonuses: Stamina +42 Will +34 Magic +34

St: 90 +9 SD: 53 +2Co: 73 +6 Qu: 75 +6Ag: 90 +9 Re: 91 +10In: 53 +2 Pr: 52 +2

Weapon Skills:Weapon #1: +63 (Melee)Weapon #2: +63 (Missile)

Armor: Studded Leather (+30), Normal Shield (+25)Talents/Abilities: Profession Adaptability, Bonus SkillRanks, Skill Specialization, Shield Training.

Key Skills:Acrobatics (2) 16 Navigation (1) 17Climbing (1) 18 Armor (8) 58Brawling (1) 18 End. (8) 78Blindftg (2) 22 Jumping (2) 23Disarm Foe (2) 23 Swimming (2) 23Mtd Com. (1) 18 Ambush (1) 11Appraisal (2) 22 St & Hid (2) 16Crafts (3) 29 Runes (4) 32Attnemnt. (4) 24 PP Dev. (6) 64

Healing (2) 22 Arcane Lore (3) 35Perception (6) 34 Herbcraft (1) 17Riding (2) 16

Resistance: Magic (4) 34, Stamina (4) 42, Will (4) 34Universal Sphere: Arcane Bolt (4) 32, Blur (7) 47.Warrior Mage Sphere: Bladeturn* (5) 37, Magic Shield(3) 27, Steel Skin (4) 32, Warrior’s Might (5) 37, Weapon’sFury (5) 37.Languages: Racial (S8/W5): 52/37, Common (S5/W3): 37/27Lore: Local Region (2) 30

TERRIS - WARRIOR MAGE LEVEL 10Hits: 96 PP: 88 Init: +10 DB: +64 BMR: 11RR Bonuses: Stamina +54 Will +46 Magic +46

St: 91 +10 SD: 58 +3Co: 78 +7 Qu: 80 +7Ag: 91 +10 Re: 93 +10In: 58 +3 Pr: 58 +3

Weapon Skills:Weapon #1: +70 (Melee)Weapon #2: +70 (Missile)

Armor: Studded Leather (+30), Normal Shield (+25)Talents/Abilities: Profession Adaptability, Bonus SkillRanks, Skill Specialization, Shield Training.

Key Skills:Acrobatics (3) 18 Navigation (1) 18Climbing (2) 20 Armor (12) 74Brawling (3) 25 End. (13) 96Blindftg (5) 38 Jumping (3) 25Disarm Foe (6) 40 Swimming (2) 20Mtd Com. (3) 25 Ambush (1) 18Appraisal (2) 23 St & Hid (3) 18Crafts (3) 25 Runes (7) 48Attnemnt. (8) 46 PP Dev. (11) 88Healing (3) 28 Arcane Lore (6) 50Perception (10) 56 Herbcraft (2) 23Riding (3) 18

Resistance: Magic (6) 46, Stamina (6) 54, Will (6) 46Universal Sphere: Arcane Bolt (4) 33, Blur (7) 48, MinorHealing (3) 28.Warrior Mage Sphere: Bladeturn* (7) 48, ElementalWeapon: Fire (3) 28, Guardian Blades (3) 28, Magic Shield(3) 28, Resist Damage (7) 48, Steel Skin (4) 33, Warrior’sMight (9) 58, Weapon’s Fury (5) 38.Languages: Racial (S8/W5): 53/38, Common (S5/W3): 38/28Lore: Local Region (2) 30

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TERRIS - WARRIOR MAGE LEVEL 15Hits: 108 PP: 100 Init: +12 DB: +86 BMR: 11RR Bonuses: Stamina +66 Will +58 Magic +58

St: 91 +10 SD: 62 +4Co: 82 +8 Qu: 83 +8Ag: 91 +10 Re: 95 +10In: 63 +4 Pr: 62 +4

Weapon Skills:Weapon #1: +81 (Melee)Weapon #2: +80 (Missile)

Armor: Studded Leather (+30), Normal Shield (+25)Talents/Abilities: Profession Adaptability, Bonus SkillRanks, Skill Specialization, Shield Training, Instinctive De-fense.

Key Skills:Acrobatics (4) 29 Navigation (1) 19Climbing (2) 25 Armor (13) 76Brawling (7) 50 End. (18) 108Blindftg (9) 59 Jumping (4) 35Disarm Foe (10)65 Swimming (3) 30Mtd Com. (7) 50 Ambush (2) 19Appraisal (2) 24 St & Hid (5) 34Crafts (3) 30 Runes (10) 64Attnemnt. (12) 62 PP Dev. (16) 100Healing (5) 39 Arcane Lore (8) 60Perception (14) 66 Herbcraft (3) 29Riding (4) 29 Rope Mastery (3) 30

Resistance: Magic (8) 58, Stamina (8) 66, Will (8) 58Universal Sphere: Arcane Bolt (5) 39, Blur (10) 64,Dispel Magic (4) 34 Minor Healing 3 29.Warrior Mage Sphere: Bladeturn* (7) 49, ElementalWeapon: Fire (3) 29, Guardian Blades (3) 29, Magic Shield(3) 29, Resist Damage (7) 49, Steel Skin (4) 34, Warrior’sMight (9) 59, Weapon’s Fury (5) 39.Languages: Racial (S8/W5): 54/39, Common (S5/W3): 39/29Lore: Local Region (4) 40

TERRIS - WARRIOR MAGE LEVEL 20Hits: 117 PP: 111 Init: +14 DB: +88 BMR: 11RR Bonuses: Stamina +78 Will +70 Magic +70

St: 93 +10 SD: 67 +5Co: 87 +9 Qu: 88 +9Ag: 93 +10 Re: 97 +11In: 68 +5 Pr: 67 +6

Weapon Skills:Weapon #1: +81 (Melee)Weapon #2: +80 (Missile)

Armor: Studded Leather (+30), Normal Shield (+25)Talents/Abilities: Profession Adaptability, Bonus Skill Ranks,Skill Specialization, Shield Training, Instinctive Defense.

Key Skills:Acrobatics (5) 49 Navigation (1) 21Climbing (3) 40 Armor (13) 76Brawling (11) 67 End. (23) 117Blindftg (13) 72 Jumping (5) 40Disarm Foe (14)73 Swimming (5) 35

Mtd Com. (11) 67 Ambush (3) 25Appraisal (3) 31 St & Hid (7) 45Crafts (3) 31 Runes (14) 74Attnemnt. (17) 74 PP Dev. (21) 111Healing (6) 46 Arcane Lore (13) 78Perception (18) 76 Herbcraft (4) 36Riding (4) 30 Rope Mastery (3) 31

Resistance: Magic (10) 70, Stamina (10) 78, Will (10) 70Universal Sphere: Arcane Bolt (5) 41, Blur (12) 70,Dispel Magic (5) 41 Minor Healing 3 31Warrior Mage Sphere: Bladeturn* (7) 51, DancingWeapon (7) 51, Deflections* (10) 66, Elemental Weapon:Fire (7) 51, Guardian Blades (3) 31, Hammer Strike (6) 46,Magic Shield (3) 31, Resist Damage (7) 51, Steel Skin (4)36, Warrior’s Might (9) 61, Weapon’s Fury (5) 41Languages: Racial (S8/W5): 56/41, Common (S5/W3): 41/31Lore: Local Region (4) 42

STEP SIX: EQUIPMENT

The NPCs equipment can vary. Just like any playercharacter, the NPC has a history and has acquired at leastsome gear and wealth along the way. When creating acustom NPC, especially one adapted from a piece of fiction,the GM should start by writing notes on weapons and gearthe character used in their books or movies. Then it’s asimple process of converting that equipment into gameterms. Obviously, a long sword in a book is simple totranslate into a long sword in HARP, but it gets morecomplicated when that long sword has special abilities.

The easiest way to recreate the special abilities ofmagic items is to use equivalent magic items that alreadyexist in the HARP Rulebook and modify them as neces-sary (See Chapter 14: Treasures for more information).

Example: Phredric is an assassin and sometimesmuggler who inherits a magical greatsword. Hedoes not know much about the sword, save that hisgreat-grandsire took it from the hand of a deadpirate. The GM decides that this sword is extremelydeadly when used against Clerics of the God ofLight. The GM could take the description for theMagebane sword (HARP Rulebook, page 149) andadjusts it to work only against Clerics, but theeffects essentially remain the same. Phredric soonsuspects that the sword is somehow damned andhires some adventurers to learn more…

The following table will give some guidelines on thepower of certain magic items, such as weapons and armor,NPC’s will most likely have at certain levels. The GMdecides the magic level of his campaign (low, medium, orhigh) and then looks up the level of the NPC.

Low magic campaigns are games where magic is veryrare and magical items are seldom seen. Characters andNPC’s would adventure for years before finding a mosttreasured magic item.

Medium power level games are pretty much thestandard fantasy mixture of magic and treasure. Whilemagic items are rare, they are seen on a regular basis.

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High magic campaigns use a great deal of magic itemsand almost anyone that adventures will have two or threein his possession.

NON-PLAYER CHARACTER MAGIC ITEM TABLE

Amount of Magic in the Campaign

NPC Level Low Medium High

1 None None +55 None +5 +1010 +5 +10 +1515 +10 +15 +2020 +15 +20 +25

AN EXAMPLE OF NPC CREATION

The GM needs to create an NPC to use as a majorplayer in his campaign. The Player Characters must warnthe Marcher Lords of potential trouble on the frontier(stirred up by the PCs looting a Goblin encampment).Because the PCs have been less than noble, he decides tocomplicate their lives by creating something of an antihe-roic character for the nearest Marcher Lord. The GMdecides that the NPC is a veteran fighter named Karl theMad. The GM wants someone who can aid the characters,but one who can also cause problems of his own for thecharacters, too.

The following process will take you through thecreation process step-by-step.

Step One – Purpose and Personality

Karl the Mad: The GM knows exactly what hispersonality is so there is no need to generate it randomly.Two personality traits stand out: Amoral and Chaotic,both strong motivations. However, that is too simplistic.He also adds “courageous” – thereby creating a compli-cated character archetype.

Step Two – Choose a Profession

Karl the Mad: The GM already knows that this NPCwill be a fighter.

Step Three – Generate Statistics

Karl the Mad: He rolls randomly for each stat (40+2d10) and decides to adjust the stats around to makehim more of a challenge for the player characters. Theresults are: St 98, Co 95, Ag 89, Qu 87, SD 47, Re 56, In 55,Pr 54.

Step Four – Choose a Race and Culture

Karl the Mad: This NPC will be a Human, withstatistic bonuses assigned as St +1, Co +1, Ag +1, Qu +1,SD +1, Re +1, In +1, Pr +1.

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Step Five – Skills and Talents

Karl the Mad: The NPC Stat Block shows the followingas standard statistics for a 10th level fighter: DB 93, wearingChainmail, Hits 147, PPs 6, OB #1 113, and OB#2 94.

Step Six – Equipment

This is a medium level power game so the GM decides togive both NPC’s magic items based on that type of campaign.

Karl the Mad: Receives magic armor (Chainmail+10, normal shield +10) and a magical weapon(longsword +10). The longsword was given to Karl by theking in return for Karl’s service as a mark of Karl’s newstatus in life. The armor increases his DB from 93 to 113(93 + 10 + 10 = 113). His OB is now 123 (113 + 10 = 123),since the longsword is his primary weapon. The GM alsodecides to give him a longbow, several healing potions anda ring of invisibility to start off with.

FINAL RESULTS

The final NPCs are described below. The GM shouldfeel free to breathe as much life into the NPCs as necessaryto increase the enjoyment of the game. This is not thedefinitive guide for creating NPCs, but it should help steereven the newest GM in the right direction.

KARL THE MAD - HUMAN FIGHTER LEVEL 10

Hits: 127 PP: 6 Init: +16 DB: +113 BMR: 11RR Bonuses: Stamina +48 Will +38 Magic +34

St: 98 +10 SD: 61 +4Co: 95 +9 Qu: 87 +9Ag: 89 +9 Re: 56 +3In: 55 +2 Pr: 54 +2

Weapon Skills:Longsword: 113Longbow: 94

Armor: Chain Mail +10 (+50), Normal Shield +10 (+35)Talents/Abilities: Profession Adaptability, Bonus Skill

Ranks, Instinctive Defenses, Lightning Reflexes, ShieldTraining, Skill Specialization – Weapon Skill#1, SkillSpecialization – Armor Skills.

Key Skills:Acrobatics (2) 13 Navigation (1) 10Climbing (1) 15 Riding (2) 13Brawling (9) 55 Armor (14) 88Blindftg (8) 45 End. (33) 127Disarm Foe (4) 30 Jumping (3) 25Mntd Cmbt (3) 30 Swimming (4) 30Appraisal (2) 15 Ambush (2) 13Crafts (3) 17 St & Hid (2) 13Healing (2) 15 Runes (1) 10Perception (12) 60Resistance: Magic (4) 34, Stamina (4) 48, Will (3) 38.

Equipment: 3 Healing Potions and a Ring of Invisibility,Longsword +10, Normal shield +10.

Karl the Mad has had a hard life. He was raised inan orphanage, which he escaped from when he was only10 years old. Living on the streets has had an emotionaltoll on Karl. Along the way he learned how to defendhimself and bully others into doing what he wanted. Asa result of growing up in this type of environment Karlbecame amoral and lawless. He believed the rules ofsociety did not apply to him and he was free to dowhatever he wanted.

But when the king sent warriors and mercenaries tofight the Goblins in the north, Karl accompanied them.There, in the heat of battle, defending the human racefrom its enemies, Karl proved himself both courageousand cunning, becoming a famous captain of the ragged,half starved warriors of the frontier. He would throwhimself headlong into combat, always first into battle, andalways the last to retreat.

When the harpists called him a hero, he shook hishead and merely said: “I am only in it for the money.”

In reward for his service, the king gave Karl landsalong the marches. His tenants live in fear of the grimfaced, short-tempered warrior, but all understand that heis their lord, and he is sworn to protect them. Now heguards the frontier for the king, having earned the respect,but never the love, of his peers.

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IndexD

Damage Dice: A Life Points Option ... 63Different Ways of Disengaging from

Combat ...................................... 36Disengaging While in Combat ...... 36

H

How to design an encounter .............. 37Party Level and Player Experience ... 37Type of Encounter .......................... 37

Ambush ...................................... 37Duel ............................................ 37Rescue ........................................ 37

How to Run an Ambush ..................... 34Attack! ............................................. 34Position, Position, Position… ........ 34

K

Knockback ........................................... 28

M

Magic Items ......................................... 78Armor and Shields ......................... 79Cursed Items .................................. 81Magical Weapons ........................... 78Miscellaneous Items ....................... 80

Magical and Special Materials ............ 45Adamantine .................................... 46Arinyark .......................................... 46Dragon Bone .................................. 47Dragon Horn .................................. 47Dragonskin ..................................... 47Dwarvish Steel ................................ 46Elven Steel ....................................... 46Eog .................................................. 46Heavy Monster Hide ...................... 47Ithloss ............................................. 46Keron .............................................. 46Laen ................................................ 46Medium Monster Hide .................. 47Monster Bone ................................. 47Rularon ........................................... 46Shaalk .............................................. 47Shell/Chitin/Horn .......................... 47Spidersilk ........................................ 47Titusinium ...................................... 47Trollskin .......................................... 47

N

New Training Packages ....................... 22Learning Training Packages ........... 22Sample Training Packages ............. 22

Assassin ...................................... 22Dragon Hunter .......................... 22Duelist ........................................ 22Fyrdman ..................................... 23Heavy Cavalry ............................ 23

A

An Example of NPC Creation ............. 95Final Results .................................... 96Step Five – Skills and Talents ......... 96Step Four – Choose a Race and

Culture ........................................ 95Step One – Purpose and

Personality .................................. 95Step Six – Equipment ..................... 96Step Three – Generate Statistics ..... 95Step Two – Choose a Profession .... 95

Armor ................................................... 43Attitude and Outlook ......................... 12

B

Battle Runes ........................................ 13Fumbling Battle Runes .................. 15Inscribable Spells ............................ 15

Being Unseated from a Mount ........... 28

C

Catching, Killing & Harvesting ........... 47Amount of Material Needed for

Armor Construction ................. 48Creating the Armor ......................... 48Recovery of Unusual Organic

Material ....................................... 48Creating & adding New Weapons ...... 43Creating a Warrior in HARP .................. 7

Preparation Step: Decide on aPersonality ................................... 7

Step Five: – PurchasingEquipment ................................. 10

Step Four: – Buy Skills & Talents ..... 9Step One: Choose a Profession ........ 7Step Six: – Final Touches ............... 10Step Three: Choose a Race

& Culture ..................................... 8Step Two: Generate Statistics ........... 7

Critical Tables ..................................... 64Acid Critical Table .......................... 76Cold Critical Table .......................... 69Crush Critical Table ....................... 64Electrical Critical Table .................. 70Grapple Critical Table .................... 67Heat Critical Table ......................... 68Huge Critical Table ........................ 75Impact Critical Table ..................... 71Large Critical Table ........................ 74Martial Arts Strikes Critical Table .... 72Martial Arts Sweeps/Unbalancing

Critical Table .............................. 73Puncture Critical Table .................. 65Slash Critical Tab le ........................ 66

Culture .................................................. 8Customized Weapons and Armor ...... 44

Huscarls ..................................... 23Initiate of the Stone Fist ............ 22Knight ........................................ 23

Non-Player Characters (NPCs) ......... 83Step Five – Skills and Talents ......... 85Step Four – Choose a Race and

Culture ....................................... 84Step One – Purpose and

Personality ................................. 83Step Six: Equipment ...................... 94Step Three – Generate Statistics .... 84Step Two – Choose a Profession .... 84

NPC Stat Blocks .................................. 85Chet Li ............................................ 88Phredric .......................................... 86Rick ................................................. 89Terris ............................................... 93Theone ............................................ 91

O

Orders & Organizations ..................... 52Another sort of Guild... ................... 58

Using the Friends of Otto inyour campaign ........................ 59

Creating the Order ......................... 54Step 1:Name ............................... 54Step 2: Motto ............................ 54Step 3: Goal and Purpose ......... 54Step 4: Candidate

Requirements ......................... 55Step 5: Acceptance into

the Group ............................... 55Step 6: Structure ....................... 55Step 7: Advancement ................. 56Step 8: Expulsion ....................... 56

Knowledge ...................................... 54Sample Orders and

Organizations ............................. 57Order of the Iren-Fyrd

(Fyrdmen) .............................. 57Order of the Iren-Hirth

(Huscarls) ............................... 58The Friends of Otto ................... 58The Orc Revolutionary

Committee .............................. 58The Temple of the

Dragon’s Way .......................... 57Types of Orders and

Organizations ............................ 53Business ....................................... 53Ideal ............................................ 53Military ...................................... 53Mission ....................................... 53Political ...................................... 53Racial .......................................... 53Religious ..................................... 53

Other Weapons ................................... 40Crushing Weapons ......................... 41

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Boletta ......................................... 41Gnorish ...................................... 41

Missile Weapons .............................. 41Cormal (Chakram) ................... 41Hand Crossbow .......................... 41

Pole Arms ....................................... 41Bardiche ..................................... 41Beaked Axe ................................. 41Fauchard .................................... 41Glaive ......................................... 41Guisarme .................................... 41Halberd Axe ............................... 41Kiri (Flamberge) ........................ 41Madu .......................................... 41Mahta-mac (Naginata) ............. 41Man Catcher .............................. 41Orcish Hammer

(Lucerne Hammer) ................ 41Orcish Kalmar ........................... 41Partisan ...................................... 42Pick Hammer

(Bec de Corbin) ...................... 42Pike ............................................. 42Pole Axe ...................................... 42Ranseur ...................................... 42Twin Bladed Sword .................... 43Voulge ........................................ 43

Slashing Weapons ............................ 41Bastard Axe ................................ 41Dir-mac (Wakazashi) ................ 41Gir-Mahta (No Dachi) ............... 41Kolran (Kama) ........................... 41Ti-kiri (Kryss) ............................ 41

Unusual Weapons .......................... 43Raka (Jitte) ................................. 43Rope Dart ................................... 43Spike Thrower (Aklys) .............. 43Turya-raka (Kyotetsu-shoge) .... 43

R

Reading the Critical Hit Tables .......... 61Receiving Damage While Flying ........ 28Resolving Combat with the

New Critical Tables .................... 61Called Shots .................................... 62Critical Hit Location Table ............ 62Damage Adjustment by Armor ..... 62Weapon Sizes ................................... 61

S

Scaled Combat Actions ....................... 23Advanced Combat Actions ............ 27

Double Slash .............................. 27Fencing Bind .............................. 27Missile Parry .............................. 27Reverse Stroke ............................ 27Set Against Charge ..................... 27Shield Bypass (Minor) .............. 27Stave Sweep ................................ 27

Basic Combat Actions .................... 23Blade Slap ................................... 23Charging .................................... 23Disarm Foe ................................ 24Disengage from Melee ............... 24

Dodge ......................................... 24False Disengage .......................... 24Fencing Slash ............................. 24Full Parry ................................... 24Haft Bash ................................... 25Hold at Bay ................................ 25Jab ............................................... 25Knockdown ................................ 25Mounted Charge ....................... 25Move & Attack ........................... 26Multiple Parry ............................ 26Parry ........................................... 26Pommel Bash ............................. 26Power Strike ............................... 26Press & Melee ............................. 26Shield Bash ................................. 26Shield Parry ................................ 27Stave Jab ..................................... 26Subdual ...................................... 26Sudden Dodge ........................... 27Weapon Bind ............................. 27

Expert Combat Actions ................. 27Multiple Strike ........................... 27Ranged Disarm: ......................... 27Shield Bypass (Major) ............... 28Spinning Slash ........................... 28Swift Strike ................................. 28

Legendary Combat Actions ........... 28Iron Broom ................................ 28Triple Slash ................................. 28Whirlwind Attack ...................... 28

Shield Wall .......................................... 28Skills .................................................... 17

Combat Styles & Maneuvers ......... 17Aerial Combat ........................... 17Blade Barrier .............................. 17Double Weapon ......................... 17Mounted Combat ...................... 17Paired Weapons ......................... 18Shielding Weapon ...................... 18Weapon & Shield ....................... 18

Dirty Fighting ................................. 19Flying/Gliding ................................ 19Frenzy ............................................. 19Martial Arts Combat Styles ........... 20

Dual Sai Style ............................. 20Dual Weapon Kata ..................... 20Elemental Style: Air ................... 20Elemental Style: Earth ............... 20Elemental Style: Water .............. 20Wrestling .................................... 20

Social Class .......................................... 11Some Simple Mass Combat

Guidelines .................................. 34Actions ............................................ 35Completing the Mass Combat ....... 36Initiative .......................................... 35Mass Combat Actions Table .......... 35Resolving Attacks ............................ 36

Special Combat Conditions ............... 31Aerial Combat ................................ 33Climbing ......................................... 32Fighting Flying Creatures While

Climbing .................................... 32

Maritime Combat .......................... 32Underwater Combat ...................... 31

Starting Money ................................... 12Swords ................................................. 39

Sword Parts ..................................... 39Typical Swords ................................ 39

The Bastard Sword .................... 40The Broadsword ........................ 40The Dagger ................................. 39The Falchion .............................. 40The Great Sword ........................ 40The Long Sword ........................ 40The Rapier ................................. 40The Short Sword ........................ 39

T

Tables ................................................... 49Basic Armor .................................... 49Magical Metal Armor ..................... 51Magical Organic Armor ................. 49Superior Leather & Metal Armor ... 50

Talents ............................................ 9, 21Combat Awareness ......................... 21Great Arm ....................................... 21Hammerhands ............................... 21Inner Strength ................................ 21Intuition ......................................... 21Missile Deflection .......................... 21Multiple Weapon Proficiency ......... 21Sureshot ........................................... 21Swashbuckler .................................. 22Toughness ....................................... 22

The Combat Round ............................ 31Types of Motivations .......................... 10

U

Unseating a Rider ............................... 33Unusual Skill Uses .............................. 20

Acrobatics ....................................... 20Brawling .......................................... 20Duping ............................................ 20Perception ....................................... 21Public Speaking .............................. 21Trading ............................................ 21

Using Miniatures ................................ 33

W

Weapons & Armor of SuperiorMaterials and Workmanship .... 44

Material Bonus ............................... 45Superior Workmanship Bonuses ... 45

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