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    MIRORMirror Images, Reflections OfReality

    Gaming System

    BOOK OF LOREVersion 7.1 ( November 2005)

    Colin Tod and Peter Ludwig

    1987 - 2005 - MIROR Games All Rights Reserved

    MIROR GamesHTTP://mirorgames.orcon.net.nz

    [email protected] Wood St, Palmerton North, New Zealand

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    Copyright 1987 - 2005 by Miror Games.

    These rules may be freely copied and passed on to others as long as the following restrictions are kept:

    1/ This copyright notice must be passed on with any copy of this document The Book Of Lore.2/ This document The Book Of Lore may not be modified in any way.3/ No financial, or other, gain can be made when passing on this document The Book Of Lore.

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    FORWARD

    Q. What constitutes a good role-playing system?

    There is no true answer to this question. There are as many different opinions as there are players.MIROR was created out of a sense of frustration at a series of systems my role-playing group wentthrough. Although these systems had many fine traits they also had many highly annoying ones. Whichbrings me to our attempt to answer the above question.

    Realism vs. ComplexityThe world is an extremely complex place. Attempting to model the simplest aspects is exceptionallyhard and complicated (just ask your average scientist). None-the-less role-playing systems, to greaterand lesser degrees, do this all the time using some bits of paper, a bag of dice and a few rules. Theproblem is that the more accurate your model, the more complex it is. The problem with simplesystems, though easy to learn and remember, is that they are open to abuse and a sense of unreality.Reality may seem a strange word to use when we are talking of worlds that have magic and dragons inthem but characters (and their players) must have a sense that the world is solid and has a logic that isunderstandable. In a system where a hero, when surrounded by 50 angry goblinoid creatures, has the

    expectation that he will walk out unharmed, rather than being overcome by numbers, then that sensethat the world is logical has been lost.

    In the MIROR role-playing system we have attempted to find a balance between reality andcomplexity.

    Within role-playing circles there has been constant debate about the advantages/disadvantages of levelvs. skill base point systems. Both systems have advantages and disadvantages. We have decided on alevel based system, for our primary skills, as being less complex but we added a point system forsecondary skills.

    We believe we have created an exceptional, dynamic combat and damage system. This is without adoubt the gem in the crown. The rest of the system (with 20 years of effort and weekly rule changes)

    was wrapped (warped!) around this.

    If you are reading this then you must have some interest in looking at a new system. It is well worthyour while reading this manual in its entirety before starting to play as it covers all aspects requiredfor fantasy role-playing.

    Between us we have played a wide range of systems and are yet to come across one which fits our

    view of a fantasy world as effectively as this one.

    Colin Tod, Peter Ludwig

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    ACKNOWLEDGMENTS

    After more than 20 years developing this system we have forgotten more people who have had someinput into it than we can remember. We will, regardless, attempt to name as many as possible.

    First must come the role-players who have played and tested the system over the years, and who haveput up (luckily with good senses of humour) with an almost constant series of weekly rule changes.

    Duane - (Whose ongoing twisting and abuse of the rules have constantly forcedus to refine them and close loopholes)

    Blair (the original psychotic Orc)DarrenCedricMikeKayNikReaganBrian (Potty)

    Nigel (Nine fingers)Graham (a homicidal maniac, currently employed in the armed forces)JedBen

    We also wish to thank Jonathan Dixon who put significant effort in the early stages and whoseinvaluable suggestions and comments always made us rethink those brilliant new rules we wouldintroduce.

    Lastly I (Colin) wish to thank Heather my wife for putting up with it all and nodding sagely to 15 yearsof Its almost finished!!

    Colin Tod, Peter Ludwig

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    MIROR Games Book Of Lore Contents

    CONTENTS

    CHARACTER GENERATION............................................................................................................1

    CHARACTERATTRIBUTES.............................................................................................................1

    GENERATE ATTRIBUTES............................................................................................................1CHOOSE A CLASS.........................................................................................................................1CHOOSE A RACE ............................................................. ............................................................. 1DETERMINE HIT POINTS AND WEAPON SKILL POINTS ..................................................... 1DETERMINE COMBAT ATTRIBUTES........................................................................................2CALCULATE SAVES..................................................................................................................2CALCULATE DOMINANT HAND...............................................................................................2DETERMINE CHARACTER ATTRIBUTE MODIFIERS ............................................................ 2CALCULATE HEIGHT AND WEIGHT....................................................... ................................. 3DETERMINE GRAPPLE ATTACK / DEFENCE................................................................ ..........4ARE YOU A BERSERKER?...........................................................................................................4CALCULATE MONEY GIVEN TO STARTING CHARACTERS...............................................4MAGIC ITEMS FOR NEW CHARACTERS..................................................................................4DETERMINE CHARACTER EXPERIENCE POINTS..................................................................4

    SPELLSANDMANNAPOINTS........................................................................................................5 SPELL LEARNING.........................................................................................................................5MAGIC DISCIPLINES....................................................................................................................5RECOVERY OF MANNA POINTS ................................................................ ............................... 6

    SECONDARYSKILLS .......................................................... ........................................................... ..6SECONDARY SKILL POINT ALLOCATION..............................................................................6SECONDARY SKILL LIST............................................................................................................6

    CHARACTER RACES..........................................................................................................................8

    RACIAL CHARACTERISTICS......................................................................................................8DWARVES ..................................................... ........................................................... ......................8

    FRAAKEN ...................................................... ........................................................... ......................8ORCS ................................................................ ........................................................... ....................9PRUTZEN........................................................................................................................................9 YELLAN........................................................................................................................................10 GLANYAR ......................................................... ........................................................... ...............10HUMANS.......................................................................................................................................10

    EQUIPMENT ........................................................ .............................................................. .................11

    ENCUMBRANCE ............................................................ ................................................................. 11WEIGHT ................................................... ........................................................... .......................... 11ANIMALS AND WHAT THEY CAN CARRY ................................................................ ...........12VEHICLE RATE OF TRAVEL.....................................................................................................12VOLUME.......................................................................................................................................12

    EQUIPMENTLIST............................................................................................................................13 FIELD KITS...................................................................................................................................19EQUIPMENT MAINTENANCE...................................................................................................19"SUPERIOR" QUALITY EQUIPMENT.......................................................................................19CUSTOM BUILT EQUIPMENT...................................................................................................19RESALE VALUE OF EQUIPMENT ............................................................. ............................... 20EQUIPMENT SAVES .......................................................... ......................................................... 20

    WEAPONS AND ARMOUR...............................................................................................................22

    WEAPONS.........................................................................................................................................22 WEAPON NOTES.........................................................................................................................24BOWS DRAW WEIGHTS AND RANGES...............................................................................27NON-STANDARD MISSILES......................................................................................................28WEAPON CLASSES.....................................................................................................................29

    ARMOUR ......................................................... ........................................................... ......................30

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    ARMOUR AND SPELL CASTING..............................................................................................31

    MAGIC..................................................................................................................................................32

    THEPRINCIPLESOFSPELLCASTING.........................................................................................32 DISCIPLINESOFMAGIC................................................................................................................33

    ALCHEMY ............................................................... ............................................................. ........33

    ANIMISM ........................................................ ........................................................... ...................33SORCERY......................................................................................................................................33 THAUMATURGY.........................................................................................................................34 SUMMONING...............................................................................................................................34 PLANAR MAGIC..........................................................................................................................35MENTALISM ............................................................. ........................................................... ........35VIVIMANCY.................................................................................................................................35 APOTHECARY (SECONDARY SKILL).....................................................................................36CALCULATION OF LEARNING LOCATIONS.........................................................................39

    SCROLLS,SPELL-BOOKSANDTHEACQUISITIONOFSPELLS............................................. 41LEARNINGSPELLS.........................................................................................................................41 FORGETTINGSPELLS ...................................................... ........................................................... ...42RECOVERINGMANNAPOINTS....................................................................................................42 MAGICITEMSANDTHEIRMANUFACTURE.............................................................................42

    PERMANENT MAGIC ITEMS AND THEIR COSTS.................................................................43APOTHECARICRESEARCH ............................................................... ........................................... 44

    COMBAT..............................................................................................................................................45

    THECOMBATSEQUENCE.............................................................................................................45 THECOMBATSECOND..................................................................................................................45 SURPRISE ........................................................... ............................................................ ..................45CLOSEQUARTERS ............................................................... .......................................................... 46SPECIALATTACKTYPES..............................................................................................................48

    THE HIGH GROUND BONUS.....................................................................................................48THE EN-PASSANT ATTACK......................................................................................................48

    THE SWOOPING ATTACK.........................................................................................................48THE STORMING ATTACK ............................................................... .......................................... 48BERSERKER ATTACK................................................................................................................49MARTIAL ARTS...........................................................................................................................49GRAPPLING..................................................................................................................................51 MOUNTED COMBAT..................................................................................................................52DEFENSIVE TACTICS.................................................................................................................53SUBDUING AN OPPONENT.......................................................................................................54DISENGAGING FROM MELEE..................................................................................................55MELEE ATTACK MODIFIERS .................................................................... ............................... 56

    RANGEDCOMBAT ............................................................. ............................................................ 57MISSILE ATTACKS (MATT) ...................................................... ................................................ 57USING MISSILE WEAPONS WHILE IN MELEE......................................................................57

    FIRING INTO MELEE..................................................................................................................57GRENADE TYPE MISSILES .............................................................. ......................................... 57SOFT COVER................................................................................................................................58MISSLE ATTACK MODIFIERS ...................................................................... ............................59

    SPELLCOMBAT ........................................................ ................................................................ ......60THE SPELL ATTACK .......................................................... ........................................................ 60USING A MAGIC ITEM...............................................................................................................62

    DAMAGE ................................................... ........................................................... ............................ 63RECOVERY OF HIT POINTS......................................................................................................64RUNNING ON ADRENALINE (FIGHTING AT NEGATIVE BP) ............................................ 64FALLING DAMAGE ........................................................... ......................................................... 64POISONS AND POISON DAMAGE............................................................................................64POISONED WEAPONS................................................................................................................66

    HEALING .................................................... ........................................................... ........................... 68NONCORPOREALCREATURES(INTANGIBLECREATURES) ............................................... 68

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    CASTING MAGIC WHILE NON-CORPOREAL........................................................................69

    MISCELLANEOUS.............................................................................................................................70

    SPECIFICACTIONS.........................................................................................................................70 MOVEMENT.....................................................................................................................................71

    COMBAT.......................................................................................................................................71

    PURSUIT ........................................................ ........................................................... ....................71ASPHYXIATION ..................................................... ........................................................... ..............72DIFFICULTYFACTORS(DF) ........................................................... .............................................. 72

    RELATED SECONDARY SKILLS..............................................................................................73TRAININGRELATEDINCREASES(SECONDARYSKILLS) ..................................................... 73

    INITIAL SELF TRAINING...........................................................................................................73FORMAL TRAINING ........................................................ ........................................................... 73DEDICATED SELF TRAINING...................................................................................................74EFFECT OF TRAINING AIDS ON TRAINING..........................................................................75

    WEAPONPROFICIENCIES.............................................................................................................75 EXPERIENCEFORPLAYERCHARACTERS................................................................................78

    EXPERIENCE POINTS SYSTEM................................................................................................79SLEEPREQUIREMENTS.................................................................................................................80 ATTRIBUTEVSATTRIBUTECONTEST ...................................................... ................................ 80MONEY ................................................... ........................................................... ............................... 80LIVINGCOSTSANDEQUIPMENTMAINTENANCE..................................................................81

    APPENDIX 1 ....................................................... ........................................................... ......................82

    SECONDARYSKILLDESCRIPTIONS...........................................................................................82

    GLOSSARY OF TERMS ...................................................... .............................................................. 94

    INDEX...................................................................................................................................................99

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    MIROR Games Book Of Lore Character Generation

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    CHARACTER GENERATIONCharacter Generation is split into 3 sections. Character Attributes, Spells and Manna Points, SecondarySkills

    CHARACTER ATTRIBUTES

    GENERATE ATTRIBUTESTo start character creation; first generate the following 7 attributes usingthe Attribute Roll Table. The Table requires a D1000 roll (3 D10s). Forall characters the numbers generated may be freely allocated amongst thefirst 6 attributes. Comeliness must be rolled separately. See the glossaryfor a full description of attributes. NPCs can be generated quickly usingAttribute = D6 + 7 for a narrower range or 2D10 for a wider range.

    Strength (STR)

    Intelligence (INT)

    Dexterity (DEX)

    Constitution (CON)

    Perception (PER)

    Social Standing (SOC)Comeliness (COM)

    CHOOSE A CLASS

    Now choose a class (FIGHTER, MAGE). There are only the 2 classesand they are set. This represents the Miror perception of adventuringcharacters. All characters are variations of these two types. Fightersspend 8 years in apprenticeship from the age of 12, 6 on weapons skillsand 2 on other peripheral skills. Mages spend 13 years in apprenticeshipfrom the age of 10, 8 on magic, 3 on weapons skills and 2 on other

    peripheral skills. There is no time for Fighters to learn Mage craft or for Mages to learn more than thebasics of weapon craft. As much as 50% of free time is spent by both classes in training and study that

    is required just to maintain their existing skill levels in weapons and magic.

    CHOOSE A RACE

    Choose a race (See the Character Races section).

    DETERMINE HIT POINTS AND WEAPON SKILL POINTS

    Determine the new characters Hit Points and Weapon Skill Points using the table below. SeeDamageunder the Combatsection for a full description of Hit Points, Body Points & Fatigue Points.A 1st level Fighter therefore has 15 + 1D6 Hit Points. A 2nd level Fighter has 15 + 2D6 Hit Points.

    Body Points = Hit Points (rounded up) Fatigue Points = Hit Points - Body Points

    CLASS STARTING VALUES

    CLASS HP

    BASE

    HP

    INCREMENTPER LEVEL

    WEAPON

    SKILLPOINTS

    FIGHTER 15 D6 10

    MAGE 15 D2 4

    Weapon skills are gained by allocating Weapon Skill Points among the range of weapon skills found inthe Weapons and Armour section.

    For characters that are created at a level above first, the Weapon Skill Points available to thecharacter can be increased by 2 (for a Fighter), or 1 (for a Mage) for every level above first. Thisrepresents the extra knowledge/training gained through experience. This can only be used at charactercreation time. Weapon skills may be increased during game time through training, see Training

    Related Increases under theMiscellaneous section.

    ATTRIBUTE ROLL TABLE D1000 Roll Attrib.

    1 to 2 1

    3 to 7 2

    8 to 17 3

    18 to 36 4

    37 to 64 5

    65 to 102 6

    103 to 165 7

    166 to 248 8

    249 to 361 9

    362 to 500 10

    501 to 639 11640 to 752 12

    753 to 835 13

    836 to 898 14

    899 to 935 15

    936 to 964 16

    965 to 983 17

    984 to 993 18

    994 to 998 19

    999 to 1000 20

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    DETERMINE COMBAT ATTRIBUTES

    Determine the Attack (ATT), Defence (DEF), and Missile Attack (MATT) values for your character onthe table below

    ATTACK, DEFENCE AND MISSILE ATTACK VALUES

    MAGE

    LEVEL

    FIGHTER

    LEVEL

    MELEE

    ATTACK

    MELEE

    DEFENCE

    MISSILE

    ATTACK1 0 14 4 4

    2-3 1 15 5 5

    4-6 2 16 6 6

    7-9 3 17 7 7

    10-12 4 18 8 8

    13-15 5 19 9 9

    16-18 6 20 10 10

    19-21 7 21 11 11

    22-24 8 22 12 12

    25-27 9 23 13 13

    28-30 10 24 14 14

    31-33 11 25 15 1534-36 12 26 16 16

    37-39 13 27 17 17

    40-42 14 28 18 18

    CALCULATE SAVES

    Calculate your character's saves (attribute check).

    Saving against spells is an active process. This is done by checking against one of the charactersattributes at a standard difficulty factor of DF4 (seeDifficulty Factors under theMiscellaneoussection). PCs can elect not to save, e.g. accepting a healing spell or allowing a mind based spell towork.

    Saving Throw (%) = DF4 vs. the appropriate attribute

    Strength: Used where physical strength or brute force is needed to overcome a situation.Dexterity: Used against physical attacks that might be avoided through quick action, for examplebreath weapons, falling rubble, direct magic attacks.

    Constitution: The natural defences of the body to withstand deprivations, insidious assaults such aspoison or large amounts of pain from major damage or torture.

    Intelligence: Attacks that are mind based or require such things as reason, logic, or sheer will force toavoid e.g. charm spells, insanity, fear.

    Perception: Used against attacks that are generally too fast for a dexterity save (it's hard to move fasterthan a beam of light or bolt of lightning, etc.). Here an attack is foreseen or anticipated (perhaps acharacter sees a Mage looking at him while winding up a spell). Also commonly used against illusioneffects i.e. sense affecting not mind affecting (Delusion/Hallucination)

    Social Standing: Often used in interactions with NPCs.- Also see Grand Grimoire for save descriptions.CALCULATE DOMINANT HAND

    Roll a D6 and a D12Left handed - D6 roll is higher than the D12 rollAmbidextrous - D6 roll = D12 rollRight handed - D6 roll is lower than D12 roll

    DETERMINE CHARACTER ATTRIBUTE MODIFIERS

    Different character attributes have an effect on the character's abilities. A character with a high strengthhas a greater chance of doing more damage to an opponent that a character with low strength. . Thedefault Reaction Modifier (React Mod) is 0 and any DEX based modifiers are then added/subtracted.

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    CHARACTER ATTRIBUTE MODIFIERS

    Attribute 20 19 18 17 16 15 14 13-8 7 6 5 4 3 2 1

    Strength

    ATT/DEF +4 +3 +2 +1 0 -1 -2 -3 -4

    GATT/GDEF +8 +7 +6 +5 +4 +3 +2 +1 0

    DAM +4 +3 +2 +1 0 -1 -2 -3 -4

    RANGE MOD x 1.5 x 1.25 x 1 x 0.75 x 0.5WPN SPEED MOD -2 -1 0 +1 +2

    Constitution

    HP BONUS +7 +6 +5 +4 +3 +2 +1 0 -1 -2 -3 -4 -5 -6 -7

    BP RECOVERY 6 8 12 24 48 96

    FP RECOVERY 15 17 20 24 30 40 60 120 240 480 960

    Intelligence

    ATT/DEF +2 +1 0 -1 -2

    GATT/GDEF +4 +3 +2 +1 0

    MANNA POINTS +4 +3 +2 +1 0 -1 -2 -3 -4

    Dexterity

    ATT/DEF +3 +2 +1 0 -1 -2 -3

    GATT/GDEF +6 +5 +4 +3 +2 +1 0

    REACT 1D3 1D4 1D5 1D6 1D7 1D8 1D9

    Perception

    MATT +4 +3 +2 +1 0 -1 -2 -3 -4

    Strength modifiers do not add to or subtract from missile attack but do affect potential missile ranges.Weapon speed modifiers are only applicable to two handed weapons of 5 pounds weight or greater.

    The HP CON bonus is only given once at first level. The bonus is not added at every level.The BP (Body Point) recovery time is the time in hours required to regain 1 BP.The FP (Fatigue Point) recovery time is the time in seconds required to regain 1 FP. There is aminimum FP recovery time of 15 second per point of fatigue.The default reaction dice roll (REACT) is 1D6. Dexterity modifies this dice as shown. The reactiondice can never be below 1D1.Range modifiers apply to any thrown objects. Strength also affects the type (poundage) of bow that can

    be used by an archer. See the section Bows in the Weapons and Armour section for details.

    CALCULATE HEIGHT AND WEIGHT

    In order to determine the height and weight of a character roll on the table below. For the race inquestion determine the height e.g. For a Human, height = 58 +2D10 inches. Based on the result of thisroll, find the weight range and roll accordingly.E.g. the weight roll for a Human of 78" is 200 + 2D20 lb.

    HEIGHT & WEIGHT GENERATION

    Race Height and Weight Range 1 Range 2 Range 3

    Height (40 + 2D7) 42 - 45 46 50 51 - 54Dwarf

    Weight 124 + 2D9 141 +2D10 160 + 2D9

    Height (40 + 2D7) 42 - 45 46 50 51 - 54Fraaken

    Weight 70 + 2D8 85 +2D10 99 + 2D8

    Height (52 + 2D15) 54 - 62 63 73 74 - 82Orc

    Weight 60 + 2D35 129 + 2D35 198 + 2D35

    Height (66 + 2D9) 68 - 72 73 79 80 - 84Prutzen

    Weight 128 + 2D20 167 +2D20 206 + 2D20

    Height (68 + 2D8) 70 - 74 75 79 80 - 84Yellan

    Weight 98 + 2D9 115 +2D9 132 + 2D9

    Height (42 + 2D8) 44 - 48 49 53 54 - 58Glan'Yar

    Weight 46 + 2D8 60 + 2D10 80 + 2D8

    Height (58 + 2D10) 60 - 66 67 73 74 - 80Human

    Weight 120 + 2D20 160 + 2D20 200 + 2D20

    There are a range of other possible methods that can be used to generate Height and Weight but welike using this table because it tends to give quite a wide variety of shapes.

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    DETERMINE GRAPPLE ATTACK / DEFENCE

    The default Grapple attack (GATT) and defence (GDEF) for all characters is 10/0. The modifiers areshown as follows;

    For ST, DEX and INT modifiers to GATT/GDEF see CHARACTER ATTRIBUTE MODIFIERStable above

    +1/+1 GATT/GDEF for each Fighter level (a 13th Mage level = 5th Fighter level, see Attack,Defence and Missile Values table above).

    +1/+1 GATT/GDEF for each 12 in height. +1/+1 GATT/GDEF for each 20 lb. weight. Grappling is a weapon skill that can be taken (see Melee Weapons table below). If this skill is taken

    then the non weapon proficiency penalty of -5/-5 does not apply, therefore add +5/+5 toGATT/GDEF.

    ARE YOU A BERSERKER?

    A berserker is a character that suffers from an unbalanced state of mind and becomes psychotic whensubjected to combat stress. If a player is mad enough to want to be a berserker then he simply choosesto be so at character creation. Note: this is a permanent condition and no known cure is available

    (although some mages/apothecaries are known to be working on it). For the benefits and drawbacks ofthis state please refer toBerserker Attackin the Combatsection. The Races that can suffer from thisaffliction are Human, Dwarf, Orc, and Fraaken.

    CALCULATE MONEY GIVEN TO STARTING CHARACTERS

    Characters starting at first level begin with little possessions or money as they have spent most of it ontraining. However a characters social standing plays a great part in how much they can gather togetherbefore they begin in their respective professions. SeeMoney under theMiscellaneous for a fulldescription of the monetary system. To find out how much you start with, make a D100 roll and dividethis by their social standing attribute, then consult the table below. This roll should be made for each

    level a starting character has.% Roll / SOC attribute = result (round down)

    RESULT 6 or more 5 4 3 2 1

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    SPELLS AND MANNA POINTS

    MANNA POINTS

    LEVEL 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17

    SPELL CIRCLE 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9

    MANNA POINTS 2 4 5 7 8 10 11 13 14 16 17 19 20 22 23 25 26

    SPELL LEARNING

    The base chance for a mage to learn spells is: -2 x INT + 10

    E.g. If INT. = 10, this gives a 30% chance to learn aspell in any school.

    This figure represents the unmodified chance tolearn spells in all the Magic Disciplines. This chancecan be selectively modified by the mage tosignificantly increase his chance to learn spells insome disciplines. SeeDiscipline Distribution in the

    Magic section.

    MAGIC DISCIPLINES

    Natural physical principles can be classified into different broad "disciplines" such as physics,chemistry, thermodynamics, etc. which all (on the whole) comply to a common set of laws. These

    areas with all their laws and rules fall under the category of Science. In the PC's universe the"disciplines" of metaphysical principles have come to be known as "Magic". Magic is split into thefollowing 8 disciplines.

    See theArcane Tome in Findles Compilation for a full description of Magic, Spell Casting and MagicDisciplines.

    Starting mages are given a number of spells. At first level these represent spells that they have learntthrough their studies and have been given a scroll or two to copy from their mentors. If the character

    starts at higher levels the number of extra spells are those that the character is assumed to have pickedup during his prior adventures. All new mages get the spell Fetter the Runes of Power, on top of thisthey may choose two first circle spells (from any discipline that they have at least a 1% chance tolearn), the rest are randomly chosen from the spell lists (again from any discipline that they have atleast a 1% chance to learn).

    Starting spells are distributed based on the chance the mage has to learn each magic discipline (see theMagic section to calculate this). An example from a real situation is given below.Michael (after having his old character gruesomely burned to death by an unfeeling and vicious GM,Pete) has created a new 4th level mage character named Carlos. Carlos has the schools and thechances to learn those schools shown in the table below. The percentage out of the total chance to learnis calculated and then the ranges noted down.

    NUMBER OF SPELLS GIVEN TO

    STARTING CHARACTERS

    Charlevel

    Spell Circle

    1 2 3 4 5 6 7

    1 4

    2 6

    3 8 4

    4 10 6

    5 12 8 4

    6 14 10 6

    7 16 12 8 4

    8 18 14 10 6

    9 20 16 12 8 4

    10 22 18 14 10 6

    11 24 20 16 12 8 4

    12 26 22 18 14 10 6

    13 28 24 20 16 12 8 ...

    ...

    Alchemy Sorcery Summoning Mentalism

    Thaumaturgy Animism Planar Vivimancy

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    SECONDARY SKILL LIST

    0 Acrobatics *** 0 Disable traps *** 1 Long run * 1 Sneak *

    0 Anatomy *** 0 Disguise * 0 Masonry *** 0 Speak language **

    0 Animal handling ** 1 Dive * 1 Meditation ** 0 Spell craft ***

    0 Animal training ** 1 Drink * 1 Memorise *** 1 Spot hidden **

    0 Apothecary *** 0 Escape bonds *** 0 Mining *** 1 Sprint *0 Armour craft *** 0 Etiquette/protocol ** 0 Mountaineering ** 1 Story telling *

    1 Artistic ability * 1 Fast talk * 0 Mythology *** 1 Stun/knockout *

    0 Astrology *** 0 Fish * 0 Navigate ** 1 Survival **

    0 Ballistics *** 0 Gamble ** 0 Ocean lore *** 0 Swim **

    1 Bargaining * 1 Healing ** 1 Orate ** 1 Teaching **

    0 Begging ** 0 Heraldry ** 0 Pick locks *** 0 Teamster *

    1 Biology *** 0 Herbal lore ** 0 Planar Knowledge *** 0 Theology **

    0 Blacksmith * 1 Hide * 0 Play instrument ** 1 Torture *

    0 Body control *** 0 History *** 0 Poison lore *** 0 Track **

    0 Bow'yer/Fletcher ** 0 Hunt ** 0 Precious metal smith *** 0 Trading **

    1 Brawling tactics * 0 Hypnotism *** 0 Read lips *** 0 Ventriloquism **

    0 Brew * 0 Impersonate *** 0 Read/write language *** 0 Weapon smith ***1 Bribery * 0 Jeweller/Gemsmith *** 0 Ride (horse) ** 1 Willpower ***

    0 Cartography *** 0 Juggle ** 0 River lore *** 0 Wood lore **

    1 Climb * 1 Jumping * 1 Rope use * 0 Woodwork **

    0 Construction *** 0 Jurisprudence *** 0 Sailing ** 0 Xenology ***

    1 Cooking * 0 Leather work ** 1 Seduction **

    0 Cryptography *** 0 Linguistics *** 1 Sing **

    1 Deceit * 1 Listening * 0 Sleight of hand ***

    SKILL RANK CALCULATION TABLE

    Skill

    Rank

    Cumulative

    Skill Points

    Skill

    Rank

    Cumulative

    Skill Points

    Skill

    Rank

    Cumulative

    Skill Points1 1 11 66 21 231

    2 3 12 78 22 253

    3 6 13 91 23 276

    4 10 14 105 24 300

    5 15 15 120 25 325

    6 21 16 136 26 351

    7 28 17 153 27 378

    8 36 18 171 28 406

    9 45 19 190 29 435

    10 55 20 210 30 465

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    CHARACTER RACES

    RACIAL CHARACTERISTICS

    The following is a list of race based attribute modifiers for those races that can be taken as playercharacters. The modifiers may not take an attribute below 1 or above 20. Included is a list of generaltraits for the race. Like any species there tend to be some physical and social differences within thespecies depending on geographical location, environment, etc. (e.g. Plains Dwarves tend to be larger,more sociable types, following more an agricultural lifestyle than their mining, stoic, and shorterMountain cousins). As a rule though a particular species will tend towards the following traits whereappropriate.The different species also have leanings towards specific weapon skills and secondary skills. For theweapons mentioned for each race, the Weapon Skill Points required (rounded up) are halved. For thesecondary skills mentioned for each race, the Secondary Skill Points required (rounded up) are halved.In both these cases (Weapon Skills and Secondary Skills) this only applies at first level.

    DWARVES

    Consolidative, Assertive+1 STR, +3 CON, -2 DEX, -1 PERC

    Starlight vision.Max. Move Rate -2'/sec. on all rates greater than 5'/sec.Appearance: Short 3' 6" - 4' 6", Stocky 126 lb. - 178 lb. As in Tolkien Dwarves.Society/Demeanour: Dwarves are curt and stoic people. Generally down on spontaneity but do enjoydrinking and singing. They are heavily into mining, mountains, and are famous for their love of metals.They are very business like in their dealings, and get along tolerably with most races (though theytraditionally don't get on with Orcs). They have aversions to water and horses. They prefer heavy armsand armour. Dwarves tend to have medium sized Tribal societies run by Elders. Females have an equalstanding with males in dwarven society.Preferred Weapons: All Axes, X-bows, Hammers, and Maces.Common Secondary Skills: Mining, Mountaineering, Masonry, Precious metal craft, Blacksmith,Armour craft, Weapon smith, Jeweller/Gemsmith.

    FRAAKENCautiously expansionist, Aggressive.+2 PERC, +1 INT, -2 STR, -1 DEXMax. Move Rate -2'/sec. on all rates greater than 5'/sec.

    Appearance: Short 3' 6" - 4' 6", Man like proportioned 72 lb. - 115 lb. Generally balding (even at anearly age). They have a stature between that of Glan'Yar and Dwarves, with the general dour nature ofDwarves (though they are more warlike and aggressive). They have sallow (yellowish) skin, dark hair,and large facial features.Society/Demeanour: Fraaken are excitable but quick to calm down. They are an intelligent,mechanically minded race, love gadgets and gizmos, and serve well as mercenaries (artillerists andsappers). Fraaken are well known for their intricate and elaborate but somewhat hazardous inventions(rarely going beyond the prototype stage). A full description of the Fraaken design method can befound in Findles Compilation under Perilous Prototypes and Cunning Artificers: A Treatise onFraaken Research and Design Techniques. Fraaken also have a love of the sea and all forms of sailingand water lore. Like Dwarves they are tribal but can live in large towns or small cities.Preferred Weapons: All mechanical weapons (most commonly x-bows), Sling, Bolas, Flail, Morningstar, All shields.Common Secondary Skills: Apothecary, Artistic Ability, Ballistics, Bower/Fletcher, Construction,Mathematics, Masonry, Navigate, Ocean Lore, Pick locks, River lore, Rope Use, Sailing.

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    ORCS

    Expansionist, Aggressive+2 STR, +1 CON, -3 INTStarlight vision.

    Appearance: Wide height range 4' 6" - 6' 10", Wide weight range 62 lb. - 268 lb. Dark skinned,Massive/Imposing, Bestial, Heavy-set bone structure, semi-muzzle-like jaws.

    Society/Demeanour: Orcs wear piecemeal armour, patchwork clothes. They display battle trophiesupon their person. They have a penchant for Jewellery (gaudy). They live in large tribal societies thatare considered barbaric by most of the other species. Orcs are a semi-nomadic species that live by therule of might. They are intelligent enough to have learned by experience that trade and peaceful co-habitation is generally the way to survive if your enemies are stronger or equal to you in battle, somany Orcs have settled to form more permanent societies. These in particular have fared well eventhough there is a general antipathy towards Orcs. Orc societies are patriarchal but advice from thefemale elders is sought on all matters, including trade, politics and war craft. In battle they tend to useheavy long bladed and crushing weapons such as Mauls, Bastard-swords, and Hammers. They preferX-Bows to hand-drawn bows. They use heavy armour but very few can obtain it or keep it in goodrepair.(Equivalent: Picts, Gauls)Preferred Weapons: Great axe, Maul, Falchion, Mace, Hammer, Heavy X-bow.

    Common Secondary Skills: Brawling tactics, Drink, Fish, Herbal lore, Hunt, Leather work, Long run,Survival, Swim, Track, Wood lore.

    PRUTZEN

    Expansionist (Calculating), Aggressive+2 STR, +1 PERC, -1 CON, -1 DEX, -1 INT

    Appearance: Man sized 5' 8" - 7', 130 lb. - 246 lb. Prutzen appear human in the main, but with feral,canine attributes to their faces and bodies.Society/Demeanour: In most Prutzen societies, the male carries with him a Thaktar, which is a heavylong dagger, or short-sword used exclusively for duels between Prutzen. In ordinary combat they tendto use long shafted weapons such as spears, pole-arms, pole-axes, and broadswords. They also arerenowned for their re-curved horn short-bows. They have little preference for any one type of armour,

    but all arms and armour are utilitarian with little ornamentation (except for the Thaktar upon whichmuch artistic skill is lavished) apart from honour badges and clan badges. Prutzen are considered oneof the darker, more savage species by most, due to their aggressive nature. They are far frombarbarians in that they have a highly structured society based on a warrior caste system. They live inmedium sized clans, expanding according to need. As individuals, Prutzen are likely to take instant(and complete) retaliation at the slightest affront. This wildness is mainly what keeps the Prutzencivilisation in check, as constant in-fighting and blood feuds keep numbers down. A unified Prutzenspecies would threaten humans for their place at the top of the social strata. They are however highlysought after as mercenaries for their abilities and knowledge of war craft.(Equivalents: Star Trek's Klingons, Medieval Japanese, and Samurai society)Preferred Weapons: Broad sword, Short sword, Broad axe, Halberd, Lance, Spear, Short bow, Javelin,Martial arts.Common Secondary Skills: Animal care/handling, Animal training, Ballistics, Biology, Body control,

    Brawling tactics, Etiquette/protocol, Heraldry, History, Jurisprudence, Ride, Teamster, Xenology.

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    YELLAN

    Consolidative, Peaceful+2 INT, +1 PER, -2 STR, -1 CON

    Appearance: Tall 6' - 7', Slight framed 100 lb. - 150 lb. Yellan have very flat features. They have highvertical foreheads and almost no nasal protrusion. Tall with very pale to white skin and pale to white

    hair. They are thin and rakish but healthy all the same.Society/Demeanour: The Yellan are a graceful people prone to philosophy and reflection. They aregenerally peaceful (although realistic when facing an aggressor), unflappable, and live an agrarianlifestyle. They prefer to live in mountain valley settings in small to medium sized communities. Theirsocieties are "open" with a loose political structure however they achieve things rapidly through astrong sense of duty and community spirit. They are adept learners and are magically inclined; theyhave more Mages, Sages, etc. per capita than any other race. They prefer to use missile weapons incombat (although not mechanical e.g. X-bows) and lighter long edged weapons.Preferred Weapons: Sabre, Rapier, Foil, Long Bow, Short bow, Sling, Staff, Spear.

    Common Secondary Skills: Astrology, Etiquette/protocol, Heraldry, Healing, History, Linguistics,Meditation, Mythology, Orate, Play instrument, Spell craft, Story telling, Teaching,

    GLANYAR

    Expansionist, Capricious, Peaceful+2 DEX, +1 PER, -2 STR, -1 CON.Starlight vision.

    Appearance: Short 3' 8" - 4' 10", Slight framed 48 lb. - 96 lb. These people are short and slightly built;they have pointy ears and yellow eyes.Society/Demeanour: They tend to be scatty, flighty types that dwell in Sylvan type woodssurroundings. They are known to make entire villages that are in the tree canopy. Their villages tend tobe on the small side. They are lovers of art and the finer things in life, but tend to have a short attentionspan. GlanYar are obsessed with cultural purity and as such they rarely allow other races to livewithin their societies, so as to reduce the chance of pollution. This does not stop individual Glan'Yarfrom living within other societies, but this is not as common as with other races. They are naturallycurious (which make them adventurous). They generally use light armour, light finely crafted

    weaponry, and are very adept with small missile weapons.Preferred Weapons: Rapier, Foil, Short sword, Dagger, Garrotte, Case weapon style, Short bow, HandX-bow, Dart, Sling, Shuriken, Heater shield, Buckler.Common Secondary Skills: Acrobatics, Artistic Ability, Bower/Fletcher, Climb, Deceit, Fish, Herballore, Hide, Pick locks, Play instrument, Poison lore, Rope use, Sing, Sleight of hand, Sneak

    HUMANS

    Expansionist, Assertive+1 on any 2 attributes or +2 on 1 attributes.

    Appearance: 5' - 6' 8", Medium Build 124 lb. - 240 lb.Society/Demeanour: Humans are of course the mainstay of the races. They do this by breeding fasterthan most of the races, or in their adaptability to environments and situations. They can be asaggressive as Orcs and yet at the same time be as intelligent as Yellan. They will tend to be

    everywhere, and in most milieus make up the highest level of civilisation as they trade (or exploit), thebest from other civilisations. As a species, their chief attributes lie in manipulating and organising theenvironment (and other species) to their own advantage.Preferred Weapons: Broad sword, Bastard sword, Falchion, Lance, Mace, Spear, Staff, Long bow,Kite shieldCommon Secondary Skills: Bargaining, Body control, Brawling tactics, Bribery, Construction,Etiquette/protocol, Fast talk, Gamble, Heraldry, Linguistics, Orate, Ride, Speak other language,Survival, Theology, Trading, Willpower, Xenology, Mythology.

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    EQUIPMENTENCUMBRANCEEncumbrance is a combination of how much an object weighs and how much space it takes up. Aperson may be able to carry 40lb quite easily in a backpack, however 40lb of feathers takes up far morespace than 40lb of lead.

    WEIGHTDue to a conflict with the damage system, the Carrying STR attribute for encumbrance is differentthan the Combat STR attribute which is used in the rest of the system. Usually where a creaturesSTR attribute is discussed, this is the Combat STR rating. When talking about the load a creature canbear a different Carrying STR attribute is used. The following table gives the Carrying STRequivalent for every Combat STR.

    COMBAT STRENGTH CARRYING STRENGTH

    Combat STR 1-20 21 22 23 24 25 26 27

    Carrying STR 1-20 30 40 50 60 70 80 90

    The limit of weight (in pounds) that a character can carry for an extended amount of time (greater than

    half an hour, with no penalties), is found by multiplying the characters Carrying STR x 5, e.g. acharacter with 9 strength can carry up to 45 lb. Gear unencumbered. However if a characters strengthis 4 or less then the maximum weight he can carry is 20 lb., i.e. a character with a strength of 1, 2, 3, or4 can carry 20 lb. load at no penalties.

    Unencumbered: -[Strength x 5] The maximum amount a character can carry for more than half anhour without penalties.

    Encumbered: - [Strength x 10] The maximum amount a character can carry, A character that isencumbered incurs the following penalties while in combat.

    maximum movement rate -2 to ATT/DEF

    20% chance to miscast a spell. The effect of encumbrance during long term travel is to lose 2 points of CON per hour oftravel. This is recovered at the rate of 1 point per hour of rest.

    If enough equipment is divested at the start of combat then the penalties will not apply.

    Dead lift: - [Strength x 15] The maximum amount a character can lift.For encumbrance purposes ordinary clothes that are worn are considered to weigh nothing and armourwhen worn is considered to be at half weight.

    The following table is for bipeds (creatures standing upright, e.g. humanoids).

    WEIGHT ENCUMBRANCE TABLE

    Carrying Capacity (lb.)

    Carrying Unencumbered Encumbered Dead Lift Equivalent Strength

    STR x5 x10 x15

    1 4 1 20 21 - 40 0 - 60 Goblin

    10 1 50 51 - 100 0 - 150 Average Human

    20 1 100 101 - 200 0 - 300 Troll, V Strong Human

    30 1 150 151 - 300 0 - 450 Minotaur, Ogre, Yeti

    40 1 200 201 - 400 0 - 600 Werewolf

    50 1 250 251 - 500 0 - 750 Giant

    60 1 300 301 - 600 0 - 900

    70 1 350 351 - 700 0 - 1050 Vampire

    80 1 400 401 - 800 0 - 1200

    Quadrupeds (4 legs) distribute loads differently on 4 legs and therefore the above formula does notapply.

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    ANIMALS AND WHAT THEY CAN CARRY

    As a rough rule-of-thumb, fine boned animals can carry about 15% of their body weight e.g. Horse,Donkey. Heavy boned or stocky animals can carry about 20% of their body weight e.g. Mule,Mountain pony, Big boned horse (Destrier, Draft horse). Not all animals follow this rule e.g. goat.

    Animal Load

    Carried(lb.)

    Rate of

    Travel(m/d)

    Pulling

    Load***

    Goat * 50 15 150

    Llama ** 100 20 300

    Pony 150 24 450

    Donkey 200 20 600

    Mountain Pony 250 24 700

    Riding Horse 300 32 800

    Rounsey, 300 32 800

    Mule 400 20 1000

    Courser 400 24 1500

    Destrier 500 24 2000

    Draft horse 500 24 2000Camel 500 24 2000

    Bullock(Oxen) 600 15 2500* 1/10 the upkeep of a horse (1/6 the food), handles rough terrain better than any other animal** Very good in rough terrain.Here is an interesting point: 2 animals hitches together can pull about 11 times that of 1 animal (infounconfirmed, but supplied by one of our role-players).

    VEHICLE RATE OF TRAVEL

    Vehicle Rate of Travel (m/d)

    Wagon 15

    Barge*

    5Keelboat (rowed)* 10

    Rowboat 15

    Sailing ship 48

    Warship** 60

    Longship** 72

    Galley** 96* Rafts, barges, and keelboats are used on lakes and rivers. If going downstream, add the speedof the current (typically 3 mph) to the speed of the vehicle. In addition to 10 hours of being rowed, thevehicle can also float an additional 14 hours, if someone can guide it, so add an additional 42 miles tothe daily distance travelled. These vehicles can't be rowed against any significant current, but they canbe pulled upstream by draft animals on the shores.** Sailed and rowed

    VOLUMEThis section deals with how much volume a PC can carry and where they can carry it. For purposes ofdetermining the number of items a PC can carry, the volume of any item is broken down into ItemSlots or Weapon Slots.1 Item Slot = approx. 1000cc volume (1L)Different body locations can hold different sizes and numbers of slots. For instance a hand can hold anobject much larger than 1000cc in size but can only hold (effectively) one object at a time. Weaponslots come in various sizes (smallest - S, M, L, VL, X -largest). A smaller weapon can always fit into alarger weapon slot. X (extra large) weapons can only be carried in the hand and then only for a limitedperiod of time.

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    Locations

    Hand One item/weapon slot of any size.Back One VL or 2 L weapon slots plus the backpack.Waist One belt (a weapons belt or a pouch belt).Shoulder One shoulder bag or bandoleer.

    EQUIPMENT LISTCost: The cost in bits for a standard quality itemItem: Item nameWgt: Weight in pounds of the item. The weight of clothing and armour is that when it is carried ratherthan worn. When worn it is considered to be half the weight when taking into account encumbrance.Size: The size equivalent of the item when taking into account the construction of an item (see Custom

    Built Equipmentbelow) and equipment saves. Also used for encumbrance purposes as relates toweapons (see Case Weapon Style and Weapon Slots)

    Weapons

    Cost

    (bits)Item

    Wgt

    lbSize Comments

    4,000 Bastard-Sword 5 L can be a two-handed weapon30 Bolas 3 S

    300 Broad Axe 7 VL two-handed weapon

    2,000 Broad-Sword 4 M

    15 Club 3 M

    100 Dagger 1 S

    20 Dart 1 S

    1,500 Falchion 4 M

    1,500 Flail 7 M

    3,000 Foil 1 M

    10 Garrotte 0.1 S

    4,000 Great Axe 10 VL two-handed weapon

    6,000 Great Sword 10 VL two-handed weapon1,500 Halberd 8-15 X two-handed weapon

    1,200 Hammer 5 S

    1,100 Hand Axe 5 S

    1,500 Hand X-Bow 5 S

    4,000 Large X-Bow 14 VL two-handed weapon

    200 Javelin 3 L

    2,000 Lance 12' 15 X

    1,000 Lance, Blunted Jousting 15 X

    2,000 Small X-Bow 7 M two-handed weapon

    4,000 Long Bow 3 L two-handed weapon

    1,000 Mace 5 M

    750 Maul 15 VL two-handed weapon

    1,300 Morning Star 8 M

    1,000 Sabre 3 M

    50 Shuriken 0.1 S

    2,000 Short Bow 2 M

    1,000 Short-Sword 3 M

    10 Sling 0.25 S

    100 Spear 5 L

    50 Staff 4 L two-handed weapon

    Ammunition

    Cost

    (bits)Item

    Wgt

    lbSize Comments

    12 Arrow, Long 0.2 S

    6 Arrow, Short 0.1 S

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    0.5 Sling Bullet (Lead) 0.1 T

    5 Caltrop 0.1 VS

    2.5 Quarrel, Hand X-Bow 0.1 VS

    5 Quarrel, Large X-Bow 0.3 S

    2.5 Quarrel, Small X-Bow 0.1 S

    30 Quiver For 12 Arrows 1 M

    50 Shuriken 0.1 TSilvering for ammo N/A N/A x3 cost, Useful for only one shot

    Silver alloy point N/A N/A x10 cost, Permanently silvered

    Armour

    Cost

    (bits)Item

    Wgt

    (lb.)Size Comments

    120,000 Banded Armour 45 VL

    30,000 Chain Armour 40 VL

    1,000 Gambeson 8 L

    500 Gauntlets, Chain 3 S

    150 Gauntlets, Cuir Bolle (backed) 2 S

    50 Gauntlets, Leather (Soft) 1 S1500 Gauntlets, Plate 5 M

    1,300,000 Gothic-Plate Armour 60 VL

    250 Greaves, Cuir Bolle (Pair) 5 M

    5000 Greaves, Plate (Pair) 8 M

    5000 Helm, Jousting 8 M AF 12, 5 Item Slots in size

    2500 Helm, Large (Great Helm) 5 M AF 7, 4 Item Slots in size

    125 Helm, Small (Bassinets) 2 M AF 4, 2 Item Slots in size

    7,000 Leather Armour 15 VL

    15,000 Ring Armour 20 VL

    60,000 Scale Armour 40 VL

    500 Shield, Buckler 4 M 4 Item Slots in size

    700 Shield, Heater (Small) 7 L1,300 Shield, Kite (Large) 15 VL

    12,000 Studded Armour 30 VL

    400,000 Transitional Plate Armour 70 VL

    300 Vambraces, Cuir Bolle (Pair) 5 M

    6000 Vambraces, Plate (Pair) 8 M

    Field Supplies

    Cost(bits)

    ItemWgt(lb.)

    Size Comments

    50 Bedroll 2 M

    0.5 Candle, 3 Hr 0.1 T 10' radius

    1 Chalk 0.1 T3 Cord 10' 0.5 VS

    125 Crampons 2 M Pair

    3,000 Field Kit -Apothecary 5 M 10 Uses (150 bits consumables / use)

    2,000 Field Kit - Biology 5 M 10 Uses (100 bits consumables / use)

    2,000 Field Kit -Healing 5 M 10 Uses (100 bits consumables / use)

    1,000 Field Kit -Herbalist 5 M 10 Uses (50 bits consumables / use)

    4,000 Field Kit -Poison 5 M 10 Uses (200 bits consumables / use)

    40 Grappling Hook 7 M

    2 Iron Spike 0.5 VS

    20 Journal 150 pages 2 S

    1.5 Lamp Oil 2 S 1 pint (L)

    75 Lantern -Bulls-Eye 5 M 100' beam15 Lantern -Candle 2 S 10' radius

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    25 Lantern -Hurricane 3 M 60' radius

    30 Lantern -Shuttered 3 M 30' radius

    15 Link Chain (25') 25 L

    300 Lock Picks and Tools 1 VS

    2 Mirror 0.2 VS

    25 Naphtha Oil 1 S 1 pint (L)

    20 Notebook 1 VS 50 Pages25 Padlock (DF10) 1 VS DF9=50bits, DF8=75bits, etc.

    135 Pair of Manacles & key 8 S

    0.1 Paper Per Sheet * * Negligible weight unless lrg quantity

    25 Rope -Hawser, 50' 20 VL

    120 Rope -Silk, 50' 8 L

    75 Snowshoes 5 L

    1,500 Spell Book (50 leaves) 2 S

    1,000 Spyglass 3 S

    1,000 Tent -Canvas -Four Man 25 XL

    350 Tent -Canvas -One Man 5 VL

    600 Tent -Canvas -Two Man 12 XL

    15 Tinderbox 0.5 T2 Torch, 1 Hr 1 M 30' radius

    5 Vellum Per Sheet * * Scroll quality

    10 Writing Ink + 2 Quills 0.1 T

    Clothing Jewellery

    Cost

    (bits)Item

    Wgt

    (lb.)Size Comments

    150 Amulet * S

    150 Armband 0.5 S

    75 Bracelet * VS

    50 Belt (thin) 0.3 S

    175 Circlet 0.1 S140 Girdle 3 M

    130 Broach * S

    200 Necklace 0.5 S

    350 Torc 2 M

    100 Ring * VS

    25 Wand 0.5 S

    50 Rod 2 M

    100 Walking Staff 3 L

    100 Ball (Hand Sized) glass 2 S

    300 Ball (Head Sized) glass 7.5 M

    200 Boots High 5 M

    150 Boots Low 3 M100 Shoes 2 M

    50 Slippers 1 M

    75 Cap 1 S

    200 Cloak 5 L

    45 Gloves 1 S

    150 Hat 1.5 M

    100 Hood 1.5 M

    90 Tunic 1 M

    150 Jerkin Short (Light) 7 M

    250 Jerkin Long (Heavy Winter) 12 L

    200 Robe 12 M

    125 Surcoat 3 M100 Trousers 3 M

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    Miscellaneous

    Cost

    (bits)Item

    Wgt

    (lb.)Size Comments

    150 Holy Symbol 1 S Only clergy have blessed symbols

    250 Meditation Beads 0.2 S

    50 Meditation Incense 0.5 VS

    1,000 Meditation Wheel 3 S

    2000 Bag Pipes 10 M

    1 Bell Tinkle * T

    30 Chime 0.3 S

    150 Drum, Hand 5 M

    45 Fife 0.5 S

    250 Flute 1.5 S

    120 Gong 5+ M

    150 Horn 5 M

    200 Lute 4 M

    300 Lyre 7 M

    175 Mandolin 3 M

    5 Whistle * VS100 Wig 2 M

    15 Bird Cage 5 M

    350 Bullwhip 2 M 15 range

    50 Cane Walking 1 M

    20 Cologne/Perfume 50ml 0.2 VS

    1 Dice/Knucklebones Pair * T

    40 Hourglass 4 S

    500 Magnifying Glass 0.5 VS

    25 Merchant's scale 4 S

    20 Pipe Smoking * T

    18 Pocket Sundial 0.5 T

    300 Spectacles * T275 Water clock 12 L

    Containers

    Cost

    (bits)Item

    Wgt

    (lb.)Size Comments

    150 Backpack 60lb cap 8 L 100 slot (litre) capacity

    75 Barrel 200L 40 XL

    5 Bottle 1 S 2 L cap.

    12 Bucket 10L 4 M

    200/500 Chest, Large (Iron Bound) 25/40 VL 80 slot cap.

    400 Chest, Large, Travelling trunk 50 XL 200 slot cap.

    125/300 Chest, Small (Iron Bound) 10/18 M 25 slot cap.20 Drinking Skin 1 M 2 L cap.

    2.5 Flask, Ceramic 1 S 0.5 L cap.

    20 Keg 25L 7 M

    35 Map Case 2.5 M 15 slot cap.

    105 Pouch belt 3 M 10 slot cap.

    5 Sack Large 0.5 M 75 slot cap.

    2 Sack Small 0.2 M 25 slot cap.

    35 Satchel 3 M 20 slot cap.

    175 Scroll Case, Ivory 2 S

    20 Scroll Case, Leather 1 S

    100 Scroll Case, Ornate wood 2 S

    40 Sheath, Dagger 1 S320 Sword Scabbard and Belt 3 M

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    2 Vial 0.2 S 50 ml cap.

    Tools

    Cost

    (bits)Item

    Wgt

    (lb.)Size Comments

    10 Chisel 1 S

    25 Crowbar 5 L

    25 Fishing net 15 L

    65 Grindstone (hand cranked) 25 M

    35 Hammer, Armourer's 5 M

    15 Hammer, Carpentry 2.5 M

    17 Iron Drill M

    2 Iron Spike S

    10 Knife S

    120 Ladder 12' VL

    25 Metal File S

    10 Nails Iron (100) M

    25 Paint 1L M

    5 Paint brush Fine VS15 Paint brush S

    45 Pick Axe L

    12 Pliers S

    75 Pulley M

    45 Saw 1 man M

    75 Saw 2 man L

    25 Scissors S

    35 Sickle M

    40 Spade/shovel L

    10 Whetstone S

    VehiclesCost

    (bits)Item Size Comments

    10,000 Basic Coach 12 x 8 Carry 1,000lb

    1,750 Buggy 8 x 6 Carry 400lb

    7,000 Covered Wagon (sprung) 12 x 8 Carry 2,500lb, Designed for longdistance travel

    1,500 Dogsled 6 x 3 Carry 50lb per dog (ideal conditions)

    6,000 Flat Deck Wagon (sprung) 15 x 8 Carry 2,500lb, Designed for meddistance travel

    3,000 Flat Deck Wagon (unsprung) 15 x 8 Carry 1,500lb

    30,000 Well Appointed Coach 12 x 8 Carry 1,000lb

    Tack and Harness

    Cost

    (bits)Item

    Wgt

    (lb.)Size Comments

    4,000 Horse Barding Padded Armour -

    160,000 Horse Barding Chain 120 - AF = 4

    32,000 Horse Barding Leather 60 - AF = 2

    60,500 Horse Barding Leather Studded 100 - AF = 3

    2,000,000 Horse Barding Plate 200 - AF = 8

    75 Bit And Bridle 0.5 S

    12,000 Elephant Howdah (4 Man Cap) 150 -

    1500 Horse Saddle 20 VL

    200 Saddle Bags Large (30lb Cap) 5 VL 75 slot capacity100 Saddle Bags Small (10lb Cap) 3 L 25 slot capacity

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    10 Saddle Blanket 1 M

    200 Wagon Harness 1 M

    Livestock

    Cost

    (bits)Item Comments

    40,000 Camel Strength # =23

    2,000 Donkey Strength # =21

    150 Guard Dog, 1 Hit Dice Can be trained to attack

    7000 Hunting Hound, 2 Hit Dice Can be trained to attack

    10,000 War Dog, 3 Hit Dice Trained to attack

    2,500 Oxen Strength # =25

    7,000 Pony Strength # =20

    10,000 Riding / pack Horse Strength # =21

    30,000 Work Horse Strength # =24

    100,000 Rounsey (Light War Horse) Strength # =21, Trained to attack

    150,000 Courser (Medium War Horse) Strength # =22, Trained to attack

    200,000 Destrier (Heavy War Horse) Strength # =24, Trained to attack

    150 Goat Pack Animal1,500 Llama Pack Animal

    ? Elephant Strength # =29, Pack Animal, Can be trained to attack

    Food and Rations

    Cost

    (bits)Item

    Wgt

    (lb.)Size Comments

    8 Ale (2l) 4

    60-100 Banquet (Per Person) NA

    4 Beer (2l) 4

    7 Field Rations Per Day 2

    20-50 Good Meal NA

    3 Horse Grain Per Day 315-25 Square Meal NA

    50+ Wine, Fine (1l) 2

    15 Wine, Good (1l) 2

    7.5 Wine, Reasonable (1l) 2

    Accommodations and Services

    Cost

    (bits)Item Comments

    100 / week General travelling/living expenseson the road

    Includes food, 1 nights accommodations and stablingfor a single person and his mount per week at thelowest level of comfort.

    300 3 Bdrn. House, In Town to rent per week (min 1 month in advance)20 Common Tavern Room per night

    70 Double Room In Inn per night

    100 Hovel, Two Rooms Total per week (min 1 month in advance)

    1,500 Royal Suite In Hotel per night

    45 Small Single Room In Inn per night

    30 Small Tavern Room per night

    200 Suite In Inn per night

    120 Shoeing Horses Per Beast

    80 Livery, Per Beast per week (includes stabling but not supervisedexercise)

    50 Grazing for Horse per week (does not include supervised exercise)

    1,500 ormore

    Casting a spell (see comment forformula)

    750 x manna points + spell circle2

    x 750(750 x mp + sc2 x 750) bits

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    FIELD KITS

    When investigating an unknown potion or attempting to diagnose/cure a disease, the characterperforming the investigation requires equipment and reagents to analyse/treat the unknown. Obviouslya fully equipped lab or surgery may not always be available when adventuring. In this case thecharacters may decide to take a Field Kit of the most basic (portable) supplies and equipment thatwill significantly improve his chances of succeeding in his task.

    See the appropriate secondary skill for the description of the use of each Field Kit.

    EQUIPMENT MAINTENANCE

    All equipment must be maintained. As equipment is used it starts to degrade. This results in a reductionof effectiveness. The cost of maintenance is 10% of the standard purchase price per 6 months. If thismaintenance is not performed then there is a 10% chance every month that a major breakage will occurand the item become unusable. Magic items are not immune to damage or wear and tear. As such themaintenance cost also apply to them. The maintenance cost on magical items is only that of the non-magical equivalent. Characters may reduce the maintenance cost of equipment using any skills theymay have that are appropriate (e.g. armourer, weapon smith). Such skills may (GM adjusted) reducethe 10% cost by as much as their skill rank, for example, if a character has the Armourer Skill atrank 16 then the maintenance cost of his armour can be reduced to 2% per 6 months. There are manyitems that do not require maintenance due to the fact that they do not undergo that much wear and tear,

    or are perceived as of minor value. Such items as rings, jewellery, wands, potions, etc do not undergosignificant amounts of wear and tear. Such items as inexpensive clothing, crockery, arrows, any itemsin the standard backpack, most items under 500 bits, are perceived as minor items.

    "SUPERIOR" QUALITY EQUIPMENT

    The equipment list above gives the prices of "standard" quality items that can be purchased at moststores. It is possible to purchase superior quality items that actually improve the operator's chances ofsuccess while using the item in with a secondary skill (e.g. lock pick tool with the picklocks skill).These superior quality items can never improve the skill rank by more than 5 skill ranks. Most superiorquality items will cost between 2 6 times the cost of a standard item.

    CUSTOM BUILT EQUIPMENT

    Sometimes a character may wish to purchase an item that is not listed in the list above or is custombuilt for his purposes. This may be with particular materials (rather than the standard listed next toeach item in the list) or with particular design features. Examples of these may be a silver plated sword,a battle-axe completely made of bronze or a robe made of silk (rather than standard linen).To work out the cost of constructing a custom/purpose built item, the following steps are followed.

    Select the type of material from table 1 and determine the cost of the materials [Material basecost].

    Work out the Material size multiplier for the item from table 2. Note the Size of the object canradically affect its equipment save.

    The Total material cost is Material base cost times the Material size multiplier For simplicitys sake the new Total Material Cost is added to the retail price of a standard item.

    This gives the retail price of a custom built item. This allows for the fact that the craftsman has to

    work in non-standard materials but to a known design. Where the GM determines that thedifficulties in working with the materials (or design) is outside the abilities of a standard craftsmanhe may increase the retail price of the custom built item by up to 200%

    Total Material Cost (bits) = Material base cost x Material size multiplier

    Retail price (Custom Built Item) = Total Material Cost + Retail Price of Standard Item

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    Table 1MATERIAL COSTS

    Cost (bits) * Material Cost (bits) * Material

    90 Fabric 300 Crystal

    75 Parchment 75 Stone (non precious)

    150 Leather 750 Stone (semi precious)

    75 Wood 75000 Stone (precious)

    90 Bone 150 Soft Metal (non precious) e.g. lead

    90 Ceramic 450 Hard Metal (non precious) e.g. steel

    90 Glass 900 Soft Metal(semi precious) e.g. silver

    600 Amber 3000 Hard Metal(semi precious) e.g. alloys

    600 Resin 3000 Soft Metal(precious) e.g. gold

    600 Ivory 6000 Hard Metal(precious) e.g. mithril

    *Based on the amount of material required for a single item of small size

    Note costs of materials vary widely and the above are shown as a generalised and average guidelineonly. For instance some homespun wools may cost as little as 5 bits for a single item of small size orsilks which may cost 100 bits for the same item.

    Table 2MATERIAL COST SIZE MULTIPLIERSize of item Material size

    multiplierBonus to

    equip save (%)

    Tiny 0.25 -60

    Very Small 0.5 -30

    Small 1 0

    Medium 2 10

    Large 4 20

    Very Large 8 40

    Extra Large 16 80

    RESALE VALUE OF EQUIPMENT

    The quality of items varies widely which can affect the price that a character can receive whenattempting to sell an item as second hand goods. There are many other factors including the initialquality of construction of the item (e.g. was it constructed by a master craftsman or by an apprentice).Therefore the quality and resale percentage is entirely at the GMs discretion. However as a generalguideline for standard quality items in good repair a character can expect to receive around 35% of theretail price of a new item of similar quality. For livestock the resale value is around 75% of anequivalent beast for sale on the open market. Enchanted items sell for around 75% of the full retailvalue of an equivalent enchanted item if there is some remaining enchantment or charges left.If the item has been fully used (discharged) its resale value is 60% of the normal retail value of thebase item.If the construction material is of greater value than the normal item (e.g. a sword made of silver ratherthan steel) then the total material cost may be added to the resale value instead of the normal bookprice of the item, at the GMs discretion

    EQUIPMENT SAVES

    Under certain conditions items may need to make a save against structural damage due to some form ofstress. On failing a saving throw the item may be degraded in integrity or reduce in resale value orincur greater repair/maintenance costs (as determined by the GM) or even be destroyed. Some itemsthat have been specially constructed may have bonuses to their save rolls, usually the cost for an itemdoubles for every +10% to its save. I.e. a leather bound tome normally costing 100 bits can be boundin special leathers for extra durability, 200bits for +10% to its saves, 400bits for +20% to its savesetc. Obviously there is a limit to how high this can go (GMs discretion).

    For an item to save: - roll less than or equal to the number shown below on a D100. Note: - If acharacter succeeds in making a save (e.g. a DEX save verses a fire-based attack) then, normally, anyitems that he carries are not required to make a save.

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    EQUIPMENT SAVES

    MATERIALTYPE (MT)

    Fire Impact Electricity Acid Water/Smoke

    1 Parchment 0 N/A 25 5 25

    2 Cloth / Leather 25 N/A 30 -25 50

    3 Glass 55 0 25 N/A N/A

    4 Ceramic 85 0 100 N/A N/A

    5 Bone 75 50 50 75 150

    6 Resin/Amber 50 50 150 100 150

    7 Leather (hard) 105 50 100 50 25

    8 Wood 75 100 0 65 100

    9 Metal (soft) 200 50 55 125 N/A

    10 Metal (hard) 200 150 60 75 N/A

    11 Stone 200 125 125 125 N/A

    12 Liquid 100 N/A 0 Cont Cont

    NOTES

    Size of the item will modify the equipment save required. The table above is based on the savesrequired for an item of small size

    Damaging effects are considered;Normal; if causing less than or equal to 15 hp damage.Severe; between 15 and 25 hp damage and is -1% per hit point damage incurred, on normalsavesExtreme; greater than 25 hp damage, save is at -2% per hit point damage incurred,on normal saves.

    Items having to save verses a spell effect may (in some cases) have their save lowered at thecaster's option by expending extra manna points (-10% per extra manna point cast).

    Fire vs. material types1 and 2 check with a cumulative -25% penalty for every 5 seconds continued exposure.3 check every 30 seconds.

    8, 9 and 10 require extreme damage to have any chance to effect the material or prolongedexposure to incur damage.All other material types check on initial exposure and every minute thereafter.

    Items that have been frozen receive a -25% on their Impact saves. Water or smoke damage indicates prolonged exposure or a corrosive ingredient to the medium.

    Cont = contamination, may not necessarily ruin the liquid but the contaminant may have othereffects

    A Normal Impact is equivalent to a blow by human with strength of up to 20 or a fall ofapproximately 20' onto an unyielding surface. For falls greater than 20' add a -2% penalty forevery extra 1 foot fallen.

    A Severe Impact is equivalent to a blow by an inhumanly strong opponent (STR 21 or better). ForSTR greater than 21 add a -10% penalty for every extra STR point.

    Armour that has failed a save loses a point of AF and is at 10% to any future saves. This doesnot increase again until some significant repair work has been performed requiring the spending ofat least 10% of the original item cost per failed save.

    Shields that fail their save lose a point of DEF and require maintenance as above to repair damage. Weapons that fail their save drop a weapon class. They are at 1 to ATT/DEF/DAM and they are

    at 10% to any future saves. This does not increase again until some significant repair work hasbeen performed requiring the spending of at least 10% of the original item cost per failed save.

    Wooden items that fail to save will ignite immediately. Where the flame is maintained on thewooden item by other sources the item must save each 10 seconds at a cumulative -5% penalty. Awooden item exposed to fire will be destroyed (at least) 50% of the time, even if extinguishedimmediately after ignition as the integrity of the wood is compromised.

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    WEAPONS AND ARMOURWEAPONS

    MELEE WEAPONS

    WEAPON DIVIDER

    DICE

    SPEED SKILL

    POINTS

    DAM

    TYPE

    COMMENTS

    LANCE D1 4 10 P see note 1

    GREAT SWORD D2 5 13 SP see note 22

    GREAT AXE D3 5 10 S see note 22

    MAUL D3 6 6 C see note 22

    FALCHION D4 4 6 S

    BROAD AXE D4 5 5 S see note 2 & 22

    HALBERD D4 6 3 SP see note 2 & 22

    BASTARD-SWORD D5/D4 3/4 12 SP see note 3 & 22

    BROAD-SWORD D5 3 8 SP

    MORNING STAR D5 4 10 C see note 4

    SPEAR D5/D6 3 4 SP see note 6 & 22

    SABRE D6 2 8 SPMACE D6 3 4 C

    FLAIL D7 3 8 C see note 4

    RAPIER D7 1 9 SP see note 5

    SHORT-SWORD D7 2 5 SP

    H AXE D7 2 4 S

    STAFF D8 2 4 C

    HAMMER D7 2 3 C

    CLUB D9 2 1 C see note 7

    DAGGER D9 1 2 SP

    GRAPPLE D12 1 2 C see note 19

    BOXING D12 1 2 C see note 21

    WHIP- BULL D15 2 6 S see note 18

    WHIP- WAR D12 2 6 S see note 18

    GARROTTE SPEC 1 3 - see note 9

    CALTROP D12 NA 0 P see note 10

    CASE WEAPON STYLE - - 12 - see note 11

    MA-FLYING FOOT D7 2 10 C see note 20

    MA-IRON HAND D8 1 8 C see note 20

    MA-MONGOOSE D9 1 12 C see note 20

    MA-FALLING RAIN D10 0 10 C see note 20

    MA-EMPTY HAND D10 1+WSpd 12 C see note 20

    SHIELDS

    KITE SHIELD - - 1 - see note 12

    HEATER SHIELD - - 2 - see note 12

    BUCKLER (forearm) - - 2 - see note 12

    BUCKLER (domed) D11 1 2 C see note 12

    BUCKLER (spiked) D10 1 3 C(P) see note 12

    SHIELD DEFENCE BONUSES

    SHIELDTYPE

    DEFBONUS

    COMMENTS

    Buckler +1 0% missile cover

    Small +3 40% missile cover, -1 / -2 CON penalty to Running / Sprinting speed

    Large +5 75% missile cover, -2 / -4 CON penalty to Running / Sprinting speed

    The Dam Type column: P = Piercing, C = Crushing, S = Slashing.

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    MISSILE WEAPONS

    WEAPON DIVIDERDICE

    SPEED

    (Load/Aim)

    SKILLPOINTS

    DAMTYPE

    COMMENTS

    LARGE X-BOW D2 15 (13/2) 3 P

    LONG BOW D4 5 (3/2) 7 P

    SMALL X-BOW D5 6 (4/2) 2 P

    SHORT BOW# D7 3 (1/2) 5 P

    HAND X-BOW# D12 2 (1/1) 2 P

    STONE# * D12 2 (1/1) 0 C

    DART# * D11 2 (1/1) 1 P

    DAGGER * D10 3 (2/1) 3 P

    BOLAS# D20(x3) 4 (2/2) 3 C See note 13

    SLING * D9 4 (2/2) 4 P

    LASSO# NA 4 (3/1) 8 - See note 14

    HAND AXE * D7 4 (2/2) 3 P

    JAVELIN# * D5 5 (3/2) 1 P

    SPEAR# * D6 5 (3/2) 2 P

    CLUB# * D9 4 (2/2) 3 C

    SHURIKEN# * D11 2 minimum 4 P See note 15NAPHTHA D8 5 (4/1) 0 - See note 16

    VITRIOL (Acid) D6 2 (1/1) 0 - See note 17

    - The figures in brackets in the Speed column are the weapon speed broken down intoloading/aiming times. Loading times for weapons are set, but aiming times can be varied with variousconsequences to MATT, seeMissile Attack Modifiers in the Combatsection.If the missile weapon has been pre-loaded and aimed then the weapon speed for that shot is 0.If a character moves or receives damage prior to firing a shot then he must go through the aiming timeagain.

    # - These missiles can be fired from horseback while riding but must make a riding skill roll DF5, if

    unsuccessful then the to-hit roll is at -4.

    * - These missiles receive strength based damage bonuses if used at Point Blank range.

    MISSILE WEAPON RANGES

    WEAPON PT BLANK(x2)

    STD(x1)

    LONG(x)

    EXTREME(x)

    LARGE X-BOW 0 30' 31 - 100' 101 - 500' 501 1000'

    LONG BOW (STR 10) 0 30' 31 100' 101 - 500' 501 - 750'

    SMALL X-BOW 0 30' 31 - 75' 76 - 250' 251 - 500'

    SHORT BOW (STR 10) 0 30' 31 - 50' 51 - 200' 201 - 400'

    HAND X-BOW 0 20' 21 - 30' 31 - 40' 41 - 60'

    STONE 0 20' 21 - 30' 31 - 40' 41 - 80'

    DART 0 20' 21 - 30' 31 - 40' 41 - 80'

    DAGGER 0 20' 21 - 30' 31 - 40' 41 - 80'

    BOLAS 0 15' 16 - 25' 26 - 40' 41 - 60'

    SLING 0 25' 26 - 50' 51 - 75' 76 - 120'

    LASSO 0 10' 11 - 20' 21 - 25' 26 - 30'

    HAND AXE 0 15' 16 - 20' 21 - 30' 31 - 50'

    CLUB 0 15' 16 - 20' 21 - 30' 31 - 50'

    JAVELIN 0 20' 21 - 70' 71 - 130' 130 - 190'

    SPEAR 0 15' 16 - 30' 31 - 50' 51 - 60'

    SHURIKEN 0 15 16 - 20' 21 - 30' 31 - 50'

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    WEAPON NOTES

    1) 10-12 Is considered a standard length of lance that is common to most cultures that use lances.To dismount an opponent the attacker must score a successful hit and score over 15 pointsdamage (regardless of whether it penetrates the armour or not). The struck opponent must thenmake a successful horsemanship skill (DF5) roll to stay in the saddle. See Falling Damage under

    Damage inn the Combatsection. The damage inflicted by the lance is related to the horsemanship

    skill of the rider. On a successful attack the rider must make a (secondary skill) Ride roll on aD100. The Ride DF, rounded down (minimum of 1), becomes the weapon deviser. E.G. Percivalthe Chivalrous (Ride skill of 10) charges an unarmed peasant and scored a hit. He then makes aRide skill roll (D100) of 47. This equates to a DF of 4. He therefore does 2D20/4 (+ chargingbonus see theMounted Combatsection).

    2) Weapons, which can be used to hook a persons limb, have a chance of tripping up an opponent.The action to hook must be stated prior to the attack. If the tripping ability is used then thefollowing sequence occurs. The attacker needs to make a successful attack as per the notes (seebroad axe). They do 1/2 damage on that attack and the defender falls over. The attacker maydecide to retain the hook/engagement, if so on his initiative he does 1/2 damage (include allbonuses). This strike is an automatic hit (no attack roll required). He cannot engage anotheropponent but may defend against others. The weapon speed of the axe is halved (round up). This

    reflects the reduced damage of lighter quicker attacks (prodding, poking, slapping, ripping at theopponent to keep him engaged). The defender remains on the ground for as long as he ishooked/engaged. On his initiative he can attempt to break free of the hook by making asuccessful DEX check DF3. On doing so he has disengaged himself and rolled from 5 - 10 feetaway. This is enough distance so he is out of melee range and as such the attacker must follow upif he wishes to continue normal melee combat (see Melee Combat section for modifiers to proneand rising targets).

    3) The Bastard Sword (also known as Hand-and-a-Half Sword) can be used both 1 handed and 2handed. The damages D5 / D3 and the weapon speed 3 / 4 relate to 1-handed / 2-handed use. Aperson who learns Bastard Sword skill also automatically knows Broad Sword skill.

    4)

    These weapons reduce the shield bonus (+5 for a Kite shield, +3 for a Heater shield, +1 for aBuckler) of a target by 2 DEF points. This penalty is cumulative for every combatant wielding anarticulated weapon. The defenders DEF is never reduced by more than the maximum DEFoffered by the shield. E.G. Third Level Joe, with a Kite Shield (DEF = 7 + Kite = 12) faces Fredwith a flail, Joes total DEF now equals 10. Fred then gets help from Paul who uses a morningstar, Joes total DEF now equals 8. In comes Mac with his flail, Joes total DEF now equals 7(notice only 1 DEF reduction here, as the shield bonus has completely gone). Last comes Janetwith her morning star, a somewhat worried Joes total DEF still equals 7. Joes 7 DEF is split 4ways, 2 on each of the guys and 1 on Janet (cunning Joe knows that girls cant hit). 3 secondslater Janet brains him for 23 points of damage, and thats the end of the fight. If Janet hadwielded a broadsword then the results are exactly the same.

    5) These are the weapons of the nobility in most cases and as such are rarely used against a heavilyarmed or armoured opponent. They are used mainly in duels and around town where little or noarmour is encountered. If used against plated or solid armour (e.g. Banded armour or above) theweapon must make a breakage save each time the damage roll is greater than 8, if it fails then theweapon breaks. If used against heavy arms, the weapon must make a save each time a blow isdirected at it (the attacker must make a successful hit vs. the defenders DEF but stating the blowis specifically directed at the weapon) and the defender takes no damage. In both these cases theweapons saves on a D20 roll that is less than (20 minus the amount of damage done), this is non-cumulative.

    6) Spears can be used in melee two handed giving 2D20/D5 damage or one handed with a shield butthe damage is changed to 2D20/D6. Spears cannot be used as a case-weapon style weapon.Pole-arms that are 10'+ feet long (such as pikes) are usually a battlefield formation weapon only.Weapons that can be braced against an unyielding surface and are set to receive a charge improve

    their damage divisor dice by 2 places e.g. a pole arm, like a halberd, set to receive a charge causes2D20/D2 hit points damage. On a to-hit roll of 1 (5% chance) the long shafted weapons have

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    impaled the charging creature causing x2 damage and, if it does not break (Severe Impact ifstruck by a horse sized creature), will automatically dismount an opponent. See alsoMountedCombatin the Combatsection.

    7) Some weapons may cause incidental damage for instance a burning branch/brand causes clubdamage as a class III weapon, but fire damage on a successful strike as well (i.e. D6 damage).

    8) Martial arts (MA): - This skill allows the user to fight unarmed against an armed opponent withno penalties. If grappling an armed opponent, a character with MA may get past the enemy'sguard with no penalties to his ATT (see Grappling in the Combatsection).

    9) The Garrotte: - This weapon can only be used against a victim who is at 0 DEF or defencelessagainst the garrotter. If a successful strike is made the victim loses hit points at a rate of 2 persecond. During this time the victim is silenced. When unconscious the victim loses 1 hit-point persecond until dead if the stranglehold is maintained. If the strangle hold is released before deathoccurs the victim regains 1 hit-point per minute until he reaches 0 hit points at this point he ismerely unconscious. During the period that the victim is conscious he may attack with fists orshort/medium length weapons at ATT (his DEF is 0). The garrotter is at 0 DEF during thistime.

    10) For every caltrop strewn into a 10' square there are two 1% chances to hit a creature travellingthrough that 10' square area. The chance to see an area strewn with caltrops is PERC x difficultyfactor. For every caltrop per 10' sq. area the difficulty factor is increased by 0.1. Therefore for 30caltrops in a 10' area, chance to see = PERC * (30 * 0.1), chance to step on caltrop = 30% twice.

    11) Case Weapon Style (Two-weapon style) gives the PC the ability to use two weapons in hand tohand melee. Each weapon is treated separately; reaction and weapon speed are calculatedindependently for each weapon. The offhand strike is made at -2 to hit. Ambidextrous charactersdo not suffer the 2 to hit penalty. 12 Weapon skill points are required for this specialised skill.A character must also be proficient in the weapons of choice. There are a very limited number ofshort and light weapons that can be used as in the off hand. These are: - Short Sword, Hand Axe

    and Dagger. Any other weapons are at GMs discretion. Only single handed weapons can be usedin the primary hand (obviously!).

    12) Skill points must be spent to be able to use a shield. Although the forearm buckler can be worn bya casting mage, it provides no DEF during casting.

    13) Has 3 damage rolls