Example: Nursun the Wily, a young Mici, is 20 years old. His player decides to give him baseline attributes of 10 in STR, CON and DEX, an 11 for INT and WILL, a SIZ of 8 and a POW of 9. His base character point cost is = 10 + 10 + 10 + 16.5 + 16.5 + 8 + 13.5 to equal 85 points. This leaves him 65 character points for other things, like skills and money.
There are a number of secondary characteristics that are derived from combinations of the primary stats.These are listed as follows: Damage, Speed, Healing Rate, Unconciousness, Base Hit Points and Base Mana.
Table 2-2. Derived Characteristics Table
Characteristi Formula c Damage (SIZ+STR) / 6 Speed (STR+DEX) / 10 Healing Rate (CON+WILL) / 10 Base Hit SIZ + CON Points Unconciousnes HP / 4 s Mana POW
Example: Nursun the Wily figures out his derived characteristics: His Damage is equal to (10 + 8) / 6 = 3 six-sided dice. His Speed is equal to (10+10) / 10 = 2. His healing rate is equal to (10 + 11) / 10 = 2.1, which rounds up to 3 Hit Points per week of rest. Nursun has (10 + 10) = 20 Hit Points as his base. His Unconciousness rating is (20 / 4 = 5) hit points from a single blow before he passes out. Obviously he should stay out of fights. He regenerates 9 Mana per day.
A single Advantage (or special capability) can be taken if one or more corresponding Disadvantages of equal total value (as per the ratings listed below) is taken.
A given character can only have one Advantage.
The Advantage of Sorcery (which must be taken if you want access to any of the Sorcerous Skills) has the required Disadvantage of Viewed With Extreme Suspicion and Distaste By Everyone Else.
Table 2-3. Advantages List
Advantage Character Point Cost Absolute Timing 5 Absolute 5 Direction Acute Hearing 2 per +1 in rating Acute Taste and 2 per +1 in rating Smell Acute Vision 2 per +1 in rating Alertness 5 per +1 in rating Ambidexterity 10 Animal 5 Telepathy Appearance - 5 Attractive Appearance - 15 Beautiful Appearance - 25 Gorgeous Blessed 10 (Minor), 20 (Major) Charisma 5 per +1 in rating Clerical 10 Investment Combat Reflexes 10 Common Sense 10 Contacts 5 (Minor), 10 (Medium), 15 (Major) Danger Sense 15 Double Jointed 5 Eidetic Memory 30 (Minor), 70 (Major) Empathy 15 High Pain 10 Threshold Immunity to 10 Disease Intuition 15 Language Talen 10 Law Enforcement 10 Powers Longevity 40 Luck 15 (minor), 30 (major) Sorcery 15 Magical 2 per +1 to POW (Def) Resistance Mathematical 10 Ability Military Rank 5 per level Musical Ability 1 per +1 rating Night Vision 10 Patron At least 10 points Peripheral 15 Vision Psionics : 10 per level Precognition Psionics : 5 per level Psychokinesis Psionics : 5 per level Telepathy Rapid Healing 10 Reputation 5 per +1 rating (max +4) Status 5 per +1 rating (max +6) Strong Will 4 per +1 rating Toughness 10 (Armor 2) or 25 (armor 4) Undying 175 Unsual 10 Background Voice 10
Table 2-4. Disadvantages List
Disadvantage Cost Addiction Varies (at least -1) Albinism -10 Alcoholism -15 or -20 Appearance: -5 Unattractive Appearance: Ugly -10 Appearance: Hideous -20 Bad Sight -10 or -25 Bad Temper -10 Berserker -15 Blindness -50 Bully -10 Color Blindness -10 Cowardice -10 Deafness -20 Delusions -1, -5 or -15 Dependents Varies (-5 to -30) Dwarfism -15 Duty -5, -10 or -15 Dyslexia -5 or -15 Enemy Varies (-5 to -30) Epilepsy -30 Eunuch -5 Fanatacism -15 Fat -10 or -20 Gigantism -10 Gluttony -5 Greed -15 Hard of Hearing -10 Hemophelia -30 Honesty -10 Illiteracy -10 Impulsiveness -10 Intolerance -1, -5 or -10 Jealousy -10 Kleptomania -15 Lame: Crippled Leg -15 Lame: One Leg -25 Lame: Legless -35 Laziness -10 Lecherousness -15 Megalomania -10 Miserliness -10 Mute -25 No Smell / Taste -5 Odious Personal -5 to -25 Habit One Arm -20 One Eye -15 One Hand -15 Overconfidence -10 Pacifism: Cannot -15 Kill Pacifism: -15 Self-defence only Pacifism: total non -30 violence Paranoia -10 Phobias Varies Pyromania -5 Quirks -1 per quirk (up to five of them) Bad Reputation -5 per -1 (up to -4 maximum)
Example: Nursun the Wily decides to take the Lucky advantage, which is worth 10 character points. As a result, he has to take a 10 point disadvantage to offset it. He decides to take the Missing Eye disadvantage and hopes that no one will blindside him.
These pairs of traits describe the rough outlines and tendencies of your character's personality. They are not iron rules, but indications of the tendencies of your character. In times of stress or ethical conflict, the GM may require you to make a Trait roll, on 1d20 against a given trait. If you roll underneath your trait level, then that tendency should take precedence in your roleplay.
The traits are intended to help guide you in proper play of your character, not to relieve you of responsibility for developing a coherent style of play.
Roll 3d6 for the leftside column and put the difference of (20 - roll) in the rightside column. These traits will be influenced later by your Race and Religion choices. Spending a Character point can subtract or add 2 points to a trait. The trait pairs must always add up to 20 and the minimum for a trait is 1 and the maximum is 19.
Example: Nursun rolls for his various personality traits on 3d6. He rolls for all of the leftside traits and puts the difference in the rightside column. These traits will be modified later when he applies the Race modifiers. Here are the results of some of his rolls:
For Chaste he rolled a 10, so (20 - 10) = 10 for his Lustful.
For Energetic he rolled a 5, so (20 - 5) = 15 for his Lazy.
For Forgiving he rolled a 13, so (20 - 13) = 7 for his Vengeful, and so on...
Each character has a social standing in Micean society. This is broken into his clan or house standing in the society as a whole, and the characters standing within the clan or house. Belonging to a powerful family and being in good favor with the clan hiearch can be very useful. On the other hand, if you turn you back on all that, you get some extra Character points.
Example: Nursun already has a free-wheeling life of crime and adventure in mind, so he chooses to forgoe both clan and societal acceptance. He chooses a Outlaw Clan for his Social Status, getting an extra 10 character points, and - just to prove his daring - Outcaste from the Clan as well, which gets him another 10 character points! Maybe he should be called Nursun the Black instead... Now he has 85 character points to spend on skills, etc, but will be a marked mouse for all society. In the Micean city states the penalty for Outcaste status is stoning and Outlaw clans are generally viewed as open prey for anyone with a pistol or crossbow.
Table 2-5. Clan Social Status Table
Clan Social Character Point Level Cost Outlaw / +10 Heretic / Traitor Peasant 0 Yeoman 3 Merchant 5 Knight 10 Lesser Noble 15 Greater Noble 30 Royalty 40
Table 2-6. Character Status in Clan
Status in Clan Point Other Modifiers Cost Exiled / +10 -3 Honor, No Murderer / loyalty to lord Outcast or family. Moderate Favor 0 No Modifiers Favorite of 5 +1 Honor, +2 Hierarch Loyalty to Lord & Love of Family. Clan Heir 15 +3 Honor, +4 Loyalty to Family.
Each race has various physical and mental characteristics that help define it. The following table shows each playable race and the modifiers to physical stats and personality traits.
Race Name
(Singular / (Race Stat Modifiers Trait Modifiers
Plural) Type)
Mici Mice -1 STR, +1 DEX, -1 SIZ, +1 Lust, +1 Energetic, +1 Cruel, +1
(Miceans) +1 WILL Reckless, +1 Valorous, Hatred (Agasha)
2d6+3, Love (Family) 3d6+2, Loyalty
(Lord) 3d6, Honor 3d6.
Vola (Voleim) Voles +1 POW, -1 CON, -1 SIZ, +1 Decietful, +1 Proud, +1 Pious, +1
+1 INT Suspicious, Hatred (Agasha) 2d6,
Disdain (Micea) 2d6, Love (Family) 3d6,
Loyalty (Lord) 2d6, Honor 2d6+3.
Aga (Agasha) Minor Rats +1 STR, -1 INT, +1 CON, +1 Lustful, +1 Vengeful, +1 Worldly, +1
-1 POW Avaricious, Hatred (Micea) 2d6+3,
Hatred (Sodeska) 2d6, Love (Family)
3d6+4, Loyalty (Lord) 3d5+2, Honor
3d6+2.
Pao (Paorani) Otters +1 DEX, +1 CON, +1 STR, +1 Chaste, +1 Energetic, +1 Generous,
-2 POW, -1 WILL +3 Worldly, +3 Avaricious. Hatred
(Shukut) 3d6, Love (family) 3d6+3,
Loyalty (Lord) 2d6, Honor 2d6.
Laka (Lakash) Raccoons +1 STR, +1 CON, +2 DEX, +1 Lazy, +1 Selfish, +1 Decietful, +1
-4 POW Indulgent, +1 Suspicious. Love (Family)
3d6+3, Loyalty (Lord) 1d10, Honor 1d10.
Rifik Sand +2 CON, +2 WILL, -1 +1 Chaste, +1 Forgiving, +1 Honest, +1
(Al-Rifiki) Lizards SIZ, -1 STR, Pious, Hatred (Agasha) 3d6, Hatred
-2 POW (Shukut) 3d6, Love (Family) 2d6,
Loyalty (Lord) 3d6+3, Honor 3d6.
Sodai Bears +2 SIZ, +1 STR, +1 CON, +1 Lazy, +1 Vengeful, +1 Just, +1
(Sodeska) -2 POW, Modest, +1 Valorous, Hatred (Voleim)
-1 DEX, -1 WILL 3d6, Hatred (Agasha) 2d6, Love (Family)
3d6+3, Loyalty (Lord) 3d6, Honor 3d6.
The Kurgan Gila -1 SIZ, +2 CON, +2 POW, +1 Energetic, +2 Modest, +1 Worldly, +1
Monster -3 WILL Prudent, -1 Valorous. Loyalty
(Questleader) 3d6, Honor 3d6+2.
Nish Squirrels -2 SIZ, -1 STR, -1 CON, +1 Lustful, +1 Lazy, +1 Selfish, +1
(Nishurr) +3 DEX, +1 WILL Cruel, +3 Valorous, Loyalty (Clanchief)
2d6, Love (Family) 3d6+2, Honor 1d10.
Takat (Takii) Shrews -3 SIZ, -2 STR, +3 CON, +2 Energetic, +1 Deceitful, +1 Proud,
+2 DEX +1 Reckless, +1 Altruistic. Hatred
(Sodeska) 3d6, Love (Family) 1d6,
Loyalty (Lord) 3d6+2.
Lerneis Martens -2 SIZ, -2 STR, +2 POW, +2 Energetic, +1 Vengeful, +1 Proud, +2
(Lernu) +2 DEX Indulgent, +2 Suspicious, Dislike (Pao)
2d6, Love (Guild Circle Master) 1d6,
Loyalty (Guild Circle Master) 3d6,
Honor 2d6+3
Each Character Point spent on Money provides the character with 50 guilders (a common Micean trade coin, about ¾ of an ounce of gold mixed with ¼ ounce of silver). Prices of common items are on the last page of the booklet.
Skills are grouped into three main types (Physical, Mental and Sorcerous).
To purchase a skill, you pay a base number of Character Points (based on the difficulty rating of the skill) which gets you a starting level (based on the base stat of the skill), and then additional points to improve the skill. Skills are divided into four difficulty classes (Easy, Average, Hard and Very Hard).
The following table shows the point cost to purchase skills for the first time, the beginning level for that skill and then the cost for each additional point in the skill. The minimum starting value of a skill must be at least 1, so if your Initial Value with the skill is less than 1, you must pay Character points to bring it up to 1. The maximum starting value of a skill is 19. This maximum cannot be exceeded during Character generation!
Example: Nursun the Wily, as part of his general scheme to become a daring and proficent bandit, decides that he needs to know both Pistol and Fastdraw Pistol to keep his edge on the roads and byways of the realms of Micea. Nursun figures that a 15 skill in each will be a good starting point. Nursun's DEX is 10 and Pistol and Fastdraw Pistol are, respectively Easy and Average skills. Paying 1 character point for the Pistol skill base gets him a skill of 8. To bring this up to 15, he spends another 3½ character points. Fastdraw Pistol is an Average difficulty skill, so he pays 2 character points for the base of 6, and another 9 character points to bring it up to 15. So far he's spent 15½ character points. Knowing that he may need to seek aid or a safe hiding place in the Labyrinths of the Ancients, he decides to pick up at least a smattering of Shukut, the tongue of the loathesome colorless rats of the underworld (a more vicious and black-hearted race as never lived). Unfortunately Shukut is a Very Hard skill. It will cost Nursun 4 character points to get the skill at a base of -2, which in turn will require him to spend another 12 character points to get the skill to the minimum of 1.
Sorcerous skills have some additional qualities; The Base Power Level is equal to (WILL / 2), this is used to guage the effect of non-resisted or non-combat spell effects. Maximum Effect Dice is equal to (POW / 6) and is used for combat spell effects.
A Sorceror can only "hold" a certain number of spells and their attendant effect levels in his mind at a time. "Held" spells can be used at the demand of the sorceror. Unheld spells must be restudied and their patterns and incantations moved into "held" memory before they can be used.
This limitation is reflected by the Maximum Held Spell Levels attribute, which is equal to ( INT + MageSkill / 2 ). Each "held" spell counts as one Spell Level. Each Effect Die, for spells that have Effect Dice, is also counted as an additional Spell Level.
Example: Baruk the Red is a sorceror with a WILL of 14, an INT of 14 and a POW of 12. His Base Power Level is (14 / 2 = 7). His Maximum Effect Dice are (12 / 6 = 2). His starting Sorcery skill would be (14 - 12 = 2), not that great, but no one ever said being a sorceror was easy. Baruk's Maximum Held Spell Levels are equal to ((14 + 2) / 2 = 8).
Skill Initia Initial Points Points Difficulty l Level to 15 Above 15 Class Cost Easy (E) 1 (Stat) ½ 1 - 2 Average (A) 2 (Stat) 1 2 - 4 Hard (H) 3 (Stat) 2 4 - 8 Very Hard 5 (Stat) 4 8 (VH) - 12
Skill Lists
Acrobatics (H)
Arquebus (A)
Axe / Mace (A)
Axe Throwing (E)
Blackjack (E)
Blowpipe (H)
Bola (A)
Bow (A)
Brawling (E) [Uses STR as base]
Breath Control (VH)
Broadsword (A)
Carousing (A)
Climbing (A)
Crossbow (E)
Dagger (E)
Escape (H)
Fastdraw Bow (A)
Fastdraw Dagger (A)
Fastdraw Sword (H)
Fighting Staff (H)
Fastdraw Pistol (A)
Flail (H)
Garrote (E)
Judo (H)
Jumping (E)
Karate (H)
Musket (A)
Pickpocket (H)
Pistol (E)
Polearm (A)
Rapier (A)
Running (R)
Saber (A)
Sculpture (A)
Shield (E)
Shortsword (A)
Singing (A)
Skiing (H)
Sleight of Hand (H)
Sling (H)
Spear (A)
Speedload Bow (A)
Speedload Pistol (A)
Swimming (E)
Throwing (H)
Throwing Dagger (E)
Trade Skills (A)
Two Handed Axe / Mace (A)
Two Handed Sword (A)
Accounting (H)
Alchemy (H)
Arcane Secrets (VH)
Architecture (A)
Area Knowledge (E)
Armourty (A)
Artist (H)
Astronomy (H)
Bard (A)
Blacksmithing (A)
Caligraphy (A)
Carpentry (E)
Chiurgery (H)
Cooking (E)
Courtesy (A)
Dancing (A)
Diplomacy (H)
Fast Talk (A)
Fireworks (H)
Fishing (E)
Forgery (H)
Gambling (A)
Gardening (E)
Gunner: Arbalest (A)
Gunner: Ballista (A)
Gunner: Cannon (A)
Gunner: Catapult (A)
Heraldry (A)
History (H)
Interrogation (A)
Jeweler (H)
Langauge: Sodeska (H)
Language: Agasha (A)
Language: Al-Rifiki (H)
Language: Lakash (E)
Language: Micean (A)
Language: Paorani (H)
Language: Shukut (VH)
Language: Tradetalk (E)
Language: Volish (A)
Law (H)
Leadership (A)
Leatherworking (E)
Literature (H)
Lockpicking (A)
Mathematics (H)
Merchant (A)
Military Engineering (H)
Musical Instrument (H)
Naturalist (H)
Navigating (H)
Packing (H)
Poetry (A)
Poisons (H)
Politics (A)
Riding (A)
Rif Lizard Handling (H)
Scrounging (E)
Seamanship (E)
Shadowing (A)
Shipwright (H)
Sign Language (E)
Stealth (A)
Strategy (H)
Streetwise (A)
Survival (A)
Tactics (H)
Teamster (A)
Theology (A)
Tracking (A)
Veterinary (A)
War Badger Handling (H)
Warbird Handling (H)
Weasle Handling (H)
Writing (by Language) (A)
Elemental Control: Aether (VH)
Elemental Control: Air (VH)
Elemental Control: Earth (VH)
Elemental Control: Fire (VH)
Elemental Control: Water (VH)
Necromancy (VH)
Table 4-1. Weapon Prices and Notes
Item Usual Weapon Dmg Speed Mod. Notes
Cost
Dagger (Bronze) 5 Gu. -1 d6 +0 Breaks on even roll against
iron weapons.
Dagger (Iron) 15 Gu. -1 d6 +0
Short Sword (Bronze) 7 Gu. +0 d6 +1 Breaks on even roll against
iron weapons.
Short Sword (Iron) 21 Gu. +0 d6 +1
Long Sword or Scimitar 10 Gu. +1 hit per +0 Breaks on even roll against
(Bronze) die iron weapons.
Long Sword or Scimitar 30 Gu. +1 hit per +0
(Iron) die
Mace 7 Gu. +1 d6 -1
Spiked Club 3 Gu. -1 d6 +0
Morning Star 10 Gu. +1 d6 -1
Warhammer 11 Gu. +1 d6 -1
Flail 14 Gu. +1 d6 -1
Two-Handed Sword (Bronze) 15 Gu. +1 d6, +1 -1 Breaks on even roll against
hit per iron weapons.
Two-Handed Sword (Iron) 45 Gu. +1 d6, +1 -1
hit per
Two-Handed Flail 17 Gu. +1 d6, +1 -1
hit per
Two-Handed Mace 20 Gu. +1 d6, +1 -1
hit per
Halberd 13 Gu. +1 d6 +1
Poleaxe 16 Gu. +1 d6 +1
Pike 15 Gu. +1 d6 +1
Javelin 1 Gu. -1 d6 +1
Short Spear 5 Gu. +0 d6 +1
Quarterstaff 2 Gu. -2 d6 +1
Long Spear 8 Gu. +0 d6 +1
Self-Bow 8 Gu. -1 d6 +0
Composite Bow 36 Gu. +0 d6 +0
Longbow 100 Gu. +1 d6 +0
Light Crossbow 60 Gu. 2d6 +1
Medium Crossbow 80 Gu. 3d6 +0
Heavy Crossbow 100 Gu. 4d6, +1 hit +0
per die
Quiver for 20 arrows 5 Gu.
20 Arrows 15 Gu.
30 Crossbow quarrels 20 Gu.
Leather Sling 1 Gu. +1
20 leaden sling pellets 2 Gu. -1 d6
Bola 3 Gu. +0
Blowgun 4 Gu. +0
20 Blowgun darts 1 Gu.
Incidiary Fire-pot 25 Gu. 2d6 for 1-3 -1
rounds
Staff-sling 4 Gu. +0 d6 +0
Regular Pistol 75 Gu. 3d6 +0 Takes a round to reload.
Musket 150 Gu. 5d6 +0 Takes a round to reload.
Arquebus 125 Gu. 6d6 -1 Only one shot every two
rounds, plus reloading.
"Pepperbox" Pistol 65 Gu. 2d6 +0 Holds six shots.
Rifik Long Rifle 500 Gu. 6d6 +1 Holds five shells in cylinder
magazine.
Hûkun Self-Loading Pistol n/a 5d6, +1 hit +1 Magazine holds 11 rounds
per die
Table 4-2. Armor Prices and Notes
Item Usual Armor Max Dmg Speed Notes
Price Value
Light Helmet 4 Gu. 1 5 +0
(Bronze)
Light Helmet 12 Gu. 2 20 +0
(Iron)
Medium Helmet 8 Gu. 2 10 +0
(Bronze)
Medium Helmet 24 Gu. 3 30 +0
(Iron)
Heavy Helmet 30 Gu. 3 15 -½ No peripheral vision
(Bronze)
Heavy Helmet 90 Gu. 5 50 -¼ No peripheral vision
(Iron)
Gorget and 20 Gu. 3 20 -½
Shoulder plates
Breastplate 25 Gu. 4 20 -1 Directional value (fore attacks)
(Bronze)
Breastplate 75 Gu. 8 80 -¾ Directional value (fore attacks)
(Iron)
Backplate 20 Gu. 4 20 -½ Directional value (rear attacks)
(Bronze)
Backplate (Iron) 60 Gu. 8 80 -¼ Directional value (rear attacks)
Vambraces 10 Gu. 2 10 -½
(Bronze)
Vambraces (Iron) 30 Gu. 4 40 -¼
Greaves (Bronze) 10 Gu. 1 5 -½
Greaves (Iron) 30 Gu. 2 20 -¼
Mail Kilt 15 Gu. 2 15 -1
Chainmail Shirt 40 Gu. 3 15 -1
(Bronze)
Chainmail Shirt 120 Gu. 6 60 -¾
(Iron)
Courboulli tunic 30 Gu. 2 10 -½
Buckler 5 Gu. 3 20 -¼ Value only counts on good skill
roll.
Medium Shield 10 Gu. 5 30 -½ Value only counts on good skill
roll.
Large Shield 15 Gu. 8 50 -¾ Value only counts on good skill
roll. -1 Speed.
Notes
Item Usual Notes Cost Baldric, Belt and Tabard 2 Gu. Travellers Cloak 15 Gu. 15 meters of rope 1 Gu. Staff, 3-meters 1 Gu. Spike, Bronze 1 Gu. Lantern, Bronze 10 Gu. Wax Candle ¼ Gu. Pottery flask of oil ¼ Gu. Flint, Steel & Tinder 1 Gu. Compass 25 Gu. Astrolabe 75 Gu. Astronomical Ephemeris 100 Gu. Pen-box (5 pens, paper) 3 Gu. Linen Paper roll 1 Gu. Paint-box (paints, 9 Gu. brushes) Leather backpack 10 Gu. Blanket 2 Gu. Cooking gear 5 Gu. Chieurgeons Bag 80 gu. Sorcerors Bag 140 Gu. Day's worth of travellers ½ Gu. food Inn lodgings for a night. ½ Gu.