STRENGTH
INTELLIGENCE
Modifier to hit, damage, and forcing doors*
Score
Score
Technology Roll Modifier
3
-15%
3
-3
4-5
-10%
4-5
-2
6-8
-5%
6-8
-1
9-12
0
9-12
0
13-15
+5%
13-15
+1
16-17
+10%
16-17
+2
18
+15%
18
+3
19
+20%
19
+3 (+4 damage)
20
+25%
20
+4
21
+30%
21
+4 (+5 damage)
* All hits will do a minimum of 1 hit point of damage. Adjustments to hit and damage only applies to hand-to-hand combat.
DEXTERITY
Score
Armor Class Modifier
Missile Attack Modifier*
Optional Initiative Modifier**
3
+3
-3
-2
4-5
+2
-2
-1
6-8
+1
-1
-1
9-12
0
0
0
13-15
-1
+1
+1
16-17
-2
+2
+1
18
-3
+3
+2
19
-4
+3
+2
20
-4
+4
+3
21
-5
+4
+3
* These modifiers only apply to hit, not to damage. ** These adjustments are applied if the optional individual initiative rules are used.
CHARISMA Score
Reaction Adjustment
Number of Retainers
Retainer Morale
3
+2
1
4
4-5
+1
2
5
6-8
+1
3
6
9-12
0
4
7
13-15
-1
5
8
16-17
-1
6
9
18
-2
7
10
19
-2
8
10
20
-3
9
11
21
-3
10
11
RACIAL MODIFIERS PC NPC Reaction Retainer Retainer Race* Race* Adjustment Adjustment Morale Adj.
MH
CONSTITUTION Score
Poison Saving Radiation Saving Throw Adjustment Throw Adjustment
3
-2
-3
4-5
-1
-2
6-8
0
-1
9-12
0
0
13-15
0
0
16-17
0
0
18
0
0
19
+1
0
20
+2
+1
21
+3
+2
MA
MP
PH
MA
+1
+2
+1
MP
+2
+3
+2
PH
+1
+2
+1
MH
+1
+2
+1
MP
+2
+3
+2
PH
+2
+3
+2
MH
+2
+3
+2
MA
+1
+2
+1
PH
+3
+3
+3
MH
+1
+2
+1
MA
+2
+3
+2
MP
+2
+3
+2
*mutant animal (MA); mutant human (MH); mutant plant (MP); pure human (PH) Note: All androids have a +3 to reaction adjustments and retainer adjustments to all other racial groups, meaning that androids are always met with intense suspicion.
COMBAT SEQUENCE 1. Players declare character movement or actions. 2. Initiative: 1d6 is rolled by each opposing side. 3. The winner of initiative acts first. The Mutant Lord may check morale for monsters. 4. Movements can be made. 5. Missile attack rolls are made, accounting for DEX adjustments, cover, and range. 6. Mental mutations and physical mutations with a range are employed. 7. Physical and mental combat occurs; attack and damage rolls are made, accounting for STR and other adjustments. 8. Other sides act through steps steps 4-7, in order of initiative. initiative. 9. When all sides of a conflict conflict have acted and the combat will continue into the next round, the sequence begins again at step 1. ARMOR CLASS Armor Type
AC
Plate-metal + Shield
2
Plate-metal
3
Chain-mail + Shield
4
Chain-mail or Studded leather + Shield
5
Studded leather or Leather + Shield
6
Leather or Skins/Furs + Shield
7
Skins/Furs or Shield only
8
Unarmored
9
CHARACTER MELEE ATTACK TABLE Attack Values: Roll 1d20 and hit the Armor Class with the listed value or higher
PC Level
—— Armor Class —— -2
MENTAL ATTACK TABLE 3
4
5
6
—— Defender's WIL —— —— 7
8
9 10 11 1 1 12 1 2 13 1 3 14 1 4 15 1 5 16 1 6 17 1 7 18 1 8 19 1 9 20 21
0
1
2
3
4
5
6
7
8
9
0
20 20 20 19 18 17 16 15 14 13 12 11
1-2
20 20 19 18 17 16 15 14 13 12 11 10
2
20 19 18 17 16 15 14 13 12 11 10 9
4
19 18 17 16 15 14 13 12 11 10 9
8
5
18 17 16 15 14 13 12 11 10 9
8
7
6
17 16 15 14 13 1 3 12 11 10 9
8
7
6
16 15 14 13 12 11 10 9
8
7
6
5
15 14 13 12 12 11 11 10 10 9
8
7
6
5
4
14 13 12 11 10 10 9
8
7
6
5
4
3
12
13 12 12 11 1 1 10 10 9
8
7
6
5
4
3
2
13
12 11 11 10 10
9
8
7
6
5
4
3
2
2
14
11 10
9
8
7
6
5
4
3
2
2 2
15
10
9
8
7
6
5
4
3
2
2
2
2
16
9
8
7
6
5
4
3
2
2
2
2
2
17
8
7
6
5
4
3
2
2
2
2
2
2
18
7
6
5
4
3
2
2
2
2
2
2
2
19
6
5
4
3
2
2
2
2
2
2
2
2
7-8 9 10-11
MISSILE AND THROWN WEAPON RANGES Attack Adjustment For Range +1 Weapon Weapon
Attacker's WIL
--1 1
0
-1
Short Short Range Range Medium Medium Range Range Long Long Range Range
Axe
Up to 10’
…to 20’
…to 30’
Bow, long
Up to 70’
…to 140’
…to 210’
F
F
F
F
F
F
F
Bow, short
Up to 50’
…to 100’
…to 150’
4
9 10 11 1 1 12 1 2 13 1 3 14 1 4 15 1 5 16 1 6 17 1 7 18 1 8 19 1 9 20 20 F
F
F
F
F
F
F
Crossbow
Up to 80’
…to 160’
…to 240’
5
8
9 10 11 1 1 12 1 2 13 1 3 14 1 4 15 1 5 16 1 6 17 1 7 18 1 8 19 1 9 20 20 F
F
F
F
F
F
Dagger
Up to 10’
…to 20’
…to 30’
6
7
8
9 10 11 1 1 12 1 2 13 1 3 14 1 4 15 1 5 16 1 6 17 1 7 18 1 8 19 1 9 20 20 F
F
F
F
F
7
6
7
8
9 10 11 1 1 12 1 2 13 1 3 14 1 4 15 1 5 16 1 6 17 1 7 18 1 8 19 1 9 20 20 F
F
F
F
Dart
Up to 15’
…to 30’
…to 45’
8
5
6
7
8
9 10 11 1 1 12 1 2 13 1 3 14 1 4 15 1 5 16 1 6 17 1 7 18 1 8 19 1 9 20 20 F
F
F
Oil
Up to 10’
…to 30’
…to 50’
9
4
5
6
7
8
9 10 11 1 1 12 1 2 13 1 3 14 1 4 15 1 5 16 1 6 17 1 7 18 1 8 19 1 9 20 20 F
F
Sling
Up to 40’
…to 80’
…to 160’
10 3
4
5
6
7
8
9 10 11 1 1 12 1 2 13 1 3 14 1 4 15 1 5 16 1 6 17 1 7 18 1 8 19 1 9 20 F
Spear
Up to 20’
…to 40’
…to 60’
11 2
3
4
5
6
7
8
9 10 11 1 1 12 1 2 13 1 3 14 1 4 15 1 5 16 1 6 17 1 7 18 18 19 20 20
12 1
2
3
4
5
6
7
8
9 10 11 11 12 12 13 13 14 14 15 15 16 16 17 17 1 19
13 S
1
2
3
4
5
6
7
8
9 10 11 11 12 12 13 13 14 14 15 15 16 16 17 1 7 18 18
14 S
S
1
2
3
4
5
6
7
8
9 10 11 11 12 12 13 13 14 14 15 15 16 16 17 17
15 S
S
S
1
2
3
4
5
6
7
8
9 10 11 12 13 14 15 15 16 16
16 S
S
S
S
1
2
3
4
5
6
7
8
9 10 11 12 13 14 14 15
Up to 40 lbs.
120’
40’ per round 120’per round
17 S
S
S
S
S
1
2
3
4
5
6
7
8
9 10 1 0 11 12 13 14
41 to 60 lbs.
90’
30’ per round 90’ per round
18 S
S
S
S
S
S
1
2
3
4
5
6
7
8
9 10 10 11 12 13
61 to 80 lbs.
60’
20’ per round 60’ per round
19 S
S
S
S
S
S
S
1
2
3
4
5
6
7
8
9 10 10 11 12
20 S
S
S
S
S
S
S
S
1
2
3
4
5
6
7
8
81 to 160 lbs.
30’
10’ per round 30’ per round
1 1 12 1 2 13 1 3 14 1 4 15 1 5 16 1 6 17 1 7 18 1 8 19 1 9 20 20 F 3 10 11
21 S S S
S S S
S S S
1 2
3 4
5 6
9 10 10 11
7 8
9 10
MOVEMENT AND ENCUMBRANCE Turn Encounter Encumbrance* Movement Movement
Running Movement
*At the Mutant Lord’s discretion, a character wearing armor in addition to carrying weight of a given category will move at the speed listed for the next slowest category.
WEAPONS
ADVENTURING GEAR
Cost (gp)
Weapon
Variable Weight Damage (lbs.)
Gear
Cost We Weight (lbs.)
Backpack (empty)
2 gp
2
Bedroll
1 sp
5
Blanket, winter
5 sp
3
Block and tackle
5 gp
5
4
Bottle, wine, glass
2 gp
—
Ax e
6
1d 1d8
6
Club
3
1d4
3
Crossbow, heavy
25
Heavy quarrels (10) and case
8
2
Crossbow, light
1d8
16
1
1
1d6
1
Candles (10)
10 cp
—
Dagger
3
1d4
1
Case, map
1 gp
½
Dart
½
1d4
½
Chain (10 ft.)
30 gp
2
Flail
3
1d6
5
Crowbar
2 gp
5
Hammer, war
7
1d6
5
Flask (empty)
3 cp
1½
Lance
7
1d6
10
Flint and steel
2 gp
—
Longbow
40
3
Grappling hook
1 gp
4
Hammer
5 sp
2
Ink (1 oz. Vial)
8 gp
—
Quill pen
1 sp
—
Ladder, 10-foot
5 cp
20
Light quarrels (10) and case
Quiver & arrows (20)
5
1d8
3
Mace
5
1d6
3
Morningstar
5
1d6
6
Pick
5
1d6
3
Pole Arm
7
1d10
15
Quarterstaff
2
1d6
4
Lantern
9 gp
3
Shortbow
25
2
Lock
20 gp
1
3
Manacles
15 gp
2
0
Mirror, small steel
10 gp
½
Quiver & arrows (20)
5
Sling
1d6
2
Bullets, sling (10)
nil
1d4
5
Oil (1-pint flask)
1 sp
1
Spear
3
1d6
6
Paper (sheet)
4 sp
—
Sword, long
10
1d8
4
Parchment (sheet)
2 sp
—
Sword, short
7
1d6
2
Sword, two-handed
15
1d10
15
Pick, miner’s
3 gp
10
Trident.
4
1d6
4
Pole, 10-foot wooden
2 sp
8
Rations, unpreserved (per day)
2 sp
1
Rations, trail (per day, preserved)
5 sp
1
Rope, hemp (50 ft.)
1 gp
10
10 gp
5
Sack, large (empty)
2 sp
½
Sack, small (empty)
1 sp
½
25 gp
25
Saddle bag
1 sp
½
Spade or shovel
2 gp
8
Spikes, iron (12)
1 gp
8
Spyglass
15 gp
1
Torches (8)
3 sp
8
Waterskin/Wineskin
1 gp
4
Wine (2 pints)
1 gp
½
ARMOR Armor
Cost (gp)
Armor Weight Class (lb.)
Chain-mail armor
150
5
30
Beast barding
150
5
60
Leather armor
20
7
15
Plate-metal armor
600
3
50
Shield
10
-1*
10
Studded leather armor
30
6
20
Skins, Furs armor
5
8
10
Unarmored
0
9
nil
* Using a shield reduces armor class by 1.
EXCHANGE VALUE Coins
CP
SP
GP
Copper Piece (cp) =
1
1/10
1/100
Silver Piece (sp) =
10
1
1/10
Gold Piece (gp) =
100
10
1
Rope, silk (50 ft.)
Saddle
MONSTER EXPERIENCE POINTS
EXPERIENCE LEVEL BONUS
Monster HD
Base XP
Bonus XP per Mutation/ability
Bonus Type
Less than 1
5
1
01-10
+1 damage*
1
STR
1
10
3
11-2 11-20 0
+1 att attack ack per per roun round d
2
DEX
1+
15
6
21-00
+1 to an ability
3
CON
2
20
9
4
INT
2+
35
12
5
WIL
3
50
15
6
CHA
3+
65
35
4
80
55
4+
140
75
5
200
150
5+
260
200
6
320
250
6+
380
7
Roll d%
Ability Bonus
Bonus
Roll Roll d6 Abil Abilit ity* y** *
*This bonus only applies to hand melee weapons. Any kind of gun, explosive, etc. does not apply. **Note that basic androids and synthetics may only increase INT, WIL, or CHA.
TECHNOLOGY CONDITION ROLL Roll d00
Condition Grade
Functional on 1d20
300
01-10
5
1-19
440
350
11-20
4
1-16
7+
500
400
21-30
3
1-12
8
560
500
31-50
2
1-8
8+
620
600
51-70
1
1-4
9-10+
1,000
700
71-00
0
Nonfunctional
11-12+
1,200
800
13-16+
1,500
900
17-20+
2,250
1,000
21+*
3,000
2,000
*For monsters of HD 22 and higher, add a cumulative 250 XP for the Base and Bonus categories.
CHARACTER LEVEL PROGRESSION Experience
Level
0
1
3,001
2
6,001
3
12,001
4
24,001
5
48,001
6
96,001
7
192,001
8
492,001
9
892,001
10
1,392,001
11
2,392,001*
12
*+1,000,000 for each level after level 12.
TECHNOLOGY DETERMINATION ROLL Base Rol Roll
Compl mplexity
Class Base Time
25%
1
2 hours
Slug guns, grenades, energy weapons,non powered armor
15%
2
3 hours
Vehicles, robots, powered armor
5%
3
4 hours
Computers, medical technology, other very complex technology
Examples
REPAIR ROLL The repair roll starts with the same base as the object’s original tech roll, modified in the following manner: • +20% familiarity familiarity bonus is added to the character’s character’s INT Technology Roll Modifier. • Divide the character’s character’s total Technology Roll Modifier bonus by the item’s complexity, rounding down. • Subtract 1 point for each each point of condition below 5. 5. • Add or subtract any other other modifiers the ML deems deems appropriate. • Add this final modifier modifier to the Base Roll shown shown in the Technology Rolls section above.
COMBAT SEQUENCE 1. Players declare character movement or actions. 2. Initiative: 1d6 is rolled by each opposing side. 3. The winner of initiative acts first. The Mutant Lord may check morale for monsters. 4. Movements can be made. 5. Missile attack rolls are made, accounting for DEX adjustments, cover, and range. 6. Mental mutations and physical mutations with a range are employed. 7. Physical and mental combat occurs; attack and damage rolls are made, accounting for STR and other adjustments. 8. Other sides act through steps steps 4-7, in order of initiative. initiative. 9. When all sides of a conflict conflict have acted and the combat will continue into the next round, the sequence begins again at step 1. ARMOR CLASS Armor Type
AC
Medium & Heavy EMA
1
Advanced Metal , LazAb or Light & Light & Scout EMA
2
Plate-metal or Plastex Plastex
3
Environmental Armor , Metal Insert or Insert or Plastic Plastic Plate
4
Chain-mail or Ballistic Ballistic Nylon
5
Studded leather
6
Leather
7
Skins/Furs or Shield only*
8
Unarmored
9
* Using a shield reduces armor class by 1.
MENTAL ATTACK TABLE Attacker's WIL 3
4
5
6
—— Defender's WIL —— —— 7
8
9 10 11 1 1 12 1 2 13 1 3 14 1 4 15 1 5 16 1 6 17 1 7 18 1 8 19 1 9 20 21
1 1 12 1 2 13 1 3 14 1 4 15 1 5 16 1 6 17 1 7 18 1 8 19 1 9 20 20 F 3 10 11
CHARACTER MELEE ATTACK TABLE Attack Values: Roll 1d20 and hit the Armor Class with the listed value or higher
PC Level
—— Armor Class —— -2
--1 1
0
1
2
3
4
5
6
7
8
9
0
20 20 20 19 18 17 16 15 14 13 12 11
1-2
20 20 19 18 17 16 15 14 13 12 11 10
2
20 19 18 17 16 15 14 13 12 11 10 9
4
19 18 17 16 15 14 13 12 11 10 9
8
5
18 17 16 15 14 13 12 11 10 9
8
7
6
17 16 15 14 13 1 3 12 11 10 9
8
7
6
16 15 14 13 12 11 10 9
8
7
6
5
15 14 13 12 12 11 11 10 10 9
8
7
6
5
4
14 13 12 11 10 10 9
8
7
6
5
4
3
12
13 12 12 11 1 1 10 10 9
8
7
6
5
4
3
2
13
12 11 11 10 10
9
8
7
6
5
4
3
2
2
14
11 10
9
8
7
6
5
4
3
2
2 2
15
10
9
8
7
6
5
4
3
2
2
2
2
16
9
8
7
6
5
4
3
2
2
2
2
2
17
8
7
6
5
4
3
2
2
2
2
2
2
18
7
6
5
4
3
2
2
2
2
2
2
2
19
6
5
4
3
2
2
2
2
2
2
2
2
7-8 9 10-11
MONSTER ATTACK TABLE for Armor Class —— Monster —— Attack Value for HD -2 --1 1 0 1 2 3 4 5 6 7 8 9
1 or less 20 20 20 19 18 17 16 15 14 13 12 11 1+ - 2
20 20 19 18 17 16 15 14 13 12 11 10
2+ - 3
20 19 18 17 16 15 14 13 12 11 10 9
3+ - 4
19 18 17 16 15 14 13 12 11 10 9
8
4+ - 5
18 17 16 15 14 13 12 11 10 9
8
7
5+ - 6
17 16 15 14 13 12 11 10 9
8
7
6
F
F
F
F
F
F
F
4
9 10 11 1 1 12 1 2 13 1 3 14 1 4 15 1 5 16 1 6 17 1 7 18 1 8 19 1 9 20 20 F
F
F
F
F
F
F
5
8
9 10 11 1 1 12 1 2 13 1 3 14 1 4 15 1 5 16 1 6 17 1 7 18 1 8 19 1 9 20 20 F
F
F
F
F
F
6+ - 7
16 15 14 13 12 11 10 9
8
7
6
5
6
7
8
9 10 11 1 1 12 1 2 13 1 3 14 1 4 15 1 5 16 1 6 17 1 7 18 1 8 19 1 9 20 20 F
F
F
F
F
7+ - 9
15 14 13 12 11 10 9
8
7
6
5
4
7
6
7
8
9 10 11 1 1 12 1 2 13 1 3 14 1 4 15 1 5 16 1 6 17 1 7 18 1 8 19 1 9 20 20 F
F
F
F
8
5
6
7
8
9 10 11 1 1 12 1 2 13 1 3 14 1 4 15 1 5 16 1 6 17 1 7 18 1 8 19 1 9 20 20 F
F
F
9
4
5
6
7
8
9 10 11 1 1 12 1 2 13 1 3 14 1 4 15 1 5 16 1 6 17 1 7 18 1 8 19 1 9 20 20 F
F
10 3
4
5
6
7
8
9 10 11 1 1 12 1 2 13 1 3 14 1 4 15 1 5 16 1 6 17 1 7 18 1 8 19 1 9 20 F
11 2
3
4
5
6
7
8
12 1
2
3
4
5
6
13 S
1
2
3
4
14 S
S
1
2
3
15 S
S
S
1
16 S
S
S
17 S
S
18 S
S
19 S 20 S
9+ - 11 14 13 12 11 10 9
8
7
6
5
4
3
11+ - 13 13 12 11 10 9
8
7
6
5
4
3
2
13+ - 15 12 1 2 11 10
9
8
7
6
5
4
3
2
2
9 10 11 1 1 12 1 2 13 1 3 14 1 4 15 1 5 16 1 6 17 1 7 18 18 19 20 20
15+ - 17 11 11 10
9
8
7
6
5
4
3
2
2
2
7
8
9 10 11 11 12 12 13 13 14 14 15 15 16 16 17 17 1 19
17+ - 19 10 10
9
8
7
6
5
4
3
2
2
2
2
5
6
7
8
9 10 11 11 12 12 13 13 14 14 15 15 16 16 17 1 7 18 18
19+ - 21 9
8
7
6
5
4
3
2
2
2
2
2
4
5
6
7
8
9 10 11 11 12 12 13 13 14 14 15 15 16 16 17 17
7
6
5
4
3
2
2
2
2
2
2
2
3
4
5
6
7
8
9 10 11 12 13 14 15 15 16 16
S
1
2
3
4
5
6
7
8
9 10 11 12 13 14 14 15
S
S
S
1
2
3
4
5
6
7
8
9 10 1 0 11 12 13 14
S
S
S
S
1
2
3
4
5
6
7
8
9 10 10 11 12 13
S
S
S
S
S
S
1
2
3
4
5
6
7
8
9 10 10 11 12
S
S
S
S
S
S
S
1
2
3
4
5
6
7
8
21 S S S
S S S
S S S
1 2
3 4
5 6
9 10 10 11
7 8
9 10
21+
8
SAVING THROWS
RADIATION CLASSES
Level
Energy Attacks
Poison or Death
Stun Atta Attaccks
Roll d10 Class
Fail Save Effects
Save Effects
Radi Radiat atio ion n
1
0
17
14
16
15
1
1d6 damage
None
2
2
2d6 damage
Half damage
1-3
15
12
14
13
4-6
13
10
3
3
3d6 damage
Half damage
12
11
7-9
9
4
4
4d6 damage
Half damage
8
10
9
5
5
5d6 damage
Half damage
10-12
7
6
8
7
6
6
6d6 damage
Half damage
13-15
5
4
6
5
7
7
7d6 damage
Half damage
16-18
4
4
5
4
8
8
8d6 damage
Half damage
19+
4
3
4
3
9
9
9d6 damage
Half damage
10
10
10d6 damage
Half damage
POISON CLASSES Roll d% Class
Fail Sa Save Effects
Save Effects
MISSILE AND THROWN WEAPON RANGES
01-13
1
1d6 damage
Negates effect
14-23
2
2d6 damage
Half damage
24-33
3
3d6 damage
Half damage
Weapon Weapon
34-43
4
4d6 damage
Half damage
Axe
Up to 10’
…to 20’
…to 30’
44-53
5
5d6 damage
Half damage
Bow, long
Up to 70’
…to 140’
…to 210’
54-63
6
6d6 damage
Half damage
Bow, short
Up to 50’
…to 100’
…to 150’
64-73
7
7d6 damage
Half damage
Crossbow
Up to 80’
…to 160’
…to 240’
74-83
8
8d6 damage
Half damage
Dagger
Up to 10’
…to 20’
…to 30’
84-87
9
Sleep 2d4 rounds
Negates effect
Dart
Up to 15’
…to 30’
…to 45’
88-89
10
Paralysis 1d6 rounds
Negates effect
Oil
Up to 10’
…to 30’
…to 50’
90-91
11
Paralysis 2d6 rounds
Movement half for 1d6 rounds
Sling
Up to 40’
…to 80’
…to 160’
92
12
Death
1d6 damage
Spear
Up to 20’
…to 40’
…to 60’
93
13
Death
2d6 damage
94
14
Death
3d6 damage
95
15
Death
4d6 damage
96
16
Death
5d6 damage
97
17
Death
7d6 damage
98
18
Death
8d6 damage
99
19
Death
Paralysis 2d6 round
00
20
Death
Lose 1d6 CON (permanent)
Attack Adjustment For Range +1
0
-1
Short Short Range Range Medium Medium Range Range Long Long Range Range
MOVEMENT AND ENCUMBRANCE Turn Encounter Encumbrance* Movement Movement
Running Movement
Up to 40 lbs.
120’
40’ per round 120’per round
41 to 60 lbs.
90’
30’ per round 90’ per round
61 to 80 lbs.
60’
20’ per round 60’ per round
81 to 160 lbs.
30’
10’ per round 30’ per round
*At the Mutant Lord’s discretion, a character wearing armor in addition to carrying weight of a given category will move at the speed listed for the next slowest category.
MONSTER REACTION FIREARMS Trigger Type Normal Automatic Rapid Fire * W h en en
m u lt l t i pl p l e s ho h o t s a re r e i nd nd ic i c a t e d, d,
C ha h a r a ct ct e r s a dd d d i ti ti o n al al
w i th t h m o re re t i m e a bo bo v e
t ha ha t r e lo lo a d i ng ng t im im e s
Number of Shots per Round* 1 2 3 t ha ha n o ne ne
a tt tt ac ac k
t he he m a x i m u m
r eq eq u ir ir e m e n t s
i n a r o u n d. d.
c h ar ar a c t e r s m a y o pt p t t o f ir ir e f e w e r r ou ou n d s . p er e r r ou ou n d m a y f i r e t h e w e a p o n
l i st st e d f or or e a c h
m a y p re re v e n t s o m e
o ne ne
a d di d i ti t i o n a l a tt tt a ck c k . N ot ot e
weapons
f ro ro m
f ir ir in in g a d di d i ti ti o n
Roll
2
Result
Friendly, helpful
3-5
Indifferent, uninterested
6-8
Neutral, uncertain
9-11
Unfriendly, may attack
12
Hostile, attacks