Book 1 rules
Rolling up a Character - includes rules interpretations and expanded uses of:
- Strength
- Reflexes
- Intelligence
- Psychic Talent
- Looks
Dodging (Speed vs Evasion)
Equipment & Encumbrance
Rank
Melee Combat (including subsequent interpretations on Mounted Combat)
Weapons
Missile Combat
Moving in / out of Combat
Shields
Initiative (who moves when in combat)
Fighting more than one opponent
Going Berserk
Combat Penalties for wearing Armour
The Combat Round
Direct Attack Magic
Indirect Attack Magic
Illumination
Encounters in an underworld
Fighting in the dark
Battle order
Escaping from a Fight
Locked Doors
Livestock
Food & Lodging
Climbing
Falling
Poison
Social Rules
Special Cases
Extra-special cases
Fright Attacks
Travel
NPCs and Hired Help
Death
Game-time
During an adventure
Awarding Experience Points
Book 2 rules
Spells (Professions sections re spells to refer here, to include spell interpretations)
Potions
Magical Items
NPC Magic Hordes
Book 3 rules
Diseases
Book 4 rules
Stealth and Perception
Book 5 rules
Madness and Insanity
Book 6 rules
Languages ("Debris from Babel") | pp87-97 |
Calendar | pp 99-101 |
Crime & Punishment | pp103-120 |
Wargames | pp121-136 |
Character History ("In the Beginning") | pp137-159 |
Travel abroad ("Going Places") | pp 161 -182 |
House Rules
BlastsCharge Attack
Critical Hits
Deafness
Disease
Drinking
Exhaustion
Guile and Conviction
Lightning
Major Wounds
Rank Equivalence
Seasickness
Suffocation
Surviving Extreme Environments
Trampling
Traps
More pages
- Blasts
- Calendar
- Charge Attack
- Combat Rounds
- Critical Hits
- Deafness
- Death
- Disease
- Drinking
- EVASION
- Exhaustion
- Experience Points
- Fate and Fortune
- Fighting in the dark
- First Aid
- Fright
- Going Berserk
- Illumination
- Infected Wounds
- Initiative
- Intelligence
- Lightning
- Looks
- Magical items
- Major Wounds
- Missile Combat
- Mounted Combat
- Moving in or out of Combat
- Pros and Cons
- Rank
- Rank Equivalence
- Rolling up a Character
- Seasickness
- Shields
- Skill/Abillity Checks
- Social Rules
- Spells
- Stealth and Perception
- Suffocation
- Surviving Extreme Environments
- Trampling
- Traps
- Weapons