Quest RPG Operations Manual
Quest RPG Operations Manual
Quest RPG Operations Manual
INTRODUCTION
The Operations Manual deals with the ways and means of doing things in Quest. It covers the mechanics of fighting, spell casting,
giving out experience, and so on.
It is assumed that before reading this, the Game Master has at least a passing familiarity with the material in the Quest
Player's Handbook. If not, many of the terms used here will be unfamiliar.
Because of the intrinsic complexity of the game systems in Quest, it is impossible to adequately cover all situations. The
Game Master is encouraged to work out any solutions needed to problems not covered by the rules in the Operations Manual. While
the Game Master should never penalize a player for cleverness, he or she should try to be conservative in his or her rulings, since a too
liberal interpretation may wreak havoc with play balance. Don't be afraid to say no!
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TABLE OF CONTENTS
INTRODUCTION......................................................................................................................................................................................1
TABLE OF CONTENTS...........................................................................................................................................................................1
THE ROUND.............................................................................................................................................................................................1
MELEE.......................................................................................................................................................................................................1
SPELLS.......................................................................................................................................................................................................1
OVER-FOUR LIST..................................................................................................................................................................................1
OVER-SIX LIST.....................................................................................................................................................................................1
SPELL CASTING......................................................................................................................................................................................1
MAGICAL FUMBLE TABLE...................................................................................................................................................................1
SAVING THROWS....................................................................................................................................................................................1
EXCLUSIONARY RULE..........................................................................................................................................................................1
MELEE.......................................................................................................................................................................................................1
ATTACK.....................................................................................................................................................................................................1
DODGE.......................................................................................................................................................................................................1
MOVEMENT.............................................................................................................................................................................................1
FLIGHT.................................................................................................................................................................................................1
PARRY........................................................................................................................................................................................................1
RELOAD....................................................................................................................................................................................................1
SPELL CASTING......................................................................................................................................................................................1
BLOW RESOLUTION.............................................................................................................................................................................1
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DROPPING WEAPONS...........................................................................................................................................................................1
BREAK WEAPON....................................................................................................................................................................................1
BREAKAGE MODIFIERS........................................................................................................................................................................1
COUP DE GRACE....................................................................................................................................................................................1
DISENGAGING.........................................................................................................................................................................................1
ADVANTAGES.......................................................................................................................................................................................1
FIREARMS................................................................................................................................................................................................1
GRENADES...............................................................................................................................................................................................1
TWO WEAPONS.......................................................................................................................................................................................1
ADVANCE/FORCE BACK......................................................................................................................................................................1
RETREAT..................................................................................................................................................................................................1
CHARGING...............................................................................................................................................................................................1
MARTIAL ARTS.......................................................................................................................................................................................1
PARRYING ANIMALS.............................................................................................................................................................................1
BREAKING SHIELDS.............................................................................................................................................................................1
SHIELD BREAKAGE TABLE..................................................................................................................................................................1
STRIKING BY CIRCUMSTANCE.........................................................................................................................................................1
ATTACK COLUMNS................................................................................................................................................................................1
MARTIAL HOLDS & THROWS..............................................................................................................................................................1
LARGE TARGET....................................................................................................................................................................................1
ANIMALS..............................................................................................................................................................................................1
HUMANOID...........................................................................................................................................................................................1
DAMAGE EFFECTS................................................................................................................................................................................1
4
FIRE, LIGHT, PLASMA AND ELECTRICITY.............................................................................................................................................1
BLEEDING............................................................................................................................................................................................1
HEALING...................................................................................................................................................................................................1
NATURAL HEALING TIMES TABLE.......................................................................................................................................................1
FIRST AID.............................................................................................................................................................................................1
PARAMEDIC..........................................................................................................................................................................................1
DOCTOR...............................................................................................................................................................................................1
SURGEON.............................................................................................................................................................................................1
SITUATIONAL MODIFIERS....................................................................................................................................................................1
ANNOYANCES..........................................................................................................................................................................................1
MAJOR ANNOYANCES..........................................................................................................................................................................1
DISEASE....................................................................................................................................................................................................1
BACTERIAL DISEASES..........................................................................................................................................................................1
PROTOZOAN DISEASES.........................................................................................................................................................................1
FUNGAL DISEASES...............................................................................................................................................................................1
VIRAL DISEASES..................................................................................................................................................................................1
POISONS....................................................................................................................................................................................................1
DOSAGE...............................................................................................................................................................................................1
TOXICITY.............................................................................................................................................................................................1
RESISTANCE.........................................................................................................................................................................................1
TIME.....................................................................................................................................................................................................1
POISON TYPE.......................................................................................................................................................................................1
POISON EXAMPLES..............................................................................................................................................................................1
CURING POISONS..................................................................................................................................................................................1
POISON PROCEDURE............................................................................................................................................................................1
POISON EFFECTS..................................................................................................................................................................................1
MANEUVERS............................................................................................................................................................................................1
BACKING UP IN ROUGH TERRAIN.........................................................................................................................................................1
LEAP....................................................................................................................................................................................................1
GREAT LEAP........................................................................................................................................................................................1
CLIMBING.............................................................................................................................................................................................1
CREATION LISTS....................................................................................................................................................................................1
CREATION OF POTIONS........................................................................................................................................................................1
ENHANCEMENTS..................................................................................................................................................................................1
INSCRIBED ITEMS.................................................................................................................................................................................1
CREATION OF SCROLLS........................................................................................................................................................................1
SHAPINGS.................................................................................................................................................................................................1
MAKING METALS...................................................................................................................................................................................1
MAKING PHOSPOR BRONZE.................................................................................................................................................................1
EXPERIENCE...........................................................................................................................................................................................1
GENERAL EXPERIENCE.........................................................................................................................................................................1
SPECIFIC EXPERIENCE..........................................................................................................................................................................1
TEACHING AS A MASTER.....................................................................................................................................................................1
SPLITTING EXPERIENCE.......................................................................................................................................................................1
ADVENTURING.....................................................................................................................................................................................1
MODERATE ADVENTURE......................................................................................................................................................................1
AVERAGE ADVENTURE........................................................................................................................................................................1
DIFFICULT ADVENTURE.......................................................................................................................................................................1
IMPOSSIBLE ADVENTURE.....................................................................................................................................................................1
EXPERIENCE ADJUSTMENTS.................................................................................................................................................................1
NO CHARACTER PERSONALITY...........................................................................................................................................................1
LED POORLY........................................................................................................................................................................................1
CONDUCT PREJUDICIAL.......................................................................................................................................................................1
CHARACTER INTERACTION..................................................................................................................................................................1
LED WELL............................................................................................................................................................................................1
HEROIC ACTIONS.................................................................................................................................................................................1
DIVISION OF EXPERIENCE.................................................................................................................................................................1
MODULAR EXPERIENCE.....................................................................................................................................................................1
INDEX.........................................................................................................................................................................................................1
7 Operations Manual januari 20, 2023
THE ROUND
The basic unit of time in Quest is the Round. The Round is thirty seconds long, and is divided into 30 subphases, each 1 second long.
At the beginning of any subphase, a spellcaster not already engaged in casting a Spell may elect to cast any one Spell with a Casting
Time listed as Immediate. This will not interfere with any other activities on the part of the spellcaster. A spellcaster may also begin
preparing a one-round or multiround Spell at the beginning of any subphase, even if they have already cast an Immediate Spell that
subphase. In addition, at the beginning of any subphase at which he or she would normally act, a Character not already casting a Spell
may move one-third of his or her Agility in feet without interfering with any other activities in progress.
Example: At the beginning of subphase 4, Pendaren, a Character with the Clerical Discipline Healing, is standing over
Turrell, who has sustained a bleeding wound (see Damage Effects) to the Abdomen. Pendaren casts a Clot spell (DoM 2
Healing, with Immediate given as Casting Time) on Turrell, and is then free to begin casting a Simple Healing (DoM 1
Healing, Casting Time: 1 Round). The Simple Healing Spell will then be finished at the beginning of subphase 4 of the next
round.
MELEE
Characters and creatures may expend Blows in melee combat and/or missile fire. Precedence of action is determined by the number of
Blows a Character or creature receives in a Round and their adjusted Manual Dexterity. If two opponents each have Blows at the same
subphase, their adjusted Manual Dexterity is used to determine who may attack first. A Character’s adjusted Manual Dexterity is
determined by subtracting the weapon’s bonus to damage from the normal Manual Dexterity. This penalty may be offset, either in part
or in total, by adding the Character’s Damage Bonus to the penalty. Higher adjusted Manual Dexterity strikes first.
Example: Hira, using a Katana two-handed, has a Physical Strength of 18 and Manual Dexterity of 14. His adjusted Manual
Dexterity is a 13; the Katana’s bonus to damage is +4 (d6+4) and his Damage Bonus of +3 will negate 3 of the 4 points of
penalty to his Manual Dexterity. His opponent is a bandit wielding a Great Sword, with a Physical Strength of 16 and a
Manual Dexterity of 16. A Great Sword gives a penalty of -6 to Manual Dexterity, only 2 points of which are offset by the
bandits 2 points of Damage Bonus. The bandit’s adjusted Manual Dexterity is thus a 12, and Hira may strike first.
8
Subphase 10 9 8 7 6 5 4 3 2 1
1 X X
2 X X
3 X X
4 X X
5 X
6 X X
7 X X
8 X X X
9 X
10 X X
11 X
12 X X
13 X X
14 X
15 X X X X
16 X X
17 X
18 X
19 X X X
20 X
21 X X
22 X X
23 X X
9 Operations Manual januari 20, 2023
24 X
25 X X
26 X X X
27 X
28 X X X
29 X X
30
An "X" indicates that a Character or creature with the given number of Blows may expend a Blow in that subphase.
Example: Pendaren has 4 Blows with his quarterstaff (1d6), and thus may attack at subphase 4, 12, 19 and 26. At subphase
26, Pendaren may attack at his Manual Dexterity of 11. Charles gets 3 Blows with a bastard sword (1d6+4) and may attack at
subphase 6, 16 and 26. Charles has a Manual Dexterity of 17 and a Physical Strength of 16, so at subphase 26 he strikes at 15
(17-4+2=15), which is higher than Pendaren's 11. Charles attacks before Pendaren.
SPELLS
There are two basic varieties of Spells: Clerical and Magical. As discussed in the appropriate Skill Classes, the main difference
between the two is that Magical Spells may be miscast so that a Spell Fumble will result, while Clerical Spells cannot be miscast
unless they are Boosted or Pushed.
Any Clerical Spell List that includes Magic Talent as a Base Statistic is partly magical in nature. The Game Master may use
this information as he or she sees fit.
As stated in the Player's Manual, the number (known as the Cast Chance) that must be rolled equal to or under on a d20 to
successfully throw a Spell is determined as follows:
Over-four list
Spell List whose Base Statistics are divided by four
Mage Cast Chance = (Magic Talent + Mystic Theory Bonus)- (2 x DoM of Spell)
Over-six list
Spell List whose Base Statistics are divided by six
Mage Cast Chance = (Magic Talent + Mystical Theory Bonus) - (3 x DoM of Spell))
For each point of damage taken by Caster while casting the Spell: -1 CC
For each point of damage taken in the Round (the 30 subphases) prior to the -1 CC
casting of an Immediate Spell:
Example: Keri is attempting to cast a Maelstrom Spell (Elemental Water, DoM 6). Her Magic Talent is 18, she has DoM 6
Mystical Theory, and Maelstrom is a DoM 6 Spell from an "over-four" Spell List. Her Bast Cast Chance is:
18 + 1 + (2 x 5) = 29
To cast the Maelstrom she must roll a 17 or less (33 - (2 x 6)) on a d20. If she were in melee, this would drop to a 15, and if
she were Pushing it, the Cast Chance would go to an 9.
Niccolo is fighting a Demon Knight. He has taken some damage to one arm and wishes to repair it using Simple Self-Healing
(DoM 1, Self-Shapings). This is an Immediate Spell, so he is able to cast it without interfering with his fighting. He has a 15
Magic Talent and DoM 8 Mystical Theory, but he is in melee and has taken 5 points of damage already in the Round. His
Base Cast Chance is 30 (15 + 1 + (2 x 7)) but he suffers the following minuses: -2 CC for the DoM of the Spell being cast, -2
CC from being in combat, and -5 CC from the damage taken in the previous 30 subphases, for a total of -9 CC. The Spell will
go off on a 21 or less; however, Spells will always fail to go off on a roll of "20".
SPELL CASTING
A Mage’s DoM in Mystic Theory and a Cleric’s DoM in Theology enable them to cast a set number of Immediate Spells each Round.
These Spells may be cast without penalty at or after the subphase corresponding to the number of Immediates on the Melee Round
Table. However, both Mages and Clerics may “pull“ Immediates forward at the penalty of -2 CC per Spell. This Cast Chance penalty
applies until the subphase at which the Immediate would normally have been cast is reached.
Example: Knol Nugget is traveling with Jaelle and Grausome when they are set upon by a dozen Demon Knights. Knol has
DoM 13 Mystic Theory, which gives him 5 Immediates per Round. He can use these Immediates at subphases 3, 9, 15, 21,
and 27 (and more at each 30 subphases after). In the first 7 subphases, he Casts seven Logos Spells: 3 Pushed Mystic Shields
and 4 Pushed Weapon Energize I’s. The first Mystic Shield is at -2 CC and the final Weapons Energize I is Cast at -14 CC (in
11 Operations Manual januari 20, 2023
addition to all other penalties). Knol then rises into the air and begins prepping a Pushed Lightning Storm, leaving Jaelle and
Grausome to begin destroying the Demon Knights in melee combat. By the time Knol finishes the one Round Spell at
subphase 38, his Cast Chance penalty from pulling the Immediates forward will have diminished to -2 CC.
If the number of Rounds needed to cast the Spell have been completed, the Spell will be resolved at the beginning of the
subphase in which the Spell was started. Precedence of action is determined by Magic Talent (for Magical Spells) or Faith (for
Clerical Spells), with the higher number going first. Spells may be aborted at any time, as demonstrated below.
Example: Isaac and Keri, two Characters with Mage Spell Lists, are attacked by a rock troll. Both of them prepare attack
spells at the first subphase, while the rock troll is still some distance away. During the Round, the rock troll advances toward
them. At the first subphase of the next Round, Keri (with a Magic Talent of 18), casts a Maelstrom (Elemental Water, DoM 6)
at the troll, and rolls to hit. The referee informs her that she has hit the rock troll in the head, killing it instantly. Isaac, with a
Magic Talent of 16, finds himself without a target for the Incinerate (Elemental Fire, DoM 6) Spell he wished to cast at the
rock troll, and ceases casting.
If the Caster rolls higher than his or her Cast Chance on a d20, the Spell fails and the Caster loses the SPP needed to cast the
Spell. All Spells fail on a roll of 20. If a Caster fails his or her Cast Chance by 5 or more on a d20, the Spell has been miscast and a
Spell Fumble occurs. If a Pushed or Boosted Clerical Spell's Cast Chance is exceeded by 5 or more on the d20 roll, the Spell has been
miscast and a Spell Fumble occurs.
When a Spell Fumble occurs, the Caster must roll on the Spell Fumble Table and apply the results. A d20 is rolled and the
DoM of the Spell being cast is added to it. This number is found on the Spell Fumble Table, and the result is noted. The Game Master
must use his or her discretion when applying some fumble results.
Example: Sean O'Malley is attempting to cast a Lightning Bolt Spell (Elemental Air, DoM 3). His Magic Talent is 16, and he
has DoM 2 Mystical Theory. This gives him a Cast Chance of 13. He rolls an 18, indicating that he has fumbled the Spell.
Rolling on the Spell Fumble Table, he gets a 12. The DoM of the Spell (3) is added to that, yielding a result of 15. On the
Spell Fumble Table, a 15 indicates that the Spell reverses itself and affects the Caster if harmful. The Game Master rules that
Sean O'Malley must roll to hit himself with the Lightning Bolt.
A Character may miscast a Boosted Clerical Spell and suffer the effects of a Spell Fumble, just as if he or she were casting a
Magical Spell.
When a Character miscasts a Pushed Spell, whether Clerical or Magical, the effects of the fumble are resolved in a slightly
different fashion. When the d20 is rolled for the miscast, before the DoM of the Spell is added to the result, the d20 roll is increased
by the DoM of the Spell, once for every aspect of the Spell that has been Pushed. The maximum number attainable before the normal
addition of the DoM of the Spell is still 20, but this serves to bias the results toward the worst possible fumbles for a given DoM of
Spell.
Example: Peter is casting a Maelstrom Spell against a target that is 400 feet away. In order to hit the target, he must Push the
Spell for range. In addition, he wants to Push it for effect, so as to do 150% damage. Peter has a Cast Chance of 14 with all of
this, as he has a Magic Talent of 19 (including a Familiar; see Demonology, DoM 2) and DoM 10 Mystical theory.
Unfortunately, he rolls a 19 and fumbles. He rolls a d20 for the effects of the fumble and rolls a 1. Before adding 6 (for the
DoM of the Spell) to that rolled number, he adds the DoM of the Spell twice over: 12. This gives an effective roll of 13,
yielding a fumble result of 19. If Peter had rolled a 9 on the d20, he would have again added 12 to it, getting 21. The highest
number he can get is 20, though. The results would look something like this:
Roll = 1 Result = 19
2 20
3 21
12
4 22
5 23
6 24
7 25
8 26
9 26
10 26
... ...
20 26
When a Pushed Spell is miscast, it is not possible to suffer a worse fumble result than when Casting the Spell normally; however, as
Peter is about to learn, the more deadly results become more likely.
XE "Spell effects"14-17 The Spell affects the Caster if harmful, or an opponent if beneficial. If
non-applicable, the Spell effects are reversed.
XE "Spell effects"18-19 As for 14-17, but the Spell effects are doubled.
26-27 Caster's mind snaps and he or she goes insane. Specifics are left to the
discretion of the Game Master.
28-29 The Caster accidentally rips a hole in the fabric of the dimension. It
will close in 1 to 6 Rounds, but during the time it is open anything the
Game Master desires may wander out.
SAVING THROWS
Many of the Spells included in Quest have some form of Saving Throw given that will allow the Spell's Target to avoid its effects.
Spells with Saving Throws list it at the top of the Spell description: ST: some Statistic. This is the Statistic which must be rolled equal
to or less than on a d20 in order for the Target to avoid the Spell's effects. Bonuses to Saving Throws can be obtained by expending
experience. Higher DoM Spells carry an inherent penalty to the target's saving throw, in addition to any minuses which may be written
into the Spell. Consult the chart below for the penalties:
1,2 -1
3,4 -2
5,6 -3
7,8 -4
9,10 -5
For every DoM the Caster possesses in Mystical Theory or Theology, he or she may expend an additional 2 SPP when casting the
Spell and subtract a further -1 from the Saving Throw. This is called Boosting. In addition, certain Spells may give bonuses or
penalties to Saving Throws.
Exclusionary rule
Spells of a similar type are not cumulative. That is, Spells that aid or increase a specific aspect of a Character, such as CR, DR, or
Saving Throws, are not additive. Rather, the most beneficial Spell effect will operate to the exclusion of all others. This stricture
applies to both Magical and Clerical Spells. The Exclusionary Rule does not apply to Healing Spells or damage-causing Spells. Note
that in the case of Spells which give bonuses in more than one area, or which have other effects, only those effects held in common are
subject to exclusion.
Example: Niccolo and Hilary are preparing to enter combat with a dragon. Niccolo casts an Air Shield (Elemental Magic-Air,
DoM 2) on himself, Pushing it for effect. This gives him a bonus of +3 to melee DR and +6 to missile DR. Hilary casts St.
Margaret (Christian Protections, DoM 3). This affects both of them, adding +2 to both DR and armor absorption. Niccolo
cannot benefit from the additional DR, but does gain the bonus to armor absorption.
MELEE
The Melee section of the rules is concerned with "natural" (as opposed to supernatural) means of killing or incapacitating individuals.
It should be noted that, as a general rule, the weapon damage values given in Quest are slightly undervalued, and the capacity of
creatures to absorb damage is slightly overvalued. This was a conscious decision on the designer's part, so as to increase Character's
"survivability." Players and referees will still find that melee and missile combat are deadly, but not as dangerous as that which is
found in a real-life situation. As a simulation, "natural" combat has been found to be adequate.
Before going into the details of melee, a note on armor is necessary. As explained in the Player's Manual, armor reduces
damage. Where "non-magical" armor is mentioned, it refers to the physical armor being worn by a Character or creature. "Magical"
armor is that protection accruing from Spells and various Enhancements from the Enchantments Spell Lists. If armor is Enhanced
using the latter, only the Enhancement bonus counts as magical armor.
Example: Charles has a suit of high-carbon steel heavy chain, with an Enhancement One cast upon it to increase its damage
absorption by +1. If struck by a normal weapon, the armor's damage absorption is 8 in the Torso, and 7 in the limbs.
However, if struck by a Lightning Bolt (Elemental Magic-Air, DoM 3), an attack not stopped by armor, he would only gain
the benefit of one point of damage absorption.
A Character has several options in a melee situation, and each of these will be discussed in detail. As a general rule, the use of
an option will consume some fraction of a Blow. The options are:
ATTACK
ATTACK: This option consumes an entire Blow, and the Character or creature (hereafter the Attacker) may perform an attack with his
or her chosen weapon. The Attacker subtracts the target's Defensive Rating (DR) from his or her Combat Rating (CR) with the
attacking weapon. The resulting number is the Attack Number. It may be modified further by circumstance, as specified in the tables
below. The modified Attack Number column is found on the Melee/Missile Chart (below), and the Attacker rolls a d100. The die roll
is found in the appropriate column as specified above, and the given result is applied. The Attacker Column used depends on the
target; humans, quadrupeds, and very large animals (those which the Attacker cannot reach all of) are all in different columns. In
addition, there is a separate column for attacks using Martial Arts-Holds and Throws. If the attack is successful, the Attacker then rolls
for the damage done and applies it against the given body part (as indicated by the Attacker's die roll and the appropriate column) after
adjusting for armor. The damage done may have a variety of effects, depending on the amount and the body part struck. A number of
results call for 1/2 damage to a given body part. In those cases, damage rolled is halved and rounded up.
The Attacker's CR is determined by his or her Statistics and Degree of Mastery with the weapon used, as described in the
Player's Manual. The target's DR will depend not only on his or her Statistics and weapon used, but on the type of weapon the Attacker
is using. If the Attacker is using a non-firearm missile weapon, the target will receive the full benefit of his or her Base DR (w/Armor),
Shield Bonus DR, and the effects of a Dodge (see below). With the exception of Martial Arts, Shield bash, and Oriental Fencing, skill
with a melee weapon will not aid the target in avoiding missiles. If the Attacker is using a firearm, the target receives the full benefit of
his or her Base DR (w/Armor) and the effects of a Dodge. Shield Bonus DR may or may not apply against a bullet, depending on the
range from which the bullet is fired (see FIREARMS, in this section), although the additional armor to the Shield Arm is always
counted. If the Attacker is using a melee weapon, the target will receive the full benefit of his or her Base DR (w/Armor), Shield
Bonus DR, Weapon Bonus DR, and the effects of a Dodge.
The Attacker may not move more than his or her Agility in feet in a subphase and still attack (see Movement for an example),
and may not in any case move in a subphase after attacking.
15 Operations Manual januari 20, 2023
DODGE
DODGE: This maneuver consumes one Blow and does not interfere with movement at a Walking or Trotting pace (see below). The
Character receives 1/5 of his or her adjusted Agility (round .6 and higher up) as a bonus to DR. If a Character has more than one Blow
in a Round, he or she may expend one Blow to Dodge and attack with the other(s) at a -3 penalty to CR.
MOVEMENT
MOVEMENT: There are four speeds of movement, which will cover different amounts of distance during a Round. They are:
A Character may not Trot for more than (Constitution * 10) Rounds, Run for more than (Constitution * 2) Rounds, or Sprint for more
than (Constitution/8) Rounds. Characters with DoM 4 Outdoorsman-Forest, Plains, or Jungle may Trot or Run for 5 times the amount
of time given. These movement rates are given for the average bipedal humanoid. For each foot of height less than five feet or over six
feet, subtract or add (respectively) 5% to the movement rate.
The Character divides his or her movement rate by 30 and may move that amount in each subphase, regardless of whether or
not he or she may use a Blow in that given subphase. If the Character moves more than his or her Agility in feet in the 3 subphases
before which he or she could use a Blow, that Blow is lost. The only exception to this is Charging (see below).
Example: Turrell has a 12 Agility in armor and gets four Blows with a broadsword. He can Run 360 feet in one Round, thus,
12 feet in a subphase. At the beginning of the Round, he is 150 feet from a pair of rock trolls. He begins to run towards them.
He will reach them partway through subphase 12, when he is able to take a Blow, but would have moved 36 feet in the
previous 3 subphases. His Agility is only 12, so doing that would cause him to lose his Blow at that time. Instead, he elects to
stop short of the rock trolls, and move the remaining distance before subphase 19, when he can next attack.
Flight
Another means of movement frequently utilized by Characters and creatures is flight. Creatures with wings or other means of flight
are covered in the World Book. Characters may receive the ability to fly from several different spells (Buddhism Meditations, DoM 3;
Confucianism/Tao I Ching: The 2nd Eight (Creativity) DoM 3; Hinduism Raja/Dhana Yoga, DoM 2; Satanism Granted Powers, DoM
2; Elemental Air, DoM 3). The Game Master should keep in mind that only Air Mages (those with the Spell list Elemental Air) are
natural flyers. Until other Characters develop proficiency with flight through repeated use, the Game Master may require rolls for
flight control. The first three Spells mentioned above have a fixed air speed and an upper limit to how much the Character can carry.
The DoM 2 Spell Transvection (Satanism-Granted Powers) has a top speed of 40 mph but works effectively only on naked,
unencumbered Characters.
The most commonly used spell is the DoM 3 Flight Spell from the Elemental Air Spell list. The flight speed with this spell
varies depending on the weight of the individual and his or her gear. A Character with a weight of 165 lb. will have a flight speed of 20
mph. For every 10 lb. over 165 lb., the flight speed drops by 1 mph. For every 10 lb. under 165 lb., the flight speed increases by 1
mph. This Spell may be Boosted for speed: each 2 SPP and -1 Cast Chance penalty taken will add 1 mph to the base speed of 20 mph.
As with other Spells, the Mage may only Boost once for each DoM of Mystic Theory.
16
Consult the table below for movement rates and distances for various weights. Use common sense in determining a
Character's total weight with equipment. A suit of chain armor, 2 swords, a shield and an adventurer's backpack with supplies will
weigh somewhere between 60-75 lbs. A person in reasonable shape cannot carry more than 1/3 of his or her body weight without
suffering the chance of physical injury.
PARRY
PARRY: A Parry is a defensive maneuver expending one Blow that may be performed against a melee weapon, but is generally
ineffective against missile weapons. Exceptions to this are found in the Martial Arts Disciplines, Oriental Fencing, and Shield Bash,
which allow the parrying of all missile weapons except firearms; and Advanced Melee Weaponry, which allows a Character to Parry
thrown missile weapons. When attempting a Parry, the Character subtracts the Attacker's CR with the weapon used from his or her
Parry Rating (PR) with the Parrying weapon. The result is used exactly as if it were an Attack Number: The appropriate column on the
Melee/Missile Chart is located, the Character rolls percentile dice, and the Parry column is consulted for results. A Block result
indicates that the Parry was successful, and the attack does no damage to the Character. If the Character has DoM 3 Fencing, a
Block/Counter result indicates that the Parry was successful and the Character may attack the Attacker with his or her Parrying
weapon without expending a Blow.
17 Operations Manual januari 20, 2023
The Character's PR is also modified by weapon damage. For every 3 points difference in maximum damage between the
Character's Parrying weapon and the Attacker's weapon, 1 is subtracted from the Character's PR. This modification includes strength-
related damage adjustments and weapon base damage, but does not include any magical or other bonuses to damage.
Example: Turrell, with a PR of 9 using a broadsword, becomes the object of an ogre's attention. At subphase 15, the ogre
swings at Turrell with a club (1d6+2 base, +5 for a 22 Physical Strength = 1d6+7) and scores a hit. Turrell attempts to Parry.
The broadsword is a 1d6+2 weapon, and Turrell has an 18 Physical Strength, so he does 1d6+5. He is using a sword made
with Advanced Forging Techniques (DoM 4 Craftsman) for +1 damage, but that does not count towards his damage for the
purpose of modifying PR. There is a difference of 2 between their damage bonuses, so no modification to PR is made. The
ogre has a 4 CR, subtracted from Turrell's PR gives a difference of +5. The +5 column on the Melee/Missile Chart is
consulted, and Turrell rolls percentiles. He rolls a 37 and easily deflects the ogre's pathetic attack. If the ogre were using a
two-handed sword (1d6+6 base, +5 for strength = 1d6+11), the difference would be 6, for a -2 to Turrell's PR. In such a case,
the +3 column would be used. In that column, a 37 fails to Parry the attack. Fortunately for Turrell, ogres don't use two-
handed swords.
In practice, the use of a Blow for parrying is only declared after the Attacker has rolled his or her attack. Thus, Parries are
never attempted against attacks which missed. If a Character is using a weapon such as a quarterstaff, for which two Parries are
received for every Blow expended, the unused Parry is held and may be used at any time during the next 30 subphases.
If a Character has already attacked in a subphase and is hit before his or her next Blow, he or she may take that next Blow out
of turn as a Parry (also known as "Pulling a parry").
Example: It is subphase 3. Pendaren, fighting with a quarterstaff and receiving six Blows per Round, has just attacked one of
three rock trolls facing him. Before he can attack again, the other two strike at him at subphase 6. One misses; the other hits.
Pendaren elects to use his next Blow (which would normally come at subphase 8) to Parry the attack. He then may not attack
at subphase 8, but since Quarterstaff allows 2 Parries per Blow, he has a "floating" Parry, which he can use against any one
melee attack prior to subphase 38.
Extra Parries received through the Advanced Melee Weaponry Disciplines may be taken at any time in the Round without
interfering with any activity.
RELOAD
RELOAD: After being discharged, a crossbow or firearm usually must be reloaded. The reloading process may take more than one
Blow, as specified in the description of the weapon in the Player's Handbook. While some weapons may be reloaded while moving,
others will require the Character remain stationary. If the weapon being reloaded allows movement, the Character may move at a
walking pace only. The Character may Dodge while reloading, with the usual expenditure of one Blow. A Character with a Physical
Strength of 19 or higher and a pair of gauntlets may reload a Light Crossbow without expending a Blow.
SPELL CASTING
SPELL CASTING: If a Character begins casting a Spell during a subphase, he or she (as noted above) may not move more than his or
her Agility in feet in the 3 subphases before beginning to cast the Spell, and may not move while the Spell is being cast. Also as noted
above, a spellcaster may choose to cease casting a Spell at any time during the Round, losing only those Blows which would normally
have been expended before aborting the Spell.
Example: Keri is spotted by a griffin, which begins to fly toward her. She begins to cast a Maelstrom spell at subphase one.
The griffin spends its first Blow (it has four Blows) closing in, arriving at subphase 4. At that point, Keri ceases casting and
draws a rifled flintlock pistol, with which she gets three Blows. Before the griffin can act again (at subphase 12), Keri will
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have a chance to shoot. If the griffin were closing from a greater distance and spent its first two Blows closing in, and Keri
did not cease casting until the griffin was within melee range of her, she would lose her first Blow with the pistol.
In addition, when a Character is casting a Spell while engaged in melee combat, he or she loses any DR bonus from weapon
proficiency. Shield DR Bonus is retained, however.
Aside from the six basic options above, there are a number of special cases not covered. These are given below.
BLOW RESOLUTION
BLOW RESOLUTION: Occasionally, a Character will switch weapons during a melee Phase. If the weapons used have unequal
numbers of Blows, the following procedure is used:
1) If the two weapons' Blows are within one of each other (i.e., switching from a weapon with three Blows to one with two, or vice
versa), the Character will receive all Blows remaining in the Round with the second weapon.
Example: Keri receives three Blows with rifled flintlock pistol. On her first Blow, the pistol misfires. Her backup pistols are
unloaded. There is a group of five rock trolls advancing on her. At subphase 8, as the rock trolls are closing, she draws a
grenade (with which she receives two Blows) and tosses it into their midst. At subphase 23, she could take another Blow with
grenade, but there are no targets left.
2) If the two weapons' Blows differ by more than one, Blows are pro-rated.
Example: Charles is using a bastard sword as a two-handed weapon, and has four Blows in that style. A second group of rock
trolls, not wanting to attack Keri (they read the previous example), are after him. He spends his first two Blows strewing
carnage through the rock troll ranks, but after his second Blow one manages to incapacitate his left arm. He only gets two
Blows with the bastard sword as a one-handed weapon, so he is considered to have expended his first Blow (2 Blows used/4
Blows = 1 Blow used/2 Blows). If he had begun the Round using the bastard sword as a one-handed weapon and had
switched to using it two-handed after his first Blow of two, he would have two Blows remaining.
DROPPING WEAPONS
DROPPING WEAPONS: If a Character or creature rolls poorly on an attack, he or she may drop his or her weapon (a Drop Weapon
result on the Melee/Missile chart). The weapon is considered to have fallen at the feet of the Attacker, within easy reach. The
Character may choose to expend the next full Blow and retrieve the weapon, or attempt to snatch the weapon up from the ground and
use it. A Saving Throw vs. Manual Dexterity at -5 will retrieve the weapon and restore the Character's full DR and PR. With a Saving
Throw vs. Manual Dexterity at -10, the Character may strike at the current Blow with no penalty.
Example: Keri is back at it with a pair of rock trolls (they didn't read the example before last). At subphase 6, she kills one
with a pistol shot. The other one is able to attack before she can, as it gets two Blows with its mace. It gets a Drop Weapon
result. As it looks up from where it dropped its mace, the last thing it sees is the muzzle of Keri's backup pistol at subphase 16
(she's loaded them since the other example).
If a Drop Weapon result occurs with a missile weapon, the question of whether the projectile or the weapon itself drops is left
to the referee's discretion.
If the "weapon" in question is a body part (claw/tooth/hand/foot/etc.), the Attacker loses all further Blows in that subphase
and must make a Saving Throw vs. Agility to avoid expending a Blow regaining his or her balance.
Example: Kiyushori is fighting a bear. The bear gets four Blows with each paw and four Blows with its bite. Kiyushori gets
four Blows with Martial Arts-Blows, and may attack twice per Blow (see Martial Arts-Blows, DoM 6). At subphase 4, he
attacks the bear before it can attack him (he has a high Manual Dexterity). He inflicts minor damage on the bear. The bear
19 Operations Manual januari 20, 2023
misses him with its first claw attack, and gets a Drop Weapon result on the second attack. It loses its bite attack for that
subphase, and must make an Agility Saving Throw to avoid losing all of its Blows at subphase 12. It does so. With
Kiyushori's first attack at subphase 12, he gets a Drop Weapon result and loses his second attack. In addition, he fails his
Agility Saving Throw. As he looks up at half a ton of fur, muscle, claws, and teeth, Kiyushori wonders if he should have
taken this job.
BREAK WEAPON
BREAK WEAPON: If an Attacker rolls very poorly on an attack, he or she may break a weapon (a Break Weapon result on the
Melee/Missile chart). Weapon construction, materials, and magical effects will all make the weapon harder to break, in the following
manner:
Breakage Modifiers
Construction/Material/Magic Reference Break Chance Modifier
Enhancement Five through Enhancement Ten Enchantments and Greater Enchantments -5 to -10
All Break Chance Modifiers are cumulative. For example, a sword made out of mild steel, using Advanced Forging Techniques, and
Enchanted using Enhancement Two would have a Break Chance Modifier of -4.
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-1 01 or 02
-2 01
If a Break Weapon result is called for and the weapon (because of its construction) does not break, it is dropped (as in
Dropped Weapons, above).
As with the Drop Weapon result, when a Break Weapon result occurs with a missile weapon, the question of whether the
projectile or the weapon itself broke is left to the discretion of the Game Master.
If a weapon is an integral part of the Attacker's body, a Break Weapon result causes the Attacker to sustain 1d6 to the
attacking member. This damage is not stopped by armor, mundane or magical.
On the Martial Arts-Holds and Throws column of the Melee/Missile chart, the Break Weapon result is replaced with Sprain
Limb. If the Attacker incurs this result, a random limb is sprained. A sprained limb is useless, although the damage will not count
against the limb's hit points. A Body Healing I (Healing, DoM 4) will repair the sprain, as will Self-Fracture Repair (Self-Shaping,
DoM 5); otherwise, the damage will heal in a week.
Example: Kiyushori (he got away from the bear) gets four Blows with Martial Arts-Holds and Throws. He is attacked by two
rock trolls. On his first Blow, he throws one to the ground and knocks it unconscious. On his second Blow, he gets a Sprain
Limb result and twists his ankle while attempting to throw the second rock troll. He falls over. The rock troll, seeing that its
target is prone on the ground, attacks. It gets a Break Weapon result and snaps its mace in half on a convenient rock. It then
draws its backup weapon. Kiyushori considers asking the author for hazard pay.
COUP DE GRACE
COUP DE GRACE: If and when Characters wish to kill unconscious, paralyzed, or otherwise completely helpless targets, the Game
Master must review the Character's Disciplines. A Character with either Assassin or Life Sciences may automatically kill such targets,
one per Blow, if the Character has a weapon that will penetrate the target's armor. A Character using a firearm or missile spell capable
of penetrating the target's armor may also automatically kill a downed foe. Characters with any of the Martial Arts Disciplines may
make a d10 roll against their DoM in Martial Arts to "auto-kill." All other Characters must make a d20 roll against half of their
Intellect. In the last two cases, failure to make the roll results in the Character rolling an attack on the +5 column of the Melee/Missile
chart and applying the result to the target. Thus, even if the roll is failed, the target may still take damage.
21 Operations Manual januari 20, 2023
Example: Kiyushori managed to finish off the rock troll that was attacking him. Now the other one is showing signs of
regaining consciousness. Kiyushori crawls over to its body and attempts the coup de grace. He rolls a d10 against his DoM in
Martial Arts-Blows (DoM 7--the same as his DoM in Martial Arts-Holds and Throws), and gets a 6. The second rock troll
expires in some suitably nasty way.
DISENGAGING
DISENGAGING: When a Character is engaged in melee with an opponent, he or she may wish to disengage for one reason or another.
The Character must announce that they wish to attempt to disengage at the beginning of a melee subphase. He or she must then
attempt to Parry any and all Blows in that melee subphase, with a -2 penalty to PR. If the disengaging Character's opponent(s) all
miss, have their attacks Parried successfully, or score no more than a half-damage arm hit, the Character disengages and may move up
to half of his or her movement with Running speed for that subphase. Otherwise, the Character has failed to disengage and must
remain in melee until his or her opponent(s)' next attack(s), at which time he or she may again attempt to disengage. Note that
opponents that lack a melee attack, are stunned, or are casting a Spell do not "engage" the Character. That is, a Character need not go
through the above procedure to retreat from such opponents. In addition, if an opponent does not wish to keep a character engaged, it
is not necessary to go through the disengagement procedure. Flying Characters or creatures may automatically disengage from
ground-bound Characters or creatures, and very large creatures may automatically disengage from human-sized (or smaller) attackers.
Example: Charles is off fighting rock trolls again. He is engaged by three of them, and wishes to disengage. He has a PR of 8,
adjusted to 6 for the disengagement penalty. Two of the rock trolls miss him, but the third one hits. Charles tries to Parry and
succeeds. He is then free to move up to 4 feet (Agility of 7 = Running rate of 210 feet/Round; 210 feet/30 subphases = 7 feet
per subphase; he can move half that, rounds up to 4 feet) away from the rock trolls. In the next subphase he can move an
additional 7 feet away. It is more likely, though, that one or more of the rock trolls would want to disengage from fighting
Charles. Suppose Charles has incapacitated one opponent, and the other two wish to disengage. Charles attacks one of them.
THE OTHER ONE MAY AUTOMATICALLY DISENGAGE. (If a Character attempts to disengage and is not attacked,
disengagement is automatic.) The remaining rock troll attempts to Parry. Charles' CR is 8. The troll's PR is 5, less 2 is 3. It
needs a 74 or higher on percentiles to Parry. Things don't look good for the rock troll.
Meanwhile, the disengaged rock troll is thanking the author for its good fortune, when it comes upon Kiyushori, limping
down the road with a sprained ankle. Neither of them wish to engage the other in combat, so they each go their separate ways.
Any other action the disengaged Character may wish to take will depend on the normal melee sequence. Note that this
procedure should be used whenever a Character wishes to break off melee combat. One cannot simply run from combat. If a Character
or creature wishes to leave combat without disengaging his or her foes, all foes in range should receive free parting shots as the
Character or creature leaves.
Disadvantages
1) Unless the Character is using a thrusting polearm, he or she may not strike straight ahead of him- or herself. The Character
may only strike to the left and right.
2) If the Character is not riding a trained war-horse, he or she must make a Horsemanship Roll every Round, or the horse will
panic and flee from combat.
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3) A Character with Martial Arts-Holds and Throws may not exercise the Discipline from horseback.
4) A Character with the Fencing Discipline loses all bonuses to DR gained therefrom when attacking from horseback. Note that
Characters with Oriental Fencing suffer no such penalty.
5) Characters with Martial Arts-Blows and -Weapons suffer a penalty of -2 DoM in the Discipline when attacking from
horseback.
6) If a Character becomes stunned while riding, he or she must make a Horsemanship Roll every Round to avoid falling off of
the horse.
7) A Character may not fight with a weapon in either hand, or with a two-handed weapon, until his or her Horsemanship Roll is
at least 13. No roll is necessary once the potential is there.
Advantages
8) If a Character makes a Horsemanship Roll, his or her mount's movement does not affect the Character's expenditure of
Blows.
9) If the Character is riding a trained war-horse and makes a Horsemanship Roll, he or she may have the horse attack with its
front hooves, or strike in tandem with the horse's rearing action and gain a +1 to his or her damage. This is not possible when
charging, however.
10) When fighting human-sized opponents, a mounted Character will gain the +1 CR bonus for striking down at a target (see
Melee Factor Chart).
11) If the Character makes a Horsemanship Roll, he or she may have the horse trample a fallen foe.
12) A mounted Character will lose one less point of Agility from armor.
Any other fanciful mounts which the Game Master may wish to introduce may be used in a campaign, and for such as these some of
the above rules may be different.
FIREARMS
FIREARMS: Firearms, although not common or even known in many fantasy settings, are described in the Quest rules, and some of
their peculiarities will be covered here. Since the easiest firearms to make are black-powder weapons, it is likely that most of the
firearms found in a campaign will be of this sort. The Game Master should realize that black-powder weapons are highly susceptible
to fire, and will not fire if damp.
As has been noted elsewhere in the rules, firearms are "armor-penetrating." At short range, physical (not magical) armor will
have only 1/4 of its normal value. At medium range, such armor will have 1/2 its normal value, and at long range it will have 3/4 its
normal value.
A shield will only aid the Character's DR if its adjusted armor value is greater than 0. At close range, only a tower shield will
be effective. At medium range, both kite and tower shields will add to DR, and at long range all shields add to DR.
Example: Keri is defending herself against a brigand wearing a chain hauberk (4 points of torso armor, 3 points of limb
armor). The brigand is armed with broadsword and kite shield, and has a missile DR of 5, while Keri is armed with a rifled
flintlock pistol, and has a CR of 9. As the brigand closes, Keri will get a shot at long range and a shot at close range before he
reaches her. On her first shot, he gets his full 5 DR, but she hits him in the abdomen anyway. Since this is at long range, his
armor is at 3/4 effectiveness: 3/4 of 4 is 3, so he has 3 points of armor against the attack. Keri's second shot is at close range.
23 Operations Manual januari 20, 2023
Now the kite shield's bonus DR is ignored, so the brigand has a DR of 2. Keri hits him in the chest. At this range, the chain
hauberk stops only 1 point of damage. Once again, we see that it is unwise to cross Keri.
GRENADES
GRENADES: In addition to firearms, other sorts of ordnance are also possible in Quest. One of the more noteworthy of these is the
grenade. A number of different types of grenade are possible, but all have a few elements in common.
In the description of the grenade in the Technical Appendices, its radius of effect, number of attacks, and damage are given. A
grenade will inflict a number of attacks on each target in the radius. Each attack is resolved on the +5 column of the Melee/Missile
chart, and each attack is considered to be a firearm attack at close range, i.e., non-magical armor is at 1/4 effectiveness.
Example: In a previous example, Keri tossed a grenade into a group of five rock trolls. If it was a black-powder grenade,
those rock trolls within 2 feet of the impact point would be attacked four times on the +5 column for 1d6+2 each. Those in
the range from 3-4 feet would take three such attacks, those from 5-6 feet would take two, and those in the 7-8 foot range
would take one.
As with the DoM 9 Elemental Magic Spells, larger targets will take more attacks and smaller targets will take fewer. A prone
human, for example, would take one less attack than normal. Depending on circumstance, the Game Master may allow a Character an
Agility Saving Throw at some penalty to move away from the grenade before it detonated.
TWO WEAPONS
TWO WEAPONS: Characters may find themselves in the position of fighting with a weapon in either hand. The most common
European combinations are rapier and main-gauche, two single sticks, or two daggers. Proficiency with these combinations falls under
the Fencing Discipline. More unusual combinations, such as broadsword/hand axe, two broadswords, etc. may also be found, and
expertise with such is covered in the Two Weapons Discipline.
As a rule, in non-ambidextrous Characters, the off hand has a Physical Strength 2 below that of the dominant hand. If a
Character uses two weapons without either Fencing or the Two Weapons Discipline, he or she will be at a penalty of -3 CR with any
attack and -3 PR with any Parry (-2 CR and -2 PR if the Character is ambidextrous).
In a similar fashion, if a Character must switch his or her weapon to the off hand because of damage, the Character will incur
a penalty of -2 CR and -2 PR while attacking or Parrying. Ambidextrous Characters incur no penalty.
Example: Turrell is fighting a group of bandits. He is armed with broadsword (with which he receives four Blows) and shield.
One of the bandits manages to break his shield (see Breaking Shields, below). Turrell is ambidextrous, and draws a second
broadsword with his left hand. He now receives four Blows with each weapon, at a penalty of -2 to his CR with each attack.
ADVANCE/FORCE BACK
ADVANCE/FORCE BACK: During a melee, a lesser warrior will usually be forced to give ground to one of superior skill. In an
exchange of blows, if one combatant scores a "higher" hit than his or her proximate opponent, the opponent struck may be forced to
retreat five feet. This may be modified by the situation: If the opponent is backed against a wall, they may receive a penalty to DR at
the option of the Game Master. Note that Characters and creatures can be forced back over cliffs, river banks, castle walls, and other
dangerous terrain.
The hierarchy of hits is (from lowest to highest): Break/Drop Weapon-Miss-1/2 damage arm-any limb-torso-head. An attack
must do damage in order to force an opponent back, although scoring a "higher" hit than an opponent will keep him or her from
24
forcing the combatant back. If a Character may strike an "unanswered" Blow, that is, the Character has more Blows than his or her
opponent, the Character may force back his or her opponent by scoring at least a full-damage arm hit and doing damage with it.
Example: Turrell is attacking a Lich (see Monster Manual, Undead). Before he can reach the creature, he must fight his way
through its guard of zombies (see Monster Manual, Undead). During subphase 1, the Lich begins to cast a spell. Turrell must
reach it before the spell is cast. At his first Blow of four, he hits one zombie in the head and elects to force it back. With his
second Blow, he attacks the next zombie between him and the Lich. He only gets a 1/2 damage Shield Arm hit, however, and
may not force the creature back. The zombies' attacks on him at subphase 15 (they only get one Blow) all fail to penetrate his
plate armor, so he is not forced back himself.
RETREAT
RETREAT: During a melee, a Character may wish to deliberately give way before an attacker, while remaining engaged in combat.
This is accomplished with the Retreat maneuver. The Character may back up five feet when attacked. He or she will receive a +2
bonus to DR, but will incur a -2 penalty to CR and/or PR. If he or she is not pursued, the Character is considered to have disengaged.
Example: When we last saw Turrell, he was attempting to reach a Lich before the end of the Round. Before he takes his third
Blow, he sees that he cannot reach the Lich in time. Therefore, he retreats at subphase 26. He is not pursued, and is thus free
to run around a corner to avoid the Incinerate spell which the Lich was about to throw at him.
CHARGING
CHARGING: When using a polearm, a Character may charge into combat. No extra damage is done, but the Character may move
more than his or her Agility in feet before attacking. The motion must be on a straight line from the Character's starting point to the
target.
Example: Theodore gets one Blow with spear. He sees a boar attacking his compatriots. He begins to run toward the boar. By
subphase 15, he has reached it, and may roll his attack.
MARTIAL ARTS
MARTIAL ARTS: The skills of unarmed combat can be quite different from the normal medieval weapons play. Characters who have
no Martial Arts skills are at -1 PR against attacks from a Marital Artist using Blows or Holds and Throws. Martial Arts-Blows and -
Weapons are treated in a similar fashion to normal attacks and use the same columns on the Melee/Missile chart. Martial Arts-Holds
and Throws is quite a different matter. When this Discipline is being used it uses a special column on the Melee/Missile chart. A
Throw will only inflict damage if a specific body part is mentioned; otherwise, a Throw Foe result indicates that the target has been
knocked to the ground and has a chance of being stunned or rendered unconscious. A Stagger Foe result indicates that the target has
been pushed slightly off-balance. Until his or her next attack, the target is at -1 DR. A Hold will temporarily incapacitate the held
member for use only, i.e., a head hold will not necessarily render the target unconscious, but will drastically hinder the target's actions.
Once a Hold has been established, however, the Character may elect to do damage to the held member as specified in the Martial Arts-
Holds and Throws Discipline.
Another option for the Character, as described in Martial Arts-Holds and Throws, is to attempt to choke an opponent into
unconsciousness once a head hold has been gained. If the Character does not do sufficient points on the choke to exceed the target's
Constitution, the target will regain "choke points" at the rate of 1/4 of his or her Constitution per Round. For every 1/4 of the target's
Constitution it has taken in "choke points", the target receives a -1 penalty to CR, DR, PR, and damage, and has a -3 penalty to Cast
Chance.
25 Operations Manual januari 20, 2023
A Character using Martial Arts-Holds and Throws may not attempt to throw a stationary target weighing more than twice
what the Character could lift. If the target weighs more than the Character could normally lift, all Throw Foe and specific body part
hits are treated as Stagger Foe. It is, however, an axiom of unarmed combat that a moving opponent is much easier to throw than a
stationary one. For every 3 feet the target has moved in the subphase on which the Character attempts a throw, the Character may add
+2 to his or her effective Physical Strength for the purposes of determining lifting capacity, and the target incurs a penalty of -1 to his
or her Saving Throw vs. Constitution to avoid becoming stunned or unconscious.
The Game Master should keep in mind that the unarmed combat skills included here were designed to be used against human
and humanoid foes. Common sense should be used when determining the limitations on Martial Arts-Holds and Throws. For example,
it is clearly impossible for a Character to attempt to choke a dragon, or put an arm hold on an elephant. Even a Character of
extraordinary Physical Strength may not be able to throw a giant.
Characters using Martial Arts are allowed to Parry such missile weapons as arrows, crossbow bolts, and thrown weapons.
Bullets and "missile" spells may not be Parried unless the Character is under the effects of powerful spells: Battle Cognition (Battle
Magics, DoM 10), or Ki X (Ki, DoM 10). The DR bonuses from the Martial Arts Disciplines increase the Character's Missile DR
against any missile attacks, however.
Example: Kiyushori encounters a group of hostile elves: five lightly-armored archers, and five heavy infantry armed with bill
hooks and clad in half-plate. At subphase 4, when Kiyushori can first act, he declares that this Blow is held for Parries. At
subphase 12, he declares that this Blow is held for attacks when the heavy infantry close. At subphase 15, the elves (they only
get one Blow) can act. The archers stand back and fire, and the heavy infantry charges. The archer's attacks are resolved first,
as they have the same Manual Dexterity as the heavy infantry but are using lighter weapons. They attack with a CR of 4;
Kiyushori's Missile DR is 8. They need to roll 55 or higher on percentiles in order to hit him at all. On the average, three miss
and two hit. Kiyushori attempts to Parry the two hits. He gets two missile weapon Parries per Blow (see Martial Arts-Blows,
DoM 6), and has a Missile PR of 5. He needs to roll 48 or higher to Parry each arrow. On the average, he Parries one and the
other hits him. Since they only do 1d6+1, it is not likely that serious damage will be done by the one arrow.
The heavy infantry reaches him. Since they are using polearms, they may attack this Round. The Game Master rules that
because of the size of their weapons, only three can attack him at a time. This subphase, they have moved 12 feet (Agility of
12 at a Run). Kiyushori attempts to quick-throw (see Martial Arts-Holds and Throws, DoM 6) two of them. He has a CR of 8,
against their DR's of 2. He needs to roll 30 or higher in order to throw each of them. He does so. They must make
Constitution Saving Throws, at -4 for their movement this subphase. In any case, both are down on the ground, and must
expend a Blow getting to their feet even if not stunned or knocked unconscious. The other one attacking him has a 4 CR
against his 8 DR, and needs a 55 in order to hit him. Even if the elf does so, Kiyushori has two Blows left this Round, each of
which can be broken down into four melee Parries. Unless Kiyushori rolls poorly, he will probably defeat the elves.
PARRYING ANIMALS
PARRYING ANIMALS: Parrying the bite or claw attack of an animal is quite different from Parrying the attack of a humanoid
wielding a weapon. A Character's PR is reduced by 1 when attempting to Parry the attack of an animal. This includes attacks by
opponents using Martial Arts-Blows and -Holds and Throws.
BREAKING SHIELDS
BREAKING SHIELDS: If a Character using a shield takes damage to his or her shield arm equal to his or her shield's armor
absorption value +1, the shield has a 1 in 6 chance of being rendered useless. For each block of damage equal to the shield's armor
absorption value +1 beyond the first, the shield's chance of breaking is increased by 1 in 6. Because of the way they are used, bucklers
are treated as if they absorbed two points of damage. A tower shield, being made almost entirely of metal, is also less susceptible to
breakage.
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Damage from thrusting weapons and firearms is halved for the purpose of determining chance of breakage, and fire and
electrical damage have no chance of destroying a shield. A shield with +1 Enhancement will not break on a roll of 5 or 6, no matter
how much damage is taken. A +2 Enhancement spell will keep a shield from breaking on any roll of 3 or higher, while a +3
Enhancement will render a shield unbreakable by normal means.
Type 2 3 4 5 6 8 9 10 12 15 18 20 25 30+
Round 1 1 2 2 3 4 4 5 6 6 6 6 6 6
Buckler/Kite - 1 1 1 2 2 3 3 4 5 6 6 6 6
Tower - - - 1 1 1 1 2 2 3 3 4 5 6
The damage done is after reduction by any spell the target has that absorbs damage, and the number given is the number that must be
rolled at or under on a d6 for the shield to break. Twelve points of damage will automatically break a normal round shield, while a kite
shield breaks from 18 points and a tower shield from 30 points.
Example: Pierre, a fighter with broadsword and kite shield, is facing a similarly equipped opponent. His opponent rolls a
shield arm hit and Pierre chooses to accept the Blow rather than parrying it. His opponent rolls well for damage and does nine
points of damage. He rolls a 2 on a d6 and succeeds in breaking Pierre's shield. A 4 or less would have broken a round shield,
while a tower shield would have required a roll of 1 on a d6. A Force Field would have reduced the damage to 5 and allowed
the kite shield to break only a 1 on a d6 roll.
STRIKING BY CIRCUMSTANCE
STRIKING BY CIRCUMSTANCE: If an Attacker's roll to hit indicates a blow to a body portion of the target that is strictly
impossible, it must be considered a miss. This rule is usually applied in the case of missile fire against a target with partial cover. It is
clearly impossible for an arrow to do damage to a Character's leg if he or she is standing behind a stone wall that covers him or her
from the waist down.
If a multi-limbed creature is being fought, the Game Master should randomly determine which limb was hit. For example,
when fighting a creature with six arms, the creature would have three "right" arms and three "left" arms. If a right (or weapon) arm hit
is indicated, the Game Master should randomly determine which of the right arms took damage.
Engaging 2 foes: -1 CR
Dodging: -3 CR/PR
Retreating: -2 CR/PR +2 DR
Thrown weapon: -1 CR
When a Character wishes to attempt a Parry, similar calculations are used. The Character's opponent's CR is subtracted from
the Character's Parry Rating (PR), after adjusting for all applicable factors in the above table and for damage differential (see Parries
in the Melee section, above). The resulting number is analogous to an Attack Number. The Character rolls percentile dice, finds the
rolled number in the appropriate Attack Number column, and cross-references the rolled number with the Parry column. If the
Character scores a Block, the Attacker's hit is negated. If the Character has DoM 3 or higher with the Fencing Discipline, a Block/Cntr
indicates a successful Parry and an opportunity to riposte.
29 Operations Manual januari 20, 2023
Melee/Missile Chart
Large Holds&
81 76 72 67 63 58 54 50 46 41 37
Cntr Hit
31 Operations Manual januari 20, 2023
Large Holds&
32 27 22 18 14 12 10 08 06
Cntr Hit 00 00 00 00 00 00 00 00 00 00
ATTACK COLUMNS
Large Target
This column is used when the Attacker is so much smaller than the Defender that the Attacker could not possibly reach all parts of the
Defender. Instead, the Game Master determines which portions the Attacker could reach from his or her position and divides them into
Low, Mid, and High Hits. The 1/2 Damage result is also considered a Low Hit.
Example: Turrell is fighting a dragon. The creature has reared up, so as to be able to strike with both claws and its bite. The
Game Master decides that a High Hit strikes the dragon in the Chest, a Mid-Hit will be in either the Abdomen or Groin, and
Low Hits will be either of the two Rear Legs. If the dragon dropped down to attack from all fours, High Hits would be scored
against the Head or Neck, Mid-Hits against the Chest, and Low Hits against either of the two Forelegs.
Animals
This column is used when fighting non-humanoid foes that do not qualify as Large Targets. This column will also be used when
resolving missile fire against large, non-humanoid targets. Animals without wings treat Wing hits as Misses. The Tail/Groin hit should
only be used if the creature has a large balancing tail. The Tail will be struck on a roll of 1-3 on a d6, while the Groin will be struck on
a roll of 4-6. If the target lacks a tail, or the tail is not an important limb, such hits are treated as Groin hits. Birds will not be attacked
on this column; rather, the Humanoid column should be used, with Arm hits being treated as Wing hits.
33 Operations Manual januari 20, 2023
Humanoid
Humanoids (as opposed to birds) with wings should treat 1/2 Damage Arm hits as Wing hits.
DAMAGE EFFECTS
A note on terms: When a Character or creature becomes stunned, he or she is considered to be dazed and slow, but still conscious. The
Character or creature may not attack, his or her DR bonus from Dodging is halved, his or her PR is halved, and Character or creatures
attacking him or her receive a +2 bonus to CR. If a Character or creature is rendered unconscious, he or she is just that. The term is
self-explanatory. Even if the injuries which resulted in the Character or creature's being rendered stunned or unconscious are healed,
he or she will not recover from either of these effects before their allotted time (usually 1-3 Rounds for stunning, and 2-11 Rounds for
unconsciousness). Incapacitation refers to a damage effect simulating shock. The Character may move no faster than a walk, his or
her CR, DR, and PR drop to 0 regardless of skill, and a penalty of -8 to Cast Chance is incurred. However, as soon as the injury
causing Incapacitation is healed (whether by magic or by natural means) sufficiently to preclude Incapacitation as an effect, all such
penalties are removed.
There are two categories of damage discussed in this section: total, or cumulative, damage; and damage done in a single
attack. The two have somewhat different effects. However, after any and all single-attack results are applied, the damage done also
counts toward cumulative damage. Single-attack limb hits and cumulative damage are not additive with respect to rate of blood loss.
The more severe result will supersede the less severe. All body parts save the Chest may receive more than their allotted hit points
before killing the Character, or completely destroying the functionality of the limb.
Once a limb has sustained 100% damage, it is considered incapacitated, and may not be used. Note that this effect differs
from the Incapacitation damage effect, described above. If an arm is incapacitated, the Character loses the use of whatever was held: a
weapon, a shield, or other equipment. If both arms are incapacitated, the Character's movement is reduced by 30%. If either of the
Character's legs are incapacitated, DR is reduced by the Base DR, -1 is subtracted from CR, and the Character may move no faster
than a walk. If both legs become incapacitated, the Character cannot move and must continue to fight from a prone or kneeling
position.
If a Character takes between 200% and 300% of a limb's hit points as cumulative damage, the limb is considered to be
slightly mangled, and will lose Blood Points at a rate of 1 per Round (a "bleeding wound"). From 300% to 400%, the limb is
considered to be moderately mangled, and the rate of blood loss doubles (to 2 BP/Round). Over 400%, the limb is severely mangled,
and bleeds at 4 Blood Points per Round.
When a Character takes between 150% and 200% of a limb's damage in a single attack, that limb sustains a simple fracture,
that is, one in which the broken bone has not been dislodged sufficiently to cause great trauma to the surrounding tissue. The limb
becomes useless, and the Character subtracts -1 from CR, DR, and PR due to the pain when the limb is jostled. This penalty is negated
if the fracture is set and immobilized. If a leg receives a simple fracture, the Character may not remain standing. If a fractured limb is
struck again, the Character must make a Will Saving Throw at -(6 + the damage taken) or faint, remaining unconscious for 2-11
Rounds.
When a Character takes between 200% and 400% (with a Thrusting weapon) or 300% (with any other weapon) of a limb's hit
points in a single attack, the limb has received a compound fracture, that is, one in which the broken bone protrudes from the flesh. All
of the effects described above for simple fractures apply to a compound fracture, as well as the loss of 1 Blood Point per Round.
Sustaining 400% or more of a limb's hit points (with a Thrusting weapon), or 300% or more of a limb's hit points (with any
other weapon), in a single attack, will sever the limb. If a Character's limb has been severed, he or she must make a Will Saving Throw
at -6 to avoid unconsciousness for 2-11 Rounds. The Character will be at -2 CR, DR, and PR, and will lose Blood Points at a rate of 6
per Round (for an arm), or 8 per Round (for a leg).
34
Sustaining 100% cumulative damage to the Head will render the Character unconscious for 2-11 Rounds. Upon regaining
consciousness, he or she is Incapacitated. Sustaining between 200% and 300% of the Head's hit points in cumulative damage will put
the Character into a coma, and death will follow in 3 Rounds. A Character taking 300% or more of the Head's hit points in cumulative
damage will die.
If a Character sustains 50% damage or more to the Head in a single attack, he or she will be stunned for 1-3 Rounds. Damage
between 150% and 200% of the Head's hit points taken in a single attack will inflict a skull fracture on the Character, rendering him or
her unconscious for 21-40 Rounds. Upon regaining consciousness, the Character will be Incapacitated. Sustaining 200% or more of
the Head's hit points in a single attack will kill the Character instantly.
A Character sustaining 50% to 75% damage to the Chest will suffer a penalty of -1 to CR and PR. Damage between 75% and
100% will cut the Character's CR and PR in half and cause the Character to lose 1 Blood Point per Round, while taking 100% or more
of the Chest's hit points will kill the Character.
If any Torso region sustains 50% or more of its hit points in a single attack, the Character becomes stunned for 1-3 Rounds.
Taking between 50% and 75% of the Abdomen's hit points will cause the Character to lose -1 CR and PR. If a Character takes
between 75% and 100% of his or her Abdomen's hit points, he or she will lose Blood Points at a rate of 2 per Round, and his or her CR
and PR will be cut in half. Sustaining between 100% and 150% damage to the Abdomen results in the Character having to make a
Saving Throw vs. Will at -3 to avoid unconsciousness. If the Saving Throw is successful, the Character will still be Incapacitated, with
effects as noted above. In addition, the Character will also lose Blood Points at a rate of 6 BP/Round. A Character will die if he or she
takes 150% damage or more in the Abdomen.
A Character sustaining between 50% and 75% damage to the Groin will lose -1 CR and PR. Between 75% and 100% damage
will halve the Character's CR and PR, and will cause the loss of 1 Blood Point per Round. If a Character takes between 100% and
200% damage to the Groin, he or she must make a Will Saving Throw at -3 to avoid unconsciousness for 2-11 Rounds, and will in any
case lose 4 Blood Points per Round and be Incapacitated. Damage of 200% or more in the Groin will kill the Character.
The effects of damage are not cumulative when taken in the same region. For the purposes of determining cumulative effects,
the torso (Chest, Abdomen, and Groin) is treated as one region. This does not include being stunned. Additional Blows to a stunned
individual may increase the time that the individual is stunned. Other exceptions to this rule for the torso are blood poisoning and
bleeding. These results are cumulative with all other damage.
Example: Kiyushori has 30 Basic Hit Points, giving him 12 points in his Chest, 9 points in his Abdomen, and 6 points in his
Groin. On subphase 4, he is hit for 7 points in the Chest, stunning him for 2 Rounds. On subphase 12, he is hit for 8 points in
the Abdomen. This gives him a bleeding wound (see below), but does not stun him any further. On subphase 26, he is hit for
5 points in the Groin. From this, he incurs a second bleeding wound, but it does not add to his stun time. He will be stunned
until subphase 4 of Round 3 and will bleed from his Abdomen at subphase 12 and from his Groin at subphase 26. He will
bleed each Round from these wounds until they are Clotted or bound by a Life Scientist. If he doesn't get magical healing or
help from a Character with Life Sciences, Kiyushori may not appear in many more examples.
In addition to normal damage, for every two points (round down) of damage sustained from an attack, the Character loses 1
Blood Point. This is in addition to possibly sustaining a bleeding wound. A Character will stop losing Blood Points from further limb
hits if the limb is severely mangled (400%+ damage) or, of course, if the limb is cut off. In both of these cases, however, the limb will
continue to lose Blood Points as specified above. A Character may lose no more than twice the hit points in a limb as Blood Points,
regardless of the damage taken to the limb. For example, if a Character has 3 hit points in his or her arm, and takes 16 points of
damage from a Juggernaut (Elemental Magic-Earth, DoM 6), the Character will only lose 6 Blood Points as the arm is forcibly
removed.
Example: In the above example, when Kiyushori sustained 7 points to the Chest, he lost 3 Blood Points. Taking 8 points to
the Abdomen caused him to lose 4 Blood Points, and the 5 point wound to the Groin caused the loss of 2 Blood Points.
If a Character loses between 40% and 60% of his or her total Blood Points, he or she receives a penalty of -1 to damage, -1 to
any rolls involving strenuous physical activity (Acrobatics, Horsemanship, etc.), and the reduction of his or her movement rate at
anything other than a walk by 10%. The loss of between 60% and 80% of the total Blood Points doubles that penalty (-2 damage, -2
35 Operations Manual januari 20, 2023
on physical rolls, and -20% movement rate for anything other than a walk). A Character losing between 80% and 90% of his or her
Blood Points must make a Will Saving Throw to avoid unconsciousness, every Round that he or she is conscious and in that state of
blood loss. Unconsciousness lasts for 2-11 Rounds, and while conscious the Character suffers a penalty of -3/-30% to any rolls
involving strenuous physical activity. At 90% blood loss, the Character becomes unconscious for 21-40 Rounds, is Incapacitated upon
awakening, and must make a Saving Throw vs. Constitution to avoid death. Loss of 100% of a Character's Blood Points kills him or
her.
Example: If the damage to Kiyushori's Abdomen was caused by a Light Spear, he would not bleed from that wound.
Normally, taking 8 out of 9 hit points in the Abdomen would cause a 2 per Round bleeding wound, but if caused by a Light
Spear, it would be a 1/2 per Round bleeding wound, which goes to 0.
Bleeding
Before a bleeding wound can be healed, the blood loss must be stopped. This can be accomplished by the DoM 2 Healing Spell, Clot,
through other magical effects, or by the exercise of the Life Sciences Discipline (see below).
Leg(Thrusting) 400% One attack Leg cut off, B8, ST: Will-6 or unconscious, fall over,
DR 0, -3 CR & PR
Arm(Thrusting) 400% One attack Arm cut off, B6, ST: Will-6 or unconscious, -2 CR & PR
Leg (Other) 300% One attack Leg cut off, B8, ST: Will-6 or unconscious, fall over,
DR 0, -3 CR & PR
Arm (Other) 300% One attack Arm cut off, B6, ST: Will-6 or unconscious, -2 CR & PR
Limb 200% One attack Compound fracture, B1, BPI 2; if leg, fall over, DR 0, -3
CR & PR; if arm, -1 CR & PR
Limb 150% One attack Simple fracture; if leg, fall over, DR 0, -3 CR & PR; if
arm, -1 CR & PR
*When the Character recovers consciousness, or if the ST is made, the Character is Incapacitated.
The capital B indicates a bleeding wound, and the number following is the number of Blood Points lost per Round until the bleeding is
stopped.
BPI is the chance of a blood poisoning infection. It is the number that must be rolled equal to or less than on a d6 to incur such an
infection, with effects as described in the Diseases section, below. Use of Simple Healing (Healing, DoM 1) or Simple Self-Healing
(Self-Shaping, DoM 1) to heal a wound will not reduce the chance of infection, but use of Body Healing I (Healing, DoM 4) or other
healing spells will eliminate the chance of blood poisoning.
37 Operations Manual januari 20, 2023
HEALING
This section is concerned with healing from inflicted injuries and wounds. Recovery from diseases is covered in the Disease section,
below.
Natural healing is a slow process that is highly dependent on the wound(s) received. Injuries have a base healing time that
may be modified by a Character's Constitution Statistic. The modifier given in the table below is subtracted from the Total Healing
Time if the Character's Constitution is 16 or greater, and is added to the Total Healing Time if the Character's Constitution is 7 or less.
Wounds may be partially healed. Various types of wounds and wounds on different areas of the body may all heal at the same time,
albeit at different rates.
Wounds not covered in the Damage Effects Table, such as partial 7 days 1/7 total per day 2 days
damage to limbs, or 49% or less damage to the Torso or Head.
This damage is totaled.
Limb incapacitated: 100%-199% damage taken by limb 14 days 1/14 per day 4 days
Head wound: 50%-99% taken by Head 7 days 1/7 per day 2 days
Chest, Abdomen, or Groin: 50%-74% damage taken by area (for 14 days 1/14 per day 4 days
each area)
Chest, Abdomen, or Groin: 75%-99% damage taken by area (for 21 days 1/21 per day 6 days
each area)
Head wound: 100%-199% damage taken by Head (consider a 14 days 1/14 per day 4 days
concussion)
Limb slightly mangled: 200%-299% damage taken by limb 21 days 1/21 per day 6 days
Limb moderately mangled: 300%-399% damage taken by limb 28 days 1/28 per day 8 days
Abdomen: 100%-149% or Groin: 100%-199% damage taken 28 days 1/28 per day 8 days
Limb or Skull fracture (either simple or compound). Once the 42 days 1/42 per day 12 days
limb is 2/3 healed, it is no longer tender, and the Character will
not faint if it is struck.
XE "Gangrene"Limb severely mangled: 400%+ damage taken by The limb will not naturally heal, but must be magically or
limb surgically repaired. If not repaired, the limb will fester
and gangrene will set in.
XE "Blood Loss"Blood Loss Blood is regained at the rate of 1/5 of the Character's
Constitution the first day, and 1/10 of the Character's
38
Constitution per day thereafter.
Note that these healing rates assume no complications (such as blood poisoning), no significant exertions on the part of the Character,
and a reasonable amount of care. Fractures of any sort will not heal properly unless set.
Example: Kiyushori escapes from the previous examples and reaches a safe place, where limited treatment can be had. He
has taken 7 out of 12 points in his Chest (7/12 = 58%), 8 out of 9 points in his Abdomen (8/9 = 89%), and 5 out of 6 points in
his Groin (5/6 = 83%). It will take him 14 days to heal his Chest, 21 days to heal his Abdomen, and 21 days to heal his Groin.
These times are modified because of his Constitution (17), so it will only take 10 days for his Chest to heal fully, 15 days for
his Abdomen to heal fully, and 15 days for his Groin to heal fully. All three areas heal simultaneously. Thus, after 10 days, his
Chest is fully healed and his Abdomen and Groin are each 2/3 healed. Another 5 days will see both Abdomen and Groin fully
healed. His lost Blood Points will also heal at the same time: 3 the first day (17/5 = 3.4, rounded to 3), and 2 every day
thereafter (17/10 = 1.7, rounded to 2). If he had lost 12 Blood Points, he would be completely recovered from blood loss after
6 days (3 the first day leaves 9, fully healed at 2 per day after 5 more days). Thus, by the time his Chest is healed, he has
regained the lost Blood Points. Kiyushori petitions the author for easier examples.
Blood Poisoning: If the Medic washes out and bandages a wound, the chance of blood poisoning is reduced by 1 in 6.
Successful treatment requires a Life Roll.
Setting Fractures: The Medic may set a simple fracture so that it will heal properly and cause a minimum of discomfort to
the treated individual. If the Medic fails his or her Life Roll by 5 or more, he or she has botched the setting procedure and inflicted an
additional 1d6 of damage on the limb. If the Medic makes his or her Life Roll by 5 or more, the Total Healing Time for the limb will
be reduced by 7 days.
Setting Fractures: If the Medic makes a Life Roll, he or she may set compound fractures. Otherwise, setting fractures is
treated as in First Aid.
39 Operations Manual januari 20, 2023
Shock: If the Medic treats an unconscious individual and makes his or her Life Roll, the individual will reduce the time spent
unconscious by 1/2 of the remaining time. If the Medic has access to smelling salts, a successful Life Roll -1 will awaken the
unconscious individual immediately.
Disease Diagnosis: The Medic may diagnose common diseases and perform the appropriate treatment. Specifics depend on
the disease (see Diseases, below). A successful diagnosis requires a Life Roll. If the Life Roll is missed, the Medic may be unable to
reach any conclusion, or may diagnose in error. The Life Roll may be modified by circumstance, particularly the frequency of the
disease and the Medic's previous experience with it.
*This includes exactly 100% damage to the Chest, 150% damage to the Abdomen, and exactly 200% damage to the Groin, even
though this would normally kill an individual.
Situational Modifiers
Situational Modifiers Modifier
No anesthesia -3
In combat -2
40
Patient Con 7 or less -1
Non-antiseptic area -2
No water -4
If the Medic fails his or her Life Roll, the patient will suffer an infection akin to blood poisoning and will receive no benefit from the
surgery. If the Medic fails his or her Life Roll by 5 or more, the patient must make a Constitution Saving Throw (without any level
bonuses) or die.
ANNOYANCES
Annoyances are the minor things that may interfere slightly with a Character's efficiency. Whether a Character suffers from one or
more of these annoyances would have to be determined by the Game Master. Although most of these annoyances are common
occurrences, the Game Master may decide not to include annoyances or Major Annoyances (see below) because they detract from the
epic heroism of the campaign (it's hard to be heroic when you have hay fever). The Game Master should avoid this temptation if he or
she feels able to handle the potential bookkeeping involved, since annoyances can add a lot to a game, and make the Characters
behave in a more reasonable manner.
Hay Fever: This is an allergic reaction to certain dusts and pollens found most commonly during the summer and early
autumn months. A Character has a 20% chance of showing this reaction. Once a Character has been determined to be susceptible, this
may only change by the use of magic or advanced technology. A Cure Disease (Healing, DoM 6) Spell will alleviate the symptoms for
one hour.
During any summer or early fall day, there is a 40% chance that conditions are right to initiate an attack of hay fever. Such an
attack brings on sneezing, tearing, swollen skin, and a general feeling of unfitness. A Character suffering from hay fever will subtract -
1 from his or her CR and PR and -3 from his or her Cast Chance during an attack.
Poison Ivy: This annoyance includes all sorts of low-toxicity contact poison plants, such as poison oak and poison sumac. A
Character with the Outdoorsman Discipline can usually avoid these plants, but those without it may stumble into a patch. This is a
good situation to use for a low-risk encounter.
A Character suffering from poison ivy rash will subtract -1 from CR, DR, and PR, and -4 from Cast Chance. The rash will
heal on its own in about two weeks. A Medic may relieve much of the discomfort (and all of the penalties) through the use of topical
salves.
Sunburn: This is the most common of the annoyances. The sunburn referred to here would be an extreme case, not the mild
sunburn usually occurring. If a Character exposes a large portion of his or her skin to strong sunlight for an hour or more, a severe
case of sunburn will probably result. The Character will subtract -1 from CR, DR, and PR, and -3 from Cast Chance. The sunburn will
heal in 5 to 7 days.
MAJOR ANNOYANCES
Major annoyances are those situations that may be life-threatening. They are enumerated below.
41 Operations Manual januari 20, 2023
Dehydration: This is a condition in which the body loses more water than it takes in. The faster the body loses water, the
more the Character has to drink. The most likely environment in which dehydration is a serious threat is a desert, where it can kill in as
little as 2 or 3 days. Dehydration can take place in any environment if the individual has little or no water.
There are three stages to dehydration. The first is slight dehydration, which will subtract -1 from an individual's Cast Chance.
The second stage is moderate dehydration, which will subtract -1 from the Character's CR, DR, PR, and damage, and -3 from Cast
Chance. The third stage is extreme dehydration, in which the penalties from moderate dehydration are doubled. In addition, the
Character must make a Saving Throw vs. Constitution every half hour to avoid unconsciousness, at -1 for every half hour of extreme
dehydration. Once this adjustment matches the Character's Constitution, the Character dies. Successful treatment of extreme
dehydration requires some applicable Discipline: Life Sciences or Outdoorsman.
Heatstroke: Heatstroke is a condition in which the body's temperature-regulating mechanisms are overloaded and cease to
function. A victim of heatstroke is rarely aware of what is happening to him or her. The major symptoms of heatstroke are cessation of
perspiration, skin hot to the touch, dizziness, weakness, and eventual coma. If left untreated, a person may die from heatstroke.
Exposure: Exposure is a gradual cooling-off of the body, which will lead to death unless countermeasures are not taken.
Exposure may take place in temperatures as high as 60° F. Its onset is greatly hastened if the affected individual is wet. As the affected
individual's temperature drops, he or she becomes more and more lethargic and sleepy. A Character may live for 3 to 5 days before
dying of exposure, becoming progressively weaker and weaker.
Frostbite: Frostbite is a shutting-down of an individual's circulation by exposure to cold temperatures. It will almost always
occur in the Character's extremities. If the temperature is 30° F., a Character will take 1 point of frostbite damage per hour to each
exposed limb. This damage is not cumulative with normal battle damage. For every 15° F. below 30°, the time in which the frostbite
damage is incurred is halved. If a limb takes 50% frostbite damage, it is numbed. Any action taken with that limb is at a -3 penalty. If
the limb takes 100% of its hit points, the digits (fingers and toes) are frostbitten and will require medical attention. If such attention is
not forthcoming, the Character may suffer permanent penalties to Physical Strength, Manual Dexterity, or Agility with that limb. If the
limb takes 150% of its hit points, the digits are beyond saving unless magic is used. Body Healing I (Healing, DoM 4) and Body
Healing II (Healing, DoM 7) will cure frostbite damage at a rate of 1 point cured per 2 points of normal damage cured. Limb
Restoration (Healing, DoM 9) will cure all frostbite damage to a limb.
Fungal Infections: In damp, humid areas, a Character may be subject to fungal infections. Most of these qualify as
annoyances rather than major annoyances, but if an affected individual is wounded the fungus will infiltrate the wound. If this occurs,
the result may be treated as blood poisoning. Fungal infections will be dealt with in more detail in the Disease section, below.
A final note on Annoyances and Major Annoyances: If the Game Master wishes to create a set of encounter tables, detailing
possible encounters for the party, he or she may wish to include Annoyance and Major Annoyance as entries on the tables, using
whatever is appropriate for environment. This would keep the Game Master from having to always keep the possibilities of these
occurrences in mind.
DISEASE
In order to give the Game Master the option of including disease in his or her campaign, this section is included in the Operations
Manual. Only major, life-threatening diseases are discussed in this section. Minor ailments should be treated as adjustments to a
Character's CR, DR, PR, damage, and/or Cast Chance, using the Annoyances section for guidelines.
1) Bacterial diseases. These are diseases in which the pathogen, or organism causing the disease, is a bacterium. Covered here are
Blood Poisoning (see Damage Effects Table), Bubonic Plague, Cholera, Pneumonia, Tuberculosis, and Typhoid.
2) Protozoan Diseases. These are diseases in which the pathogen is a protozoa (such as an amoebae). Covered here are Malaria and
Sleeping Sickness.
42
3) Fungal Diseases. The pathogen here is a fungus. Covered here is Histoplasmosis.
4) Viral Diseases. These are diseases in which the pathogen is a virus. In this section, Rabies, Smallpox, and Yellow Fever are
covered.
The tables below discuss how a disease is contracted, how long it takes to manifest, the usual length of sickness, the illness'
severity, its chances of killing the affected individual, and treatments. Severity is given in terms of a scale elaborated after the disease
tables, below. Treatments are listed with a modifier to the Death Rate percentage.
Bacterial Diseases
Disease Chance of Incubation Symptoms Death Rate Treatment
Name Infection Period
XE "Blood As detailed in 1-2 days fever, swollen wound, 9-15 days Antibiotics: -20%
Poisoning"Bl Damage Effects pus, pain in affected
ood Poisoning Table area 30% Poultice: -10%
XE "Bubonic Contact: 80% 1-2 days chills, fever, 2-4 days Serum: -50%
Plague"Bubon headache, body pains,
ic Plague In town swollen glands 80% Antibiotics &rest: -20% &immune
w/cases: after recovery
10%/day (Severity=9)
XE Contact: 60% 2-4 days fever, diarrhea, 3-5 days Vaccine: -30% chance of contracting
"Cholera"Cho vomiting, delirium disease
lera In town 60%
w/cases: (Severity=8) Rest and food: -10%
20%/day
Intravenous liquids: -40%
XE Contact: 30% 3-5 days chills, chest pains, 3-8 days Serum: -5%
"Pneumonia" cough, high fever
Pneumonia Cold & wet: 5% 20% Antibiotics: -15%
(Severity=8)
Prior illness/ Rest: -10%
Surgery: 5%
XE Contact: 15% 3-6 months fever, chest pain, -1 Con every Bed rest: ½ loss
"Tuberculosis weight loss, cough, 3 months
"Tuberculosis General: cough up blood Every year: 30%
1%/year 0 Con=death
(Severity=6) Antibiotics: Cure in 3 months
43 Operations Manual januari 20, 2023
XE "Typhoid Contact: 10% 1-2 weeks fever, loss of appetite, 6-13 days Rest and care: -20%
Fever"Typhoi red spots, headache
d Fever In town pains (Severity=8) 50% Antibiotics: -40%
w/cases: 30%
Unsanitary
conditions: 20%
Protozoan Diseases
Disease Name Chance of Incubatio Symptoms Death Treatment
Infection n Period Rate
XE "Sleeping In tropical 1-2 weeks initial fever, chills, 3-4 Synthetic drugs: -40% (African Blacks are
Sickness"Sleepi Africa (or gland swelling, then weeks almost always immune)
ng Sickness game weakness & coma 80%
equivalent):
15%/month (Severity=4/10)
Fungal Diseases
Disease Name Chance of Incubatio Symptoms Death Treatment
Infection n Period Rate
(Severity=4)
44
Viral Diseases
Disease Name Chance of Incubatio Symptoms Death Treatment
Infection n Period Rate
XE Contact: 70% 7-12 days Chills, fever, nausea, 8-20 Vaccination will confer immunity.
"Smallpox"XE pain, pus-filled days
"Vaccination"S In town blisters 20% Bed rest: -10%
mallpox w/cases: 15%
(Severity=7)
XE "Yellow In tropics or 3-6 days High fever, bone 6-10 Vaccination will confer immunity
Fever"Yellow sub-tropics: aches, coma days
Fever 15%/month 40% Mosquito netting decreases chance of
(Severity=7/10) infection 10%
The Severity of an illness is a measure of how incapacitating it is while in progress. Severity is not necessarily connected
with the possibility of death. A disease of mild Severity may kill more often than one of higher Severity, and vice versa. Those
diseases for which two Severity ratings are given differ greatly between their onset and final stages.
Some of the Severities listed below are not included in any disease above. They are included here for reference purposes, as
well as for the inclusion of any other diseases which the Game Master may wish to use in his or her campaign.
Severity 1: A slight feeling of discomfort; not feeling entirely well. This level of severity would be used for a minor cold, or
scratchy throat. Although no explicit penalties are given for this rating, the Game Master may wish to penalize the Character slightly
for activities such as the exercise of the Music-Voice Discipline.
Severity 2: The Character suffers from a slight fever and is somewhat weak. He or she should subtract -1 from CR, PR, and
damage, -3 from the Cast Chance for Mage Spells, and -2 from the Cast Chance for Clerical Spells.
Severity 3: The Character will have fever, chills, aches and pains, and a feeling of lethargy. A penalty of -2 to CR, PR, and
damage is applied. In addition, -5 is subtracted from the Cast Chance for Mage Spells, and -2 from the Cast Chance for Clerical
Spells.
Severity 4: The Character is very weak and groggy. He or she should subtract -3 from CR, PR, and damage, -1 from DR, -8
from Cast Chance for Mage Spells, and -5 from Cast Chance for Clerical Spells.
Severity 5: The penalties are unchanged from Severity 4, but the Character is bedridden. In order to get up, a Saving Throw
vs. Will must be made.
Severity 6: As for Severity 5, but the Will Saving Throw is made at -2.
Severity 7: As for Severity 5, but the Will Saving Throw is made at -4.
Severity 8: As for Severity 5, but the Will Saving Throw is made at -6.
45 Operations Manual januari 20, 2023
Severity 9: As for Severity 5, but the Will Saving Throw is made at -8.
Severity 10: The Character is unable to move or leave his or her sickbed.
POISONS
A poison is a substance that may have an injurious effect upon a Character in reasonably small doses. Obviously, just about anything
can be regarded as injurious if ingested or injected in large quantities, but they are not poisons in the literal sense.
The effects of a poison depend upon the dosage (amount of poison administered), the toxicity of the poison, the resistance of
the poisoned individual, the time that has passed since the poisoning occurred, and the type of poison used. These factors are discussed
in detail below.
Dosage
The standard dose of poison in this discussion is one fluid ounce. It is for this amount that the toxicity of the poison is calculated (see
below). As the dosage is increased or decreased, the effective toxicity of the poison changes. Every time the dose is doubled, 10% of
the poison's base toxicity is added to its toxicity. For every halving of the dose (i.e., 1/2 ounce, 1/4 ounce, 1/8 ounce, etc.), -5% of the
poison's base toxicity is -subtracted from the toxicity of the poison. As may be readily apparent, extremely toxic substances such as
cyanide may kill even in very small amounts. Note also that a fluid ounce is an extremely large amount, and that most doses will be
less than that.
Toxicity
The toxicity is a numerical measure of how effective a poison is. The values were calculated using the 50% Lethal Dose (LD 50 Rate)
on a standard-sized human being. All toxicity values are calculated for a standard dose of 1 fluid ounce, and the value may be altered
by the factor mentioned above.
Resistance
An individual's Constitution and body mass determine his or her resistance to poison. Since these are also used to calculate the
Character's Total Hit Points, that quantity is used to determine poison resistance. For every 5 Total Hit Points a Character has, he or
she will subtract -1 from a poison's toxicity (round 0.6 and higher up). This is known as the Poison Adjustment, and is noted on the
character sheet. Dwarves are especially resistant to poison, and so add +3 to their Poison Adjustment.
Time
When a Character is poisoned, the full effects of the poisoning are not immediate. As time passes, the Character will suffer
increasingly from the effects of the poison. The rate of increase over time is dependent on the poison. Some substances are more rapid
in their onset of effects than others. Unless otherwise specified in the descriptions in the Technical Appendices: Substances of Note, a
poison will achieve its full effects 20 Rounds after administration, as described in the table below. After the poison has reached its full
effect, the toxicity level will begin to decline over time, at -1 toxicity per 30 Rounds.
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Poison Type
There are two types of poisons in Quest: Blood poisons (or Soporifics), and Central Nervous System poisons. The main difference
between the two types is what specific body systems they attack, and that is reflected in the different tables used for poison effects for
the two types. Below is given the base toxicity levels for some common poisons. For more examples, see the Technical Appendices:
Substances of Note.
Poison Examples
Blood Poisons Toxicity
XE "Aniline"Aniline 28
XE "Arsenic 24
compounds"Arsenic
compounds
XE "Potassium 90
Cyanide"Potassium Cyanide
Soporifics Toxicity
XE "Chloroform"Chloroform 40
47 Operations Manual januari 20, 2023
XE "Barbiturate"Barbiturate 33
XE "Atropine"Atropine 32
XE "Belladonna"Belladonna 20
XE "Nightshade"Nightshade 28
Curing poisons
Any Spell which will restore Blood Points may also be used to detoxify poisons in the body. Such detoxification is done at a 1:1 ratio
of Blood Points normally cured to reduction in the poison's toxicity. These include Body Healing I and II (Healing, DoM 4 and 7), Ki
VII, VIII, IX, and X (Ki, DoM 7-10), and Body Alteration (Self-Shaping, DoM 6). The use of these Spells to detoxify poisons must be
declared when the Spell is cast, or (in the case of Ki VII-X, and any other Spells which provide ongoing healing) when the healing for
the Round is declared. The Universal Antidote (Alchemy, DoM 4) will completely detoxify any poison. In addition, a Medic may
make and use various antidotes and antivenins.
Poison Procedure
1) Determine the poison's base toxicity (as for a "standard" dose).
2) Adjust the poison's toxicity for actual dosage amount. Each time the dose is halved, subtract -5% from the base toxicity
level. Likewise, every time the standard dose is doubled, add +10% to the base toxicity level.
3) Subtract the affected individual's Poison Adjustment from the toxicity level.
4) After the adjusted toxicity level is determined, begin applying the fractional toxicity levels to the affected individual,
consulting the appropriate Poison Effects Table below. Note that it will usually take some time for a Character to die from poisoning.
Each time the toxicity level changes, either upwards or downwards, the Game Master should check the Poison Effects Table and apply
the result. Because of this, a Character may die after the poison begins to decline in effect. Toxicity level will change at one Round
intervals after the initial poisoning.
Poison Effects
When an effect is preceded by a percentage chance, that is the chance that the given effect will be experienced at that toxicity level. If
an effect is not preceded by a percentage chance, that effect will automatically suffered by the affected individual. Where there are two
effects listed for a given toxicity level, the worse effect will take precedence over the lesser effect if the percentage chance for the
worse effect is rolled.
Explanation of Results:
Weak -1: A penalty of -1/-10% is incurred for all of the affected Character's physical activities, including damage and
movement faster than a walk (as per 40% blood loss in Damage Effects, above).
Very Weak -2: As with Weak -1, but the penalty is doubled.
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Groggy -1: All of the affected individual's mental capacities are at -1, including Cast Chance, CR, and any Skill Rolls for
mental Disciplines (i.e., those with Intellect or Will in their Base Statistics).
Very Groggy -2: As with Groggy -1, but the penalty is doubled.
Unconscious: The Character is rendered unconscious until the effects of the poison diminish, whether through magical
means or the passing of time.
Convulsions: The affected individual loses control of his or her body and writhes around, seemingly in great pain.
0- No effect No effect
8 Weak -1 Groggy -1
24 Unconscious Convulsions
Example: Kiyushori and Pendaren are fighting a large snake, which has a Toxicity 40 Central Nervous System (CNS) poison
administered when it bites. Before the two of them dispatch it, it succeeds in poisoning both of them. The Game Master rules
that the amount administered is equal to a standard dose, thus cutting out the headache of determining just how much venom
a large snake would inject. Kiyushori has 30 Total Hit Points, for a Poison Adjustment of -6. Pendaren has 28 Total Hit
Points, so his Poison Adjustment is also -6. For both of them, the poison's full effect will be a toxicity of 34--more than
enough to kill. The first Round after they were poisoned, each of them will suffer the effects of 5% of the toxicity of 34. That
quantity is 2 (34/20 = 1.7, rounded to 2). Both of them have a 20% chance of being Groggy -1. After rolling, however, neither
of them are. Kiyushori is running Ki VII, so at the top of the next Round, he elects to reduce the poison's toxicity by 2, to 32.
The next Round, Pendaren prepares a Spell: Body Healing I (Healing, DoM 4). At the beginning of the next Round,
Kiyushori reduces the toxicity of the poison affecting him by a further 2, to 30. Also at this point, the poison reaches 10% of
its full potency: 3.0 in the case of Kiyushori, and 3.4 in the case of Pendaren (rounded to 3). This gives a 35% chance of
becoming Groggy -1, and Pendaren incurs that effect upon rolling. He subtracts -1 from his Cast Chance for the Body
Healing I Spell, and with that penalty the Spell fails to go off. Next Round, he tries again. At subphase one of the 3rd Round
since being poisoned, Kiyushori again slightly detoxifies the venom affecting him, to a toxicity of 28. The poison reaches
15% of its final value: 5 for Pendaren, and 4 for Kiyushori. Kiyushori fails his roll and becomes Groggy as well. This does
not interfere with the Ki VII Spell which he is already running, however. At the end of the Round, Pendaren succeeds in
casting the Body Healing I Spell, and gets a result of 8 on 2d6 of healing. This reduces the toxicity of the poison affecting
him to 26. Next Round, he again prepares a Body Healing I Spell. Kiyushori again reduces the toxicity, to 26.
50
It is apparent that the two of them will survive the poisoning episode without ill effects. By the time the poison reaches its
full strength, Kiyushori will have reduced its toxicity completely. Pendaren has a great deal of time for repeated castings of
Body Healing I, and will almost certainly have completely negated the poison's effects long before it reaches its full strength.
FALLS
Quite often during a game, a Character may fall (either by accident or by design), or may attempt a maneuver whose improper
execution may have serious physical consequences. In this section, the consequences of falls from varying distances are detailed, as
are some common physical maneuvers.
There are four Disciplines that will greatly affect the results of both falls and maneuvers, these being Acrobatics, Martial
Arts-Blows, -Holds and Throws, and Weapons. In the lists below, (A) refers to a Character with Acrobatics at any DoM, and (MA)
refers to a Character with any of the Martial Arts Disciplines at any DoM. In addition, some Spell effects may alter or negate the
consequences of a fall or maneuver.
From 5': Make a Saving Throw vs. Agility or twist an ankle, losing a Blow.
From 10': Make a Saving Throw vs. 1/2 Agility or twist an ankle, losing a Blow. If the Saving Throw is missed by 5 or more, take
1d6 to each leg.
(A): If a successful Acrobatics Roll is made, the Character will land safely; if the roll is missed, treat as if the Character lacks
the Discipline.
(MA): Add +2 to the 1/2 Agility Saving Throw. If landing on a relatively flat and open area, the Character may opt to break-fall,
losing a Blow and remaining prone until his or her next Blow. The Character will sustain no damage in this case.
From 20': Take 1d6+3 to each leg and make a Saving Throw vs. Constitution to avoid being stunned for 1 to 3 Rounds.
(A): Make an Acrobatics Roll at -2 to decrease the amount of damage taken to each leg by -2 (this could reduce damage taken
to 0 or below), but a Constitution Saving Throw is still necessary.
(MA): Again, if the landing area is relatively flat and open, the Character may break-fall, losing a Blow and remaining prone until
his or her next Blow. In addition, the Character will suffer an attack on the +2 column of the Martial Arts-Holds and
Throws column, doing a d6+1, with any damage suffered not stopped by armor. If a Throw Foe or higher result is rolled,
the Character must make a normal Saving Throw vs. Constitution with the usual penalties and bonuses for a Martial
Throw. If a break-fall is not possible, treat as if the Character lacks the salient Discipline.
From 30': Take 1d6+5 to each leg and make a Constitution Saving Throw at -4 or be stunned for 1 to 3 Rounds.
(A): Make an Acrobatics Roll at -2 to decrease damage taken by -2 to each leg and to add +4 to the Constitution Saving Throw.
(MA): If a break-fall is possible, treat as for a fall from 20', save that the Character is attacked on the +5 column of the
51 Operations Manual januari 20, 2023
Melee/Missile Table and makes his or her Constitution Saving Throw at -2.
From 50': Take 1d6+7 to each leg, 1d6+3 to the Groin, and 1d6+3 to the Abdomen. The Character is stunned for 2 to 6 Rounds.
(A): No modification.
(MA): If a break-fall is possible, treat as for a fall from 20', except that the Character is attacked twice on the +5 column and
subtracts -6 from his or her Constitution Saving Throw.
From 100' or more: Take 1d6+10 to each leg, 1d6+6 to the Groin, and 1d6+6 to the Abdomen. The Character is stunned for 2 to 11
Rounds.
(A): No modification.
(MA): If a break-fall is possible, treat as for a fall from 20', save that he Character is attacked three times on the +8 column of the
Melee/Missile Table, and must make his or her Constitution Saving Throw at -10.
At the Game Master's option, he or she may allow a Character with the Acrobatics Discipline to break-fall.
MANEUVERS
Leap
This is a standing leap of 4 to 5 feet or a running leap of 8 to 12 feet. The Character must make a Saving Throw vs. the average of his
or her Physical Strength and Agility. If the roll is missed, the Character falls short. A Character with DoM 1, 2, or 3 Acrobatics may
add +4 to his or her Saving Throw with a successful Acrobatics Roll. A Character with DoM 4 or higher Acrobatics will make a Leap
maneuver with a successful Acrobatics Roll.
Great Leap
This is a standing leap of 6 to 10 feet or a running leap of 13 to 20 feet. The Character must make a Saving Throw vs. half of the
average of his or her Physical Strength and Agility. Failure to make the roll indicates that the Character fell short. A Character with
DoM 1, 2, or 3 Acrobatics may add +4 to his or her Saving Throw with a successful Acrobatics Roll. Characters with DoM 4 or higher
Acrobatics will make a Great Leap maneuver with a successful Acrobatics Roll at -2.
Climbing
A Character may climb a nearly-vertical surface with a Saving Throw vs. the average of his or her Physical Strength and Agility. The
type of surface being climbed, the equipment (if any) being used by the Character, and whether or not the Character has the
52
Outdoorsman Discipline for an applicable environment will all modify the Saving Throw. For example, a Character with
Outdoorsman-Woods or -Jungle would get a bonus climbing trees, while a Character with Outdoorsman-Caverns or -Mountains might
get a bonus climbing rocks. On a successful Acrobatics Roll, a Character with DoM 1 through 7 Acrobatics may add +4 to the Saving
Throw. A Character with DoM 8 Acrobatics, as noted in the Discipline description, is capable of seemingly impossible feats. At the
Game Master's discretion, this may include climbing sheer surfaces, or other difficult ascensions.
The maneuver list given here is by no means complete. The Game Master should use it as a guide in assigning the difficulty
of a given task. Some Disciplines may give bonuses to any rolls needed to execute a maneuver.
Example: Niccolo, a Character with an 18 Physical Strength, a 20 Agility, and DoM 8 Acrobatics, has just recovered a
priceless magical scepter from the lair of an evil magician. With the magician's minions in hot pursuit, he runs down the
dining table towards an open window, beyond which he has previously hung a rope running down to the ground (and a fast
horse). He is fifteen feet from the window when reinforcements arrive, moving toward the window to cut him off. Niccolo
attempts a Great Leap. He must make an Acrobatics Roll at -2 to manage this maneuver. His Acrobatics Roll is a 23 (!)
(((Agility x 2) + Physical Strength)/4 = a Base Roll of 15, to which 8 is added for his DoM.), and even with the penalty he
would make the Great Leap on a 21. A roll of 20 will always fail, however, and so he rolls. He does not get a 20, and sails
through the window. The Game Master rules that a Manual Dexterity Saving Throw is necessary to grab the rope, but he
makes that too. He slides down the rope. One of the minions cuts the rope while Niccolo is still twenty feet off of the ground.
Again, an Acrobatics Roll at -2 indicates a reduction in falling damage, and he makes that roll. The most damage he will take
to his legs will be 3 points (1d6-1, -2 more for making the Acrobatics Roll), and it is far more likely that he will take no
damage. As he rides off into the night, the magician's servants can hear the echo of his laughter.
CREATION LISTS
As noted in the Glossary, the Creation Spell Lists use different Fumble Tables, and also have a slightly different Cast Chance outcome.
Fumble tables are given separately for Runic Magics and Enchantments. Alchemy fumble result in the loss of time and material, but
have no other harmful effects. Cast Chance outcomes are detailed in the table below.
Creation of Potions
Potions are created through the use of the Alchemy Spell List. Unlike most Spell Lists, Alchemy requires a laboratory (about 1000 SS)
and monetary outlays for materials to create the potions and salves of the Alchemetical Art. The base 1000 SS includes enough
equipment to run 4 complete distillations simultaneously. Each additional setup costs 100 SS. An Alchemist may simultaneously run 1
distillation per DoM of Alchemy. An Alchemist with DoM 8 Alchemy and two apprentices, each with DoM 3 Alchemy, could run 14
53 Operations Manual januari 20, 2023
distillation at one time, though 6 of those would be limited to Minor Potions. The lab setup to run these distillations would cost a total
of 2000 SS.
Base Statistics number + the Mage's DoM in Mystic Theory - the DoM of the Alchemical Operation
This chance is halved if the Alchemist is operating without a lab. Alchemy fumbles result in the loss of material and time but do not
pose any other penalties as do some of the other creation lists. The base ingredient for all potions is the plant moly (optional rule: The
Game Master may require different substances for different potions). It may be gathered (its favored growing sites are the areas around
dragon dens, salamander nests and other hot, sulfurous spots) or purchased for about 5 SS per ounce.
Potion Table
Moly Use Distillation Final Cost
Time
Alchemists are considered to have the equivalent knowledge of DoM 2 Chemistry (Technical Discipline), although they do
not have DoM 1 Chemistry. If an Alchemist becomes a Chemist, provided he or she has the Alchemy Discipline at least at DoM 2, the
Character will start with Chemistry at DoM 2. An Alchemist with Chemistry may add +5% Chemistry Learning Rate. The potions here
may be considered the minimum list; the Game Master may allow more types of Spells to be put in potions. In order to make the
potions, the Alchemist must either know the Spell being distilled into the potion, or work closely with another Mage or Cleric the first
time he or she creates the specific potion.
To use a potion, it must be drunk. It takes half a Round to consume a potion, and after drinking it, the Character needs to
verify that it activated. This is done with the roll of a d20. On a 15 or less the potion activates. On a 16-19, the potion fails, and on a
20, the potion Fumbles, with the person drinking it taking the effect of the Fumble.
Minor Potions
Potions that embody the effect of any Spell of the first or second Degree of Mastery that has an internal rather than an external effect.
These potions require 1 ounce of moly to produce, and 2 hours of distillation.
19) Air Shield (Elemental Air) 20) Armor of Earth (Elemental Earth)
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21) Fire Shield (Elemental Fire) 22) Ice Shield (Elemental Water)
29) Feature Alteration (Self-Shapings) 30) Simple Ward vs. Magic (Wards & Shields)
31) Mystic Shields (Wards & Shields) 32) Minor Elemental Manipulation (all Elemental Lists)
Potions
Potions that embody the effect of any Spell of the third or fourth Degree of Mastery that has an internal rather than an external effect.
These potions require 2 ounces of moly to produce, and 4 hours of distillation.
41) Stone Walk (Elemental Earth) 42) Water Walking (Elemental Water)
Notable Potions
Potions that embody the effect of any Spell of the fifth or sixth Degree of Mastery that has an internal rather than an external effect.
These potions require 3 ounces of moly to produce, and 6 hours of distillation.
62) Force Field (Wards & Shields) 63) Major Manipulation (All Elemental Lists)
Major Potions
Potions that embody the effect of any Spell of the seventh or eighth Degree of Mastery that has an internal rather than an external
effect. These potions require 4 ounces of moly to produce, and 8 hours of distillation.
73) Resist Air (Elemental Air) 74) Resist Earth (Elemental Earth)
75) Resist Fire (Elemental Fire) 76) Resist Water (Elemental Water)
83) Animal Shape Change (Self-Shapings) 84) Ward vs. Enchanted Creatures (Wards & Shields)
Great Potions
Potions that embody the effect of any Spell of the ninth or tenth Degree of Mastery that has an internal rather than an external effect.
These potions require 5 ounces of moly to produce, and 10 hours of distillation.
98) Discover True Name (Divination) 99) Elemental Command (All Elemental Lists)
Universal Antidote
The Universal Antidote will render any poison harmless, whether it is added to the poison or used to treat a poison victim. This potion
requires 4 ounces of moly to produce, and 4 hours of distillation.
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Philter of Life
This triple distilled potion will decrease the imbiber's physiological age by 1 year. That is, the potion will make the imbiber 1 year
younger. Each distillation of the potion requires 5 ounces of moly, and three 8 hours of distillation.
Philosopher's Stone
The Alchemist must make 12 successful distillations, one each month. If any of them fail, the project fails and must be begun from the
start. The Philosopher's Stone may change 1 pound of material into any other material, the change being permanent. The Stone may be
used 3 times per day. In addition, instead of using the Stone to transmute a substance, the user may expend one of the three charges
and automatically cast an Elemental Shields (DoM 9 Wards & Shields) upon him or herself.
Enchantments
Enchantments allows the Mage to create permanent magic items. To function at full effect, the Mage must purchase a library of
reference texts. The usual cost is the DoM of Enchantments multiplied by 50 silver Shillings, with each DoM requiring its own set of
texts. If a Mage does not have a reference work for the DoM of Enchantments he or she is working on, the Mage halves his or her
chances of success. The Mage should use the following formula for calculate his or her success chance (called an Enchantment Roll):
Greater Enchantments
Like the Enchantments Discipline, Greater Enchantments allows the Mage to create permanent magic items. Before a Mage can take
Greater Enchantments, he or she must have the Enchantments Discipline at DoM 10. To function at full effect, the Mage must
purchase a library of reference texts. The usual cost is equal to the DoM of Enchantments plus ten multiplied by 50 Silver Shillings,
with each DoM requiring it own set of texts. If a Mage does not have a reference work for the DoM of Greater Enchantments he or she
is working on, the Mage halves his or her chances of success.
The Mage should use the following formula to calculate his or her success chance:
The time to perform an Enchantments ritual is based on eight hour working days, five days a week. The Mage does not have
to complete a work all in one continuous stretch of time. The Game Master should determine logical break points for the ritual.
Projects may be interrupted with no harm.
57 Operations Manual januari 20, 2023
Enchanted items may not be further Enchanted after the initial Enchantment. Multiple Enchantments may be chained together and
added to items as a single Spell, but only at the time of the initial Enchantment. Each component Enchantment must be cast separately,
each at -1 times the number of Enchantments being added to the item. If any of the component Enchantments fail, the whole
Enchantment is ruined at that point and the whole process must be begun again.
Example: Knoll Nugget wants to make a Force Field Ring which is +1 activation (so it never fumbles) and +2 to effect (so
the Force Field provides six points of damage absorption instead of the normal four). He decides he would like to be able to
use it 3 times per day. He will need to cast an Inscription Five chained together with an Enhancement One and an
Enhancement Two. An Inscribed items of this type requires 320 Carat Equivalents and 3200 Metal Equivalents. Since he
wants the final product to be a ring, he will use gold and precious gems to craft the item. For Carat Equivalents, 320 is equal
to a ruby slightly less than 2 carats, while 3200 Metal Equivalents is approximately 1/3 of an ounce of gold. For the casting
of the Spell, his Base Statistic Number is a 13, and he has DoM 13 Mystic Theory, giving him an Enchantment Roll of 26.
Each Enchantment has a -3 penalty due to the number of Enhancements he is chaining together. He needs to roll a 26-10-
3=13 or less for the Inscription Five, a 26-3-3=20 or less for the Enhancement Two, and a 26-1-3=22 or less for the
Enhancement One. Making all three rolls by 4 or less, the item will take 24 months to make. If all three rolls are made by 5 or
more, it will only take 12 months. Most likely it will take some amount of time between. Of course, if Knoll is capable of
making this item, he also is capable of making an item which will add +5 to his Enchantment rolls and reduce Enchantment
time by 1/2. So if he just makes his rolls, it will take just under 12 months to construct, and if makes all his rolls by 5 or
more, it will take only 6 months to construct.
4 Item destroyed, Mage subtracts -10% from his or her Learning Rate in the Creation List for the next
DoM
6 Item destroyed, Mage at -2 Cast Chance for the Spell Creation List for 3 months
9 Item destroyed, Mage takes 3 attacks on the +5 table (d6, not stopped by armor), and is at -2 Cast
Chance for the Spell Creation List for 6 months
10 Item destroyed, Mage at -2 Cast Chance for the Spell Creation List for 1 year.
11 Enchantment succeeds, Enhanced items are at +1, Inscribed items activate on 16 or less and have one
additional charge, but Mage loses all Magic powers for 1 month
15 Enchantment succeeds, item is double strength but Mage loses all Magic powers for 3 months
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16 The enchantment is reversed and double strength, Mage loses all Magic powers for 3 months
18 Enchantment succeeds, but item only works on a 5 or less (roll each time it is used)
19 The enchantment succeeds, but activation requires input from user (SPP, blood point, etc.)
21 Enchantment succeeds, Enhanced items are at +2, Inscribed items activate on a 18 or less and have
two additional charges, but Mage loses all Magic powers for 6 months
22 Item destroyed, everyone within 10’ of the Mage takes 3 attacks on the +5 table (d6+4, not stopped by
armor)
23 Enchantment succeeds, item is double strength but the Mage's Magic Talent is decreased by 5
permanently
24 Enchantment succeeds, item is three times normal strength but Mage's Magic Talent goes to 3
permanently
25 Enchantment succeeds, but the Mage's soul and mind are trapped within the item
26 There is an explosion of monumental proportions, and everything within 1 mile of the Mage is
destroyed
Enhancements
Enhancements: The various DoMs of Enhancements allow the Enchanter to improve the performance of an object in one area. For
example, the Mage could Enchant a sword, so that it did extra damage, struck extra blows or had pluses to CR, DR, or PR. A suit of
armor can be Enchanted so that it absorbed additional damage. Rings or amulets can be Enchanted to add pluses to Cast Chance,
reduce the cost of Spells, or reduce the length of time for Enchantments. Various items can be constructed which add pluses to
Statistics, add bonuses to Learning Rates, or reduce moly use for Alchemy. An Inscribed item could be Enchanted for pluses to
activation or pluses to the Spell inscribed in the item. Some items require higher levels of Enhancement than others. For example, a
sword which stuck +1 blow would require an Enhancement Three (+3 = +1 blow). Spell cost reduction items subtract an additional
1/10 from the cost of a Spell for each +1 Enhancement (+4 = -2/5 SPP), up to a maximum of -9/10 SPP. Similarly, a Ring which added
+10% Learning Rate to a single Discipline might be a +1 Enhancement, while a Ring which adds +10% Learning Rate to all Mage
Disciplines might be a +6 Enhancement.
XE 2 months 20 GM +1
"EnchantmentsEnhance
ment One"Enhancement
One
XE 4 months 40 GM +2
"EnchantmentsEnhance
ment Two"Enhancement
59 Operations Manual januari 20, 2023
Two
XE 6 months 60 GM +3
"EnchantmentsEnhance
ment
Three"Enhancement
Three
XE 12 months 120 GM +4
"EnchantmentsEnhance
ment Four"Enhancement
Four
XE 18 months 180 GM +5
"EnchantmentsEnhance
ment Five"Enhancement
Five
Focus
At DoM 5 Enchantments the Enchanter may create a Spell Casting aid for any Spell Caster. This aid, a Focus, may take almost any
form, a cloak, staff, wand, ring, amulet, etc. The Focus will aid in both Clerical and Mage Spell Casting. A Mage or Cleric may benefit
from only one Focus at a time. A Focus will add +1 to the Caster's Cast Chance, reduce the SPP cost for any Spell by 30%, and will
give the object the effects of a Enhancement One. The Focus Enchantment may be combined with any Enhancement or Inscription.
The Enchanter and the Spell Caster for whom the Focus is intended must work on the Focus for one month. At the End of this time,
the Enchanter rolls normally to see if the Enchantment was successful. If it is, the Spell Caster must make a Magic Talent or Faith
Saving Throw (which ever is better), in order to imprint the Focus. If this Saving Throw is failed, the Focus is destroyed, and the Spell
Caster receives a -1 on all succeeding Saving Throws to imprint a Focus.
60
Great Focus
At DoM 9 Enchantments the Enchanter may create a Spell Casting aid for any Spell Caster. This aid, a Great Focus, may take almost
any form, a cloak, staff, wand, ring, amulet, etc. The Great Focus will aid in both Clerical and Mage Spell Casting. A Mage or Cleric
may only benefit from one Great Focus at a time. A Focus will add +2 to the Caster's Cast Chance, reduce the SPP cost for any Spell
by 1/2, and will give the object the effects of an Enhancement Two. The Great Focus Enchantment may be combined with any
Enhancement or Inscription. The Enchanter and the Spell Caster for whom the Focus is intended must work on the Great Focus for
three months. At the end of this time, the Enchanter rolls normally to see if the Enchantment was successful. If it is, the Spell Caster
must make a Magic Talent or Faith Saving Throw (which ever is better), in order to imprint the Great Focus. If this Saving Throw is
failed, the Focus is destroyed, and the Spell Caster receives a -1 on all succeeding Saving Throws to imprint a Great Focus.
Storage Gem
At DoM 3 Greater Enchantments, the Mage can Enchant a flawless gem of at least 2500 Carat Equivalents, so that it will become a
Storage Gem. Once Enchanted, the Gem will store SPP equal to the creating Mage's Magic Talent. The holder of the Storage Gem may
draw on the Gem's SPP pool any time he or she casts a Spell. The Gem may be recharged by a Mage transferring his or her own SPP
into the Gem.
Token of Power
At DoM 7 Greater Enchantments, the Mage can fashion an item, a Token of Power, that will allow the holder to recharge 1 SPP every
2 Rounds. The SPP can be either Mage or Clerical. The Token will function as long as the user has it on his or her person, and only
one Token will operate per person.
Inscribed Items
Inscriptions: Using runes and geometrical diagrams, the Mage may inscribe Spells upon an object. The Enchanter must either be able
to cast the Spell he or she wishes to Inscribe, or work with a Spell Caster who can cast the Spell. The Mage must inscribe the writing
using precious metals and gems. Generally the more powerful the Inscribed item, the rarer (and more expensive) are the metals and
gems which must be used. These requirements increase as the DoM of the Spell increases, as well as the number of times per day that
the Spell may be cast from the item. The size of the inscribed item may dictate which materials are used as well. A ring or earring will
require the Enchanter to use expensive precious metals and gems to keep the item’s size small, while a set of city gates could be
inscribed in iron and embedded with small semi-precious gems. The time given below will allow the Inscribed Spell to be cast once
every 24 hours. By spending more time on the Enchantment, and using more materials, the Enchanter may increase the number of
times per day the Spell may be cast. For more information, consult the tables below.
Casting Spells from an Inscribed Item: The Inscribed Spells may be cast a variable number of times per day, depending on the time
spent Inscribing the item at its construction. To cast a spell out of an Inscribed item, the user prepares the Spell, and casts it after a
Round has passed. On a roll of 15 or less, the Spell activates. On a roll of a 20, the user suffers a Spell fumble. The use of Inscribed
items is not inhibited by ferrous metal. When the frequency of using the Spell is always on: Spells are always on only if they are of a
continuous nature, such as Mystic Shields or Armor of Earth. These spells may still be turned on and off by taking a Round to activate
or deactivate the Inscribed Spell. If the Inscribed Spell has no duration, such as Lightning Bolt, the Inscribed Spell is treated as an
Immediate Spell, with the Inscribed item receiving 4 Immediates per Round. Any damage to the inlay of an Inscribed item will destroy
the Enchantment.
61 Operations Manual januari 20, 2023
Carat Equivalents: Gems for enchantments are divided into two categories, precious and semi-precious gems. Precious gems are
traditionally diamonds, rubies, emeralds, sapphires and sometimes opals and pearls. Semiprecious gems are generally colored stones
that are more common than those listed above. The price of gems will vary based on a number of variables, so Game Masters should
determine a schedule of gem prices for their own particular worlds and campaigns. Some suggested prices are listed below.
Inscriptions require a number of Carat Equivalents which is determined by the carat weight of the gem. Requirements are listed below
with each Spell Description.
Carat Equivalents
0.1 1 3 SS 0.02 4 CP
0.5 25 60 SS 0.5 2 SS
1 100 15 GM 2 8 SS
3.2 1000 60 GM 20 2 GM
Metal Equivalents: Inscriptions have a metal component, the fine runes which must be laid in the item being crafted. Each inscription
requires a number of Metal Equivalents which is determined by the type of metal being used. Requirements are listed below with each
Spell Description. Generally the more precious the metal, the greater number of Metal Equivalents provided.
Metal
Iron 10
Copper 100
Silver 1,000
62
Gold 10,000
Platinum 100,000
Cost of Inscribed Items: A suggested cost is given below for each Enchantment. This is given as an aid to the Game Master but may
not apply to all campaigns and/or worlds. The primary cost of lower level Enchanted Items is labor, and thus may be influenced by the
number of Enchanters working in any given area. The suggested price below is based on a base labor cost of 10 GM per month,
irregardless of the actual time which it takes the Enchanter to finish the item. The cost of precious metals or gems may be a significant
portion of the cost in some campaigns. The prices below are based on precious metals and gems which are readily available to the
Enchanter and which are of high quality. Only flawless gems may be used in Enchantments and the suggested price in the Carat
Equivalent Table reflects this. For the suggested prices listed below, the minimum number of precious gems from the table above was
used for cost calculation. The prices will vary if semiprecious gems are used or if exactly cut stones are used. Metal costs are based on
the monetary conversions given in the Player's Handbook.
Inscription One
Using runes and geometrical diagrams, the Mage may inscribe any 1 st DoM Spell upon an object. Using the base time of 1 month, the
Spell may be cast once every 24 hours. The Spell may be cast more often by spending more time on the Inscription (consult the
following table):
Inscription Two
Using runes and geometrical diagrams, the Mage may inscribe any 2 nd DoM Spell upon an object. Using the base time of 4 months,
the Spell may be cast once every 24 hours. The Spell may be cast more often by spending more time on the Inscription (consult the
following table):
Inscription Three
Using runes and geometrical diagrams, the Mage may inscribe any 3 rd DoM Spell upon an object. Using the base time of 3 months, the
Spell may be cast once every 24 hours. The Spell may be cast more often by spending more time on the Inscription (consult the
following table):
Inscription Four
Using runes and geometrical diagrams, the Mage may inscribe any 4th DoM Spell upon an object. Using the base time of 6 months, the
Spell may be cast once every 24 hours. The Spell may be cast more often by spending more time on the Inscription (consult the
following table):
Inscription Five
Using runes and geometrical diagrams, the Mage may inscribe any 5th DoM Spell upon an object. Using the base time of 9 months, the
Spell may be cast once every 24 hours. The Spell may be cast more often by spending more time on the Inscription (consult the
following table):
Inscription Six
Using runes and geometrical diagrams, the Mage may inscribe any 6 th DoM Spell upon an object. Using the base time of 24 months,
the Spell may be cast once every 24 hours. The Spell may be cast more often by spending more time on the Inscription (consult the
following table):
Inscription Seven
Using runes and geometrical diagrams, the Mage may inscribe any 7 th DoM Spell upon an object. Using the base time of 15 months,
the Spell may be cast once every 24 hours. The Spell may be cast more often by spending more time on the Inscription (consult the
following table):
Inscription Eight
Using runes and geometrical diagrams, the Mage may inscribe any 8 th DoM Spell upon an object. Using the base time of 18 months,
the Spell may be cast once every 24 hours. The Spell may be cast more often by spending more time on the Inscription (consult the
following table):
Inscription Nine
Using runes and geometrical diagrams, the Mage may inscribe any 9 th DoM Spell upon an object. Using the base time of 21 months,
the Spell may be cast once every 24 hours. The Spell may be cast more often by spending more time on the Inscription (consult the
following table):
Inscription Ten
Using runes and geometrical diagrams, the Mage may inscribe any 10 th DoM Spell upon an object. Using the base time of 24 months,
the Spell may be cast once every 24 hours. The Spell may be cast more often by spending more time on the Inscription (consult the
following table):
Creation of Scrolls
Scrolls are created through the use of Runic Magic. Runic mages may write runic symbols on parchment such that upon activation, the
runic formula will call forth the Spell effects. Once used, the parchment is destroyed. To create scrolls, the Runic Mage must have
access to a reference library. In order to place a Spell on a scroll, it is not necessary for the Runic Mage to know the Spell. However,
for each Spell, the Runic Magic must have a reference text or have researched the Spell. This requires working with someone who
knows the Spell and requires 8 hours for each DoM of the Spell. For example, Quinby wishes to make scrolls of Flight (Elemental
Magic-Air, DoM 4). He does not know the Spell, but finds an Air Mage willing to work with him. Since Flight is a DoM 4 Spell,
Quinby must spend 32 hours working with the Air Mage, after which he has a reference text which he can use whenever he wants to
create a Flight scroll in the future. Of course, he could have sought out another Runic Mage who had already done the research and
purchased a copy from that individual. The price of such a text would depend on competition, and on supply and demand.
To successfully write the runic formula for a Spell, the Mage must roll against the following formula with a d20:
Chance of success = (Base Statistic number + Mage's DoM in Mystic Theory) - DoM of the Spell being written.
Greater Runic Magic represents the Mage’s greater understanding of runic symbols and increased ability to concisely symbolize
spells. As a result, scrolls may be created faster and scrolls may be read in shorter period of time. To successfully write the Greater
Runic formula for a Spell, the Mage must roll against the following formula with a d20:
Chance of success = (Base Statistic number + Mage's DoM in Mystic Theory) - 2*DoM of the Spell being written.
If the Mage fails this roll, the parchment is destroyed. If the Mage fails this roll by 5 or more consult the fumble table below.
The Mage must spend one hour per DoM of the Spell being written if normal ink is being used. If better inks are used, this time may
be cut by a third or even two-thirds as described below.
Inks
At DoM 1 Runics, the Runic Mage learns the process of making normal ink. This ink is derived from plants and requires one 8-hour
day to process. One batch of ink is sufficient for the creation of 50 scrolls and costs 5 SS to make. At DoM 4 Runics, the Runic Mage
learns the process of making high quality ink. This ink is derived from animal sources and requires two 8-hour days to process. One
batch of ink is sufficient for the creation of 50 scrolls and costs 50 SS to make. Scrolls written with high quality ink may be written in
2/3 of the time normally required. At DoM 7 Runics, the Runic Mage learns the process of making special inks. This ink is derived
from animal sources with the addition of ground gemstones and precious metals. Each batch requires three 8-hour days to process.
One batch of ink is sufficient for the creation of 50 scrolls and costs 25 GM to make. Scrolls written with this special ink may be
written in 1/3 or the time normally required.
Oils
Parchment which is not treated with special oils will only hold a Spell for one week. At DoM 2 Runics, the Runic Mage learns the
process of making normal oils to treat parchment. When treated with normal oils, a piece of parchment will be able to hold a Spell for
1 year. One batch of oil requires one 8-hour day to process, costs 50 SS to make and is sufficient to treat 50 scrolls. At DoM 5 Runics,
the Runic Mage learns the process of making high quality oils. When treated with high quality oils, the scroll will last for 5 years. One
batch of oil requires two 8-hour days to process, costs 250 SS to make and is sufficient to treat 50 scrolls. At DoM 8 Runics, the Runic
Mage learns the process of making special oils to treat parchment. These oils allow scrolls to last for 10 years. One batch of oil
requires three 8-hour days to process, costs 50 GM to make and is sufficient to treat 50 scrolls. Even when treated with oils, scrolls
degrade over time. For each 10% of the scroll’s expected life that elapses, the scroll will be -1 to activation. At the end of the scroll’s
expected life, the scroll will disintegrate. For example, a scroll which was prepared with high quality oils will be at -1 activation after
the first six months, -2 activation after the first year and -9 activation just before the scroll disintegrates at the end of 5 years.
67 Operations Manual januari 20, 2023
DoM Time to Create Cost Time to Create Cost Time to Create Cost
Roll Effect
10-12 Scroll ignites, causing d6+2 of fire damage (½ armor) to scroll creator’s arm
13-14 Scroll activates, reverse effect with the scroll creator as the target (if applicable)
15 Scroll activates, double strength with the scroll creator as the target
16 Scroll explodes, doing 3 attacks on the +5 table (d6+4, not stopped by armor)
Roll Effect
5 Scroll activates, Spell effects are reversed, effecting target if beneficial and the scroll
reader if harmful
6 Scroll fails to activate and burns up, doing a d6 of fire damage to the scroll reader’s arms
(½ armor)
9 Scroll fails to activate and burns up, doing a d6+2 of fire damage to the scroll reader’s
arms (½ armor)
11 Scroll fails to activate and explodes in flash of light, blinding the scroll reader for 2-7
Rounds
12 Scroll fails to activate and burns up, doing a d6+4 of fire damage to the scroll reader’s
69 Operations Manual januari 20, 2023
arms (½ armor)
13 Scroll fails to activate and the chance of successfully reading a scroll is at -2 for 6 months
14 Scroll fails to activate and explodes in a flash of light, blinding the scroll reader for 21-40
Rounds, with a 10% chance of causing permanent blindness
16 Scroll fails to activate and burns up, doing a d6+7 of fire damage to the scroll reader’s
arms (½ armor)
SHAPINGS
There are a number of Spells in the game which allow the transmutation, or even the creation of, materials. These Spells are listed
below:
DoM 7, Patternings
For the Organic Transmutation and Organic Creation Spells, the Cleric is restricted to the changing or creating of organic
materials. Webster defines organic as: “(1): of, relating to, or containing carbon compounds (2): relating to, being, or dealt with a
branch of chemistry concerned with the carbon compounds of living beings and most other carbon compounds. Basically, if it comes
from a plant or animal, it may be considered organic. Some notable exceptions: diamonds, though all carbon, are not organic, and
pearls (they come from a living creature but are minerals deposited around foreign objects by the animal). For all of the Spells listed
above, the Cleric or Mage must have a firm idea of the material being altered or created. This means that the Spellcaster must have a
sample of the material in hand or be very familiar with it. Note that organic materials from magical creatures will not have the same
magical properties as those exhibited in the living creature; i.e. dragon leather created by a cleric or mage may be tougher than
ordinary leather, but not as strong as leather made from actual dragon hide.
Players and Game Masters will find that the Shapings list is one of the most powerful, and easily abused, disciplines in Quest.
A knowledgeable Shaper Mage may literally create magical objects out of thin air. To prevent abuse of this list and to help maintain
game balance, the Game Master should establish a set of guidelines for the use of the Shapings list in his or her world that he or she
feels comfortable with. The following list of comments should help in the formation of some guidelines:
1) Shapings Spells use cubic feet to refer to the limits of the Spell. The table of densities of common materials below should be used
as a guideline to help calculate how much material that may be. Generally it is easiest to calculate the weight of the materials
involved, and use the table of densities to calculate the volume. Always use the starting material for the limits of the Spell (in terms of
cubic feet). In addition, mass is always conserved in Shapings Spells.
Example: A small band of adventurers are attacked by a large ogre. The mage in the party decides that the best way to help
the party is to Break the ogre’s weapon, a large maul. There is some question as to whether or not the maul can be broken. A
simple wooden club of this type is easy to estimate; a rough cylinder 6 inches in diameter and 5 feet long is approximately
1.4 cubic feet, which is easily broken with a pushed Break (DoM 2 Shapings). The ogre is also wearing armor; any suit of
armor is within the range of the Break Spell as a single cubic foot of iron weighs 491 lb. ( 5 to 8 suits of normal armor). In
this case the Mage would probably choose to Break the ogre’s breastplate if he was wearing one. A particularly strict Game
Master will note that chain mail is made of hundreds, if not thousands, of individual rings of metal. A Break Spell would be
particularly ineffective against this type of armor as it would only break a single link at a time. Of course, all armor is cinched
with leather straps, which are particularly attractive targets for Break Spells.
2) Binding Spells will temporarily bind materials of many sorts. The effect of these Spells will vary depending on the target. Some
examples are already given in the Spell Descriptions for each Spell. There is some intentional ambiguity as to the power of the various
Binding Spells. One suggestion is to have the Spell double the strength of the material (if applicable), with any extra volume of the
Spell adding the original strength of the item to the same item again (see example below). Binding Spells may be circumvented by the
casting of another Binding Spell (of the same strength or higher) to unbind the object, a Restore True Name Spell, or with a Magic
Abatement. Some Bindings may also be broken using plain brute strength.
Example: Grausame finds that he has broken off his only remaining lockpick in the lock of a door. He’s anxious to get at the
Mage behind the door, as the Mage owes him some money so he looks over the door and decides a few good swings of his
axe will break down the door. The door is a thick wooden door but fortunately not reinforced with iron (making it
approximately 30 points, see Operations Manual, Breaking Doors). On average Grausame does an astonishing 14 points per
blow with his axe (an AFT, MA, HCS, +2 Enchanted battle-axe, wielded with a 22 Physical Strength). Two or three good
blows with his axe will splinter the door and allow him access. Unfortunately for Grausame, the Mage has had some advance
71 Operations Manual januari 20, 2023
warning and quickly put up a Minor Bindings (DoM 3) to bind the door shut. The door is 3 feet by 8 feet and is 3 inches
thick, making it a total of 4 cubic feet (~160 lb.). The Spell doubles the strength of the door and leaves 6 cubic feet left over.
The Mage elects to apply this to the door as well and adds the original strength of the door again, effectively making it a 90
point door. It will take Grausame six or seven blows to chop through the door. A Bindings Spell (DoM 5) would give the door
a strength of 780 points, which would take Grausame 56 blows to chop through. An unskilled person (at one Blow per
Round, doing an average of 6 points per Blow) would take over an hour to chop through this bound door. Since he is a skilled
two-handed battle-axe fighter, Grausame merely pulls out his matching battle axe, and with 4 Blows per Round with each
hand, chops through the door in less than three and a half minutes. Had the Mage cast a Great Bindings on the door,
Grausame would have found it impossible to even scratch the door for the next 2 hours.
3) The various Patterning Spells are the Spells most susceptible to abuse and need to be used carefully in game play. A skilled Shaper
Mage can Great Pattern the air surrounding him into an impenetrable shield or change a lump of stone or metal into an AFT, Master
Artisan, High Carbon Steel, +2 Enchanted broadsword. The key to preventing abuse of Shaping Spells is to assign heavy Cast Chance
penalties when Mages attempt to do nonstandard tasks with them.
The closer a starting object or material is to the desired end product, the easier the Spell is to Cast. The more extreme the
change in shape and/or material, the more difficult the Spell. Shaper Mages are traditional “Alchemists“ as well, as they can make
gold out of base metals, at least for the duration of their Spells.
Example: Ira Bernstein is camping in the middle of the forest and decides he needs an iron pot to make a stew. He didn’t feel
like carrying one with him, as it was too bulky to fit in his pack. If he has a sheet of iron with him, he can easily shape it into
a pot, with no penalty, using the DoM 4 Spell, Minor Pattern. If he has another type of material, like wood or leather,
penalties are assigned (-4 or -6 CC) because not only is he changing the nature of the material, but he will have to change the
shape as well. If he has to start from earth or sand, greater penalties are assigned (-8 to -10 CC). Of course, if he could find a
large enough stone, Ira would be better off Patterning the stone into a stone pot, which could be done with no penalty.
With the appropriate background knowledge, materials can be changed at the molecular level. The synthesis of organic
compounds is facilitated when all the raw materials are present; the elements at the very least, precursor molecules if possible. Even
with a detailed knowledge of the structure of the expected product, attempting Spells of this sort should incur substantial penalties (-10
to -20 CC).
Example: Isaac Rifkin finds himself in need of some high explosives to destroy a nest of Aliens. Isaac has Patternings
(Shapings, DoM 7) and has a number of technical skills (DoM 7 Ordnance Engineering, DoM 7 Life Sciences, DoM 5
Chemistry). He wants to Pattern the organic resin at the entrance of the Alien nest into TNT. His technical knowledge of
explosives and organic chemistry give him the exact structure of the material he is trying to create, but nonetheless the Game
Master assigns an additional -10 Cast Chance penalty to the attempt. Fortunately, Isaac is an excellent mage. His Magic
Talent of 18, DoM 10 Mystic Theory, and Focus give him a base Cast Chance of 40. Even with the additional Cast Chance
penalty, his Spell will succeed on a 16 or less (40-2*7-10=16). He chooses not to use the full capability of the Patterning
Spell as this would create close to 5 tons of TNT (assuming there was enough resin to convert).
Example: Upon returning home, he relates his success to an apprentice Shaping Mage who decides to try it for himself.
Despite having only a basic understanding of explosives or chemistry, he nevertheless tries to duplicate the feat. He operates
under the same Cast Chance penalties as Isaac as well as some additional minuses due to his lack of knowledge of chemistry
(about another -10). Needless to say, his Spell fails. It does not fumble in a typical sense (the extra penalties due to the
difficulty of the task are not counted for typical Spell fumble in this case). The results of this type of creation fumble are left
to the Game Master. If the Spellcaster misses his or her roll by a small amount, the resulting material may look and feel like
TNT but have only a small percentage of its explosive capabilities. If he or she misses her roll by a large margin, the material
may be explosive but highly unstable (a mixed blessing), or it may not be explosive at all.
To some extent, Patterning Spells are reversible, depending on the starting material. Patterned material will return to the
original material, but not necessarily the original form at the end of the Spell. If the Mage has Patterned a pile of sand into a
broadsword, at the end of the Spell it will disintegrate into another pile of sand. Patterning Spells used to shape materials into a new
72
form are permanent; using a Minor Pattern Spell to shape a bar of iron into an iron sword will be permanent. Patterning a piece of
wood into an iron sword will leave a roughly sword-shaped piece of wood at the end of the Spell. Patterning a bar of iron into a high
carbon steel sword will leave an iron sword at the end of the Spell.
Pattern Spells used in a destructive way are permanent as well. Using a Minor Pattern to turn a wooden door into sawdust is a
permanent change. If the same Mage had Patterned the door into a pile of glass marbles (to roll down the hall to trip up his
opponents), at the end of the Spell he would be left with a scattered bunch of little chunks of wood.
103) The Change True Name Spell is perhaps the most powerful in Quest. Combined with the Discover True Name Spell
(Divinations, DoM 10), a Mage can bring about the permanent existence of magical objects, change living creatures into inanimate
objects (or vice versa), and do many other fantastic things. The Change True Name Spell can also replicate any of the other effects of
the other Shapings Spells, with a permanent duration. Essentially an object’s True Name is a history of that objects existence,
describing it in sufficient detail that one could replicate it based on its True Name. As such, the True Name of a person is a powerful
weapon which may be used against them. If a spellcaster knows the True Name of the intended target of a spell, the target’s Saving
Throw is decreased by -8, in addition to any other Saving Throw penalties. Discovering the True Name of an object or person is, in
addition to its other effects, equivalent to Magic Analysis (Divinations, DoM 4) and/or Character Analysis (Divinations, DoM 7).
A Spellcaster with Discover True Name (Divinations, DoM 10) and Change True Name (Shapings, DoM 10) can change any
object into any other. If a spellcaster has a +2 Cast Chance ring, he or she can discover its True Name, determine the True Name of a
handy rock and change the rock into a duplicate of the ring. Of course, no two objects can ever have the same True Name, so the
Spellcaster would have to make a slight change in the newly created object so that they were not identical. In this case, the Spellcaster
may change the color of the ring, or add an inscription, to make it sufficiently dissimilar to the original. One may be tempted to
Discover the True Name of the Earth and attempt to duplicate it. However, even if the Mage had sufficient mass to duplicate the Earth,
the True Name of such an old and complex object would be too vast to be contained with a normal human mind. The more complex
the entity or object, the longer it will take the Spellcaster to assimilate that entity’s True Name.
Beeswax 60 Pitch 67
Gelatin 79 Tar 66
Opal 108-135
MAKING METALS
The presence of phosphorus has an additional effect on the alloy as well. The phosphorus will cause the tin in the bronze to
crystallize and result in a more homogeneous mixture of the two metals. Adding additional phosphor to the bronze, in the form of
copper or tin phosphide (see below), will increase the hardness of the bronze. Many phosphor bronzes are equal in strength to the best
steel, and some even surpass steel in general properties. The most valuable properties of phosphor bronze are its extraordinary tenacity
and strength. It can be rolled, hammered and stretched cold, and its strength is nearly double that of the best ordinary bronze. If
exposed to the air, phosphor bronze becomes covered with a beautiful, closely adhering patina. It oxidizes in sea water at
approximately one-third the rate of copper.
Small amounts of bronze are prepared in crucibles, while larger amounts are prepared in reducing conditions in a furnace.
Coal is the principle fuel used in the furnaces. The fusion of the mixed metals must be conducted under pounded charcoal, as rapidly
as possible. Before casting, the melted alloy must be frequently stirred to produce a perfect mixture. The amount of tin added to the
copper varies depending on the hardness desired, with higher amounts of tin giving the greatest hardness. The amount of phosphor
added varies from 0.25 to 2.5%, depending on what the bronze is to be used for. For phosphor bronze of the highest strength, the
following mixture should be used: Copper, 90 parts; tin, 9 parts; 5% tin phosphide, 1 part. The bronze is made by melting the copper
and tin together, and then small pieces of the phosphide are added. This mixture is poured into ingots, then remelted and cast. The
remelting increases the strength.
Tin phosphide is prepared in the following way: Tin is put into a crucible, which is lined on the bottom with sticks of
phosphorus. The crucible is exposed to a gentle heat and the heating is continued until the flames of burning phosphorus are no longer
observed. The pure tin phosphide, in the form of a coarsely crystalline mass, tin-white in color, will be found on the bottom of the
crucible.
The process of making iron begins with the preparation of the metallic ore. The first stage begins in the mine itself as the
metallic ores are separated from the non-metallic earth and stones. The metallic ores are then removed from the mine and crushed into
manageable pieces. The ore is crushed on a heavy stone pavement with a long-handled hammer or a heavy stone. After crushing the
hard ores are often roasted, sometimes two or three times.
Roasting ore serves two purposes. First, it softens hard ores, making them more easily broken or crushed, which helps the
melting process. Secondly, roasting reduces the sulfur content of ores, which is harmful to the iron-making process. Roasting of ore
can be done in several different ways: in heaps, stalls or kilns. Heap roasting with coal is done in the following manner. The ore is
broken into pieces weighing 3-5 kg and placed on a sloping bed of coal 7 m long, 2.5 m long, and 15 cm deep. The ore is heaped 1 m
high in the center and is covered in coal dust and ashes and then the heap is ignited. The ratio of coal to ore is 150-200 kg per ton. The
roasting can take over 15 days.
Roasting stalls consist of square areas dug out of the earth and lined on three sides with stone or brick walls in order to retain
the heat more effectively. The roasting of ore in stalls consumes 50-150 kg of charcoal per ton of ore, and can accommodate up to 300-
350 tons of ore. The ore is laid down in alternately layers with charcoal and wood to a height of 2.5 to 3 m. A layer of fine sand of the
same ore is spread over the pile and pounded into it to keep it from collapsing before it has been roasted.
Roasting ore in kilns is the most efficient method. A rectangular roasting kiln is typically 3 to 4 m high, 4.5 m long and 2 m
wide. The kiln is filled with alternating layers of charcoal and ore. The ore is broken down as small as 12 mm and placed in layers 60
cm deep; the layers of charcoal are 30 cm deep. The kiln consumed 50-100 kg of fuel per ton of ore and was capable of an output of
15-30 tons of roasted ore per day.
After the ore has been roasted, it is crushed or ground to a fine sand. The tools for crushing and grinding ore range from
simple hand tools to elaborate water- or steam-powered stamping mills or grinding wheels. A detailed description of many types of
crushing and grinding machinery used in the 1500’s can be found in Agricola’s De Re Metallica. The type of machinery used will be
dependent on the scale of the mining operation. After the ore is crushed or ground it is washed to decrease the silica and alumina
content. As with the crushing machinery, the machinery for washing ores can be simple or elaborate.
At this point the ore is ready for smelting. There is a tremendous variety in the number of different types of furnaces to smelt
iron (and other metals). Details for constructing a furnace are not considered here-the reader should consult De Re Metallica or a good
text on the history of metallurgy for specific details. Whether the iron ore was smelted in open hearths or in small or large blast
furnaces, the product was wrought iron. Iron was produced by direct reduction of the iron oxide into iron metal. Despite the fact that
iron has a melting point of 1540°C, iron oxide can be reduced to metal at 800°C. At a temperature of 1100-1500°C, the reduced iron
flows together forming a semi-fused porous mass called a bloom. A slag forms during this process, some of which is trapped in the
semi-porous bloom. The bloom is hammered while glowing hot to force out the slag and at to shape and form the iron into a usable
form. Producing iron by this method is rather inefficient. The yield from the best ore rarely exceeds 50% of the iron found in the ore.
Ordinarily the yield is on the order of 20% and the remaining iron is lost in the slag. Iron ores range in composition. The table below
shows the percentage of iron oxides found in seven different types of ores from around the world.
I - 85
II 23 65
III - 90
76
IV - 65
V 42 7
VI 68 -
VII 1 60
The reducing agent responsible for converting the iron oxide to iron metal is carbon from the charcoal used in the smelting
process. Another consequence of using charcoal in the smelting process is that at smelting temperatures, carbon will migrate into the
iron. If the carbon content is higher in the atmosphere or in the surrounding materials, carbon will enter and diffuse through the iron. If
the carbon content is higher in the iron than in the surroundings, carbon will migrate toward the surface and out of the iron. The
absorption of carbon is called carburization; the removal of carbon is called decarburization. Improved furnaces and the resulting
higher temperatures introduce the problem of carburization into the iron-making process. At elevated temperatures the charcoal and its
hydrocarbon gases of combustion supply excess carbon, and carburize the bloom, making it hard and unworkable. A two step process
is then required; the first producing the carburized bloom and the second, a heat-treatment to decarburize the iron for proper forging.
As temperatures increase even higher, the iron will actually melt, producing a molten metal which may be cast. This cast iron has a
high carbon content and is therefore very hard and brittle.
To produce a malleable iron from cast iron or “pig-iron“, as it is sometimes called, the cast iron is packed in crucibles
containing pulverized iron ore and heated to a bright redness for many days. At elevated temperatures, the chemical affinity of oxygen
for carbon is stronger than its affinity for iron. As the carbide in the iron gives up is carbon, the iron ore packed around the castings
releases oxygen which combines with the freed carbon to form carbon monoxide and carbon dioxide which escape from the furnace.
The decarburization process is partial to complete, depending on the thickness of the casting and on the temperature and time of
heating. This process produces a metal which is almost free from carbon and provides castings possessing toughness and ductility.
Depending on the final carbon content, the smith may be left with pure iron, a mild steel, or a high carbon steel.
An alternative method for producing steel, is that used historically to produce Damascus steel . Damascus steel was produced
in India where it was called wootz. This steel was traded in the form of castings, cakes of metal, which were approximately the size of
a hockey puck. The process began with wrought iron produced by the direct reduction of iron oxide to metal, as described above. The
bloom was broken into small pieces (0.5-2.0 lb.) and placed in a clay crucible with pulverized charcoal (1/10 of the weight of the
wrought iron). The crucible was sealed to prevent oxidation and then heated to approximately 1200°C. At this temperature, the carbon
diffuses into the iron, forming an alloy known as austenite. The addition of carbon lowers the melting point of the metal; when a
“sloshing“ sound is heard when the crucible is shaken, it is taken as an indication that a significant portion of the carbon has diffused
into the iron. Up to 24 crucibles are heated at one time in the furnace. This process takes 2.5 to 4 hours. At this point the crucible is
cooled very slowly, over a period of many days. The slow cooling produces a homogeneous distribution of 1.5 to 2 percent carbon
throughout the steel. As the temperature falls below 1000°C, a network of iron carbide, or cementite, forms around the austenite
grains. Cementite is very hard, but also very brittle at room temperature. The resulting Damascus steel gains its legendary toughness
only after forging and extensive hammering to break down the cementite network. Damascus steel is forged at temperatures between
650 and 850°C, which is lower than a European smith would normally forge a lower carbon steel (<1% carbon). Hammering the steel
at temperatures below 850°C will break down the cementite network which causes the steel to be brittle, but leaves spheroidal
particles of cementite which still function to strengthen the steel. After forging, a Damascus blade is hardened by heat treatment. By
heating the blade above 727°C (the temperature at which ferrite converts to austenite) and then quenching it in water or some other
material, the blade is hardened. If ultrahigh-carbon steel (1-2% carbon) is allowed to cool slowly from the austenite phase, as when the
wootz is first cast, the austenite is converted into pearlite: alternating layers of soft, carbon-poor ferrite and carbon-rich cementite. If
the steel is quenched, however, the transformation of austenite to pearlite is suppressed and instead martensite is formed. The structure
of martensite allows room for carbon atoms and so is still hard.
77 Operations Manual januari 20, 2023
The initial steps involved in extracting the ore from the ground can most easily be assisted with Elemental Earth Magics
and/or Shapings. Major Earth Manipulation can be used to extract even the hardest ores and dig tunnels, while Earth Command can be
used to shore up mining tunnels to ensure that the tunnels will not collapse. Minor Pattern or Patternings can be used to reduce the ore
to small, manageable pieces. Dimensional Magic may be used to follow veins of ore through the Earth, or help to transport the ore
pieces out of the mine.
Depending on the skill of the Mage, the quality of the ore, and the scale of the mining operation, it may be possible to Pattern
the metal directly out of the ore within the mine itself, and just transport out the refined metal. In general though, Patterning the metal
directly out of the ore is a difficult task accomplished only be skilled Mages with some knowledge of metallurgy. An additional -10 to
-15 Cast Chance penalty should be assigned for this task.
If it is necessary to roast the ore, a kiln or stall which has Commanded Fire as a permanent heat source could be used.
Commanded Air and Commanded Fire together can be used in combination to produce the equivalent of a modern blast furnace. A
skilled Fire Mage with some knowledge of the ores in use could create a furnace of Commanded Fire which would selectively burn off
all impurities in the ore, leaving only the iron oxide, or perhaps only the iron itself. Whether or not to allow this is a decision best left
to individual Game Masters. Washing of the ore can be assisted using Elemental Water; a permanent sluice could be set up using
Commanded Water to separate ores by density. Using Commanded Water, a skilled Water Mage could Command the water to retain
only the pure native ore while allowing earth, silica, and other impurities to pass through. Again, this is a decision best left to
individual Game Masters.
With the use of Commanded Fire, sufficiently high temperatures can be obtained which may directly smelt metal from native
ore. Any remaining impurities may be removed using Commanded Air to force air (or just oxygen) through the molten iron, as with
the Bessemer steel-making process. This will remove the carbon as well, which will have to be added back by adding powered carbon
to the molten iron. The carbon content of the resulting metal can be precisely controlled by using Shaping magic to define known
quantities of material, remelting and adding an exact amount of carbon to the molten iron and then using Shapings again to ensure that
the resulting mixture is homogeneous.
Once the metal is made, it can be used normally or Shaping Mages can be used to produce the final products. With a few
simple spells, Shaping Mages can produce huge quantities of perfectly spherical ball-bearings, miles of wire, rings for chain mail, etc.
A blacksmith who is also a Shaping Mage can produce high quality arms and armor in a tenth of the time of a normal blacksmith.
If magic is so useful in the preceding process, why wouldn’t everything be fashioned using a magic? The answer lies in the
area of scale. Magic does not scale very well. A craftsman with Shapings may outproduce a normal craftsman five or ten to one, but a
factory will always outstrip even a whole host of craftsmen. A Mage is held back by a number of limitations. Consider the following:
Roy Ironhand is a Shaper Mage with a Magic Talent of 16, DoM 8 Mystic Theory, and a Focus. He has a Cast Chance of 32
and 60.8 SPP. Roy has a somewhat average Will of 14, so he is able to meditate for 3.5 hours per day, effectively limiting the
spells he can cast each day to the amount of SPP he can regain by meditation. In his case, this is 36 SPP. Even with the best
spell-cost cutting items available, this would limit him to 36 spells per day. Roy’s job is to break down the native ore in the
mine into small pieces so that it can be transported for roasting and washing. He uses the Patternings spell, since it is the most
effective use of his Spell Points. Unfortunately, Patternings is a DoM 7 spell, which gives Roy a Cast Chance of 32-14 = 18.
This means that 10% of the time, he fails to cast the Spell. With a Focus and minor item dedicated to cutting spell cost, spells
cost Roy ½ of normal; each Patternings Spell costs Roy 3 SPP. This means that, on average, Roy can cast 12 Patterning
spells, one of which will fail to go off. So his productivity for the day is 11 Patterning spells, reducing 1100 cubic feet of ore
78
into small pieces. This sounds like a lot; with rock having a density of approximately 150 lb./cubic ft this is equivalent to 82.5
tons of rock. This would not quite fill 2 large dump trucks, and after more processing, would yield only about 16.5 tons of
iron. Even with only one additional processing step, two medium level Mages could produce less than 100 tons of iron per
week.
EXPERIENCE
Awarding experience is possibly the most important task a Game Master may perform; certainly the most important for game balance.
The Game Master must award enough experience that the Characters progress in levels, but not so much that they become ludicrously
powerful in a short period of time. In addition to this, the awards given must be fair and reward Players for role-playing and important
contributions to the game. The experience schedule given below has been found to be a reasonably fair and balanced framework for
awarding experience.
As in many other role-playing games, Quest uses the concept of numerical experience awards as a way of quantifying the
extent of a Character's proficiency in his or her Disciplines. There are three types of experience that can be awarded. They are:
General experience
This is experience which may be allocated toward anything which the Character wants: Disciplines, Self-Improvements, Saving
Throw bonuses, or the ability to wear armor. Such experience is only gained by adventuring.
Specific experience
This is experience gained in a specific area, whether by training or by use while adventuring. Such experience cannot be transferred,
or used for other Disciplines; it must be used for the Discipline (or other use) for which it has been initially allocated.
As mentioned above, there are two ways to gain experience: by training or by adventuring. Here, the term 'training' refers not
only to education in a Discipline, but also to the gain in proficiency through practice. Most of the general populace will gain all of
their experience by training, and will not be very proficient for that reason. Adventuring will generally garner more experience than
training, and will also give the Characters more funds with which to pay for training. It is, however, a far more dangerous activity than
training.
Example: Hellstrom wishes to craft a Focus (Enchantments, DoM 5). He has DoM 7 Enchantments, so this is considered
routine. During the month that he spends making it, he receives 5 experience per day in Enchantments.
Charles is hired to do some precision stonework, which counts as the exercise of Mason (Terrestrial Sciences, DoM
1). He has DoM 6 Terrestrial Sciences, which is the highest DoM reachable in that Discipline. He would receive 5 experience
per day spent on the project in Terrestrial Sciences, but since he has "topped out" in that Discipline he receives the experience
as Technical experience, applicable to any Technical Discipline.
Example: Charles wishes to forge a Master Craftsman sword (Craftsman, DoM 5), using Advanced Forging Techniques
(Craftsman, DoM 4), and making it out of mild steel (through Metallurgy I, DoM 1 Chemistry). He has DoM 3 Chemistry
and DoM 5 Craftsman. During the time he spends making the metal, he receives 5 experience per day in Chemistry. During
the time he spends making the sword, he receives 10 experience per day in Craftsman.
Example: Turrell wishes to practice with the longbow. He is currently staying in an inn in the center of town, and has no
ready way of getting access to a target range. Instead, he spends his days in the yard behind the inn, going through the
motions of firing while not actually doing so. This discomfits the innkeeper, but gets Turrell 10 experience per day.
Example: Turrell wishes to practice with the longbow. Since being kicked out of the inn where he was staying, he has found
one on the edge of town. There, he has access to a large open area outside of town, suitable for setting up archery targets and
firing at different ranges. For this activity, he gains 15 experience per day.
80
Example: Kiyushori, with DoM 7 Martial Arts-Holds and Throws, is being taught by Yarbuki, who has DoM 11 Martial Arts-
Holds and Throws, as well as DoM 1 Advanced Melee Weaponry for Martial Arts-Holds and Throws. For the purposes of
determining how much experience Kiyushori gets, Yarbuki is treated as a Master. Kiyushori gains 20 experience in that
Discipline per day of training, while Yarbuki gains 5 experience per day of teaching.
Example: Kiyushori has Teaching through the General Fighter Discipline, and is instructing Marctharn in Martial Arts-Blows.
Marctharn gets 30 experience per day, while Kiyushori gets 5 per day. If Kiyushori were teaching Marctharn the
Bowyer/Fletcher Discipline (an Open Discipline), Marctharn would only get 20 experience per day.
Example: Razkuli has Teaching through General Fighter, and runs a small fencing school. He has fifteen students. During a
normal day of training, the students practice against each other while getting guidance and intermittent instruction from
Razkuli. The students each receive 20 experience per day.
Example: Peter has the Teach Spell through the General Mage Discipline. He uses it to instruct Hellstrom in Mystical Theory.
Hellstrom gains 40 experience per day in Mystical Theory for this, while Peter gets 5 per day.
Example: Yarbuki has to return home unexpectedly. Kiyushori begins to work out with Perun, who has DoM 8 with One-
Handed Edged Weapon (broadsword). Kiyushori elects to work with both Martial Arts-Holds and Throws and -Blows (he is
DoM 7 in each of them). Kiyushori and Perun both gain 15 experience per day. Perun gets his with broadsword, and
Kiyushori splits his between the two Martial Arts Disciplines.
81 Operations Manual januari 20, 2023
Splitting Experience
A Character may split experience gained between two or more applicable Disciplines, or may gain experience in a single Discipline
even though he or she normally uses it in conjunction with one or more other Disciplines in an adventuring situation.
Example: Niccolo wishes to practice his fighting Disciplines. He has DoM 3 Advanced Melee Weaponry-Rapier, DoM 8
Acrobatics, DoM 1 Advanced Melee Weaponry-Main-Gauche, and DoM 6 Fencing. When he is fighting, he uses all of these
Disciplines together. When training, however, he can elect to concentrate on one Discipline and gain experience in it, or he
may work with all of them and split his training experience three ways (since he has topped out in Acrobatics).
Adventuring
At the beginning of a gaming session, the Players should determine what their goal is for that session. (It should be noted that not all
members of the gaming group may share the same goal.) The base experience award for the adventure is determined by the difficulty
of the goal which the Players set for themselves. If a group of Players wishes merely to wander about the world sightseeing, the Game
Master should assign a difficulty based upon what the Players encounter.
Bonuses and/or penalties to this base award are given out depending upon the Player's performance during the game. Most of
these are self-explanatory and rather subjective. What you, as the Game Master, decide is good role-playing or poor tactics is what
counts. Try to be consistent, however! As a Game Master, you may have trouble awarding penalties to your Players, since they are
usually your friends. Just be fair and resolute. You may also wish to explain to Players exactly what their bonuses and penalties are,
and why they are receiving them.
Easy Adventure
(1): 100 experience base award. This amount is given for an adventure in which the Characters grossly outclass the opposition.
Example: Pendaren, Yarbuki, and Razkuli set out for a nearby town. On the way, they are attacked by a single rock troll.
Before the soon-to-be-late rock troll realizes that all is not well, it has sprouted two crossbow quarrels, four lethal dagger
wounds, and been thrown to the ground. The Game Master, shaking his head and wondering why he bothered, awards the
three of them 100 experience each when they reach town.
Moderate Adventure
(3): 500 experience base award. This amount is given for an adventure in which the Characters have an edge over the opposition.
Average Adventure
(4): 750 experience base award. This amount is given for an adventure in which the Characters and their opposition are even.
82
Difficult Adventure
(5): 1000 experience base award. This amount is given for an adventure in which the opposition has an edge over the Characters.
Impossible Adventure
(10): 4000 experience base award. This amount is given for an adventure in which the opposition grossly outclasses the Characters.
Example: This example would have been Kiyushori fighting a dragon, but the Character seems to have gone on strike.
Experience Adjustments
Penalties Bonuses
Very Poor Role Play -10% Very Good Role Play +10%
Some terms in this list may not be self-explanatory. These are explained below.
No Character Personality
If the Player has not endowed his or her Character with any personality at all and is merely playing it as a collection of numbers, this
penalty should and must be awarded. It will take the place of any Role Play bonus or penalty. Note that if the Player ascribes his or her
own personality to the Character (suitably altered for background and profession), this penalty does not apply. One hint that the Player
is deserving of this penalty is the constant reference to the Character in the third person ("My Character says this...", "My Character
does this...", etc.). Encourage your Players to get into their Characters.
83 Operations Manual januari 20, 2023
Led Poorly
If the Player is the group's leader and does a poor job of it, in any fashion, this penalty should be levied.
Conduct Prejudicial
If a Player deliberately disrupts play, is spiteful or contrary, or grossly injures the Character group, this penalty should be given. Note,
however, that if a Character has a grudge (IN THE GAME) against another Character, or for some good GAME reason acts against
another Character, this penalty is not called for. In fact, in such a case the "offending" Player may even be rewarded for good role play.
This can be one of the most difficult situations that a Game Master can face. In the author's experience, very few Players are
very good at handling such intra-party conflicts without some bad feelings. After all, a great deal of creativity and time usually goes
into a Character, and no Player likes to lose that capriciously. Try and remember, though, that you and the Players are supposed to be
having fun.
Character Interaction
If two or more Characters interact especially well in their role play, this bonus may be awarded. Such interaction is not limited to
cooperation, but may include bitter rivalry if it is handled well (see Conduct Prejudicial, above). If a Player loses a Character over
such rivalry and handles it well, it is recommended that the Game Master give him or her a break on his or her next Character.
Led Well
If the Character was the leader of the group, and his or her leadership was the critical factor in the group's success, this bonus should
be given.
Heroic Actions
This is an open-ended bonus, and does not have to be as much as +20%. It is awarded if the Character puts him- or herself into danger
in order to save the group or allow the group to succeed. The danger should be very great, and this bonus is often given posthumously.
As with Character Interaction, if a Player loses a Character permanently for Heroic Actions, the Game Master should give the Player a
break on his or her next Character.
DIVISION OF EXPERIENCE
Once the experience award for each Character has been determined, the Game Master must divide that experience among the
Character's Disciplines, according to how much each Discipline was used on the adventure. The guidelines will be given, and an
extended example will follow.
After the adventure ends, the Game Master must allocate experience. She determines that the base award is 1000
experience, and divides Charles' up in the following way:
Bastard sword 200 experience
Broadsword None
Heavy crossbow 100 experience
Craftsman None
Terrestrial Sciences 200 experience*
Mechanical Engineering None
Chemistry None
English, Norman French, Latin None
*Since Charles has reached the highest DoM possible in this Discipline, the 200 experience is halved to 100 experience and
goes to Technical experience.
This leaves 500 experience to be allocated. The Game Master decides that since the adventure was dedicated to
scientific inquiry (after a fashion), a further 250 experience should go to Technical experience. Charles does not have the
Outdoorsman Discipline, but one member of the party did. The Game Master uses that to rationalize giving Charles 50
experience in the Outdoorsman Discipline appropriate to the terrain. The remaining 200 experience are divided evenly
between Fighter experience and General experience.
As can be seen from the example, the whole process of awarding experience is highly subjective, even with the guidelines
given here. The Game Master must decide how difficult the adventure is, then judge how well the Characters have done in the
adventure and how they used their Disciplines. The only two rules of thumb the author can suggest are: be consistent, and be
conservative.
MODULAR EXPERIENCE
This system of determining adventure difficulty and concomitant experience awards in action-oriented adventures has worked quite
well in play testing. The Game Master compares the Characters and their opposition in five categories. The difficulty factor for each is
rated using the numbers in parentheses in the Base Experience Award table. For instance, if the Characters grossly outclass their
opposition in a category, that is worth (1), while if the Characters and the opposition are evenly matched in a category, it is worth (4).
The five categories are elaborated below.
1) Melee Ability: This includes a comparison of hand-to-hand CR, DR, PR, average damage, number of Blows, and total
numbers on either side. In addition to the average, the best on both sides must be compared.
2) Missile Ability: This is a comparison of both side's missile weapon capability. As with Melee Ability, CR, average
damage, and number of Blows are compared. This includes Missile Spells.
85 Operations Manual januari 20, 2023
3) Magical Ability: This is a measurement of the relative magical strengths of both sides, not including Missile Spells and
Healing Spells.
4) Healing: This measures the relative healing capabilities on both sides, including Self-Shaping and any innate regenerative
abilities on either side.
5) Armor: The average and best armor ratings for each side are compared.
Factors for the first four are added together, then half of the factor for Armor is added and the total divided by four. The
resulting number is the difficulty factor for the adventure. This factor is then matched with the appropriate experience award. If the
factor does not match a specific award, the Game Master must interpolate from the table, i.e., if an adventure's difficulty factor is
calculated to be (6), that is between Difficult Adventure and Very Difficult Adventure, and so the average of those two would be
awarded: 1500 experience.
For types of adventure other than action, other breakdowns may be used.
INDEX
A Attack Number column...........................................................12
Advance..................................................................................21
B
Advanced Forging Techniques...............................................15
Bacterial diseases..............................................................37, 38
Air Mages...............................................................................13
Barbiturate..............................................................................41
Air Shield................................................................................12
Battle Cognition......................................................................23
Alchemy..................................................................................46
Belladonna..............................................................................41
Ambidextrous Characters.......................................................21
Bindings..................................................................................60
Aniline....................................................................................41
Bleeding............................................................................34, 35
Annoyances.............................................................................36
Blood damage.........................................................................31
Armor
Blood loss...................................................................29, 30, 34
against firearms..................................................................20
Blood Points............................................................................30
Armor damage absorption......................................................12
lost per Round....................................................................33
Arsenic compounds................................................................41
Blood Poisoning..........................................................34, 37, 38
Atropine..................................................................................41
Blood poisons.........................................................................41
Attack......................................................................................12
Blow Resolution.....................................................................16
Attack Columns......................................................................28
Body Alteration.......................................................................41
Attack Number............................................................12, 14, 25
Body Healing I................................................18, 33, 37, 41, 43
86
Body Healing II......................................................................37 Coup de Grace........................................................................18
Enchantment bonus............................................................49 D
Cholera..............................................................................37, 38 disease.....................................................................................37
Boosted..............................................................................10 Disengaging............................................................................19
Boosted................................................................................8 Dodge......................................................................................13
Clot.........................................................................................32 DR
Enhancements
E
description..........................................................................51
Electrical damage..............................................................24, 31
Exclusionary Rule...................................................................11
Enchanted Items........................................................................8
Experience
Enchantments....................................................................49, 69
adjustments........................................................................72
cost.....................................................................................53
awarding.............................................................................68
doing multiple....................................................................49
division of..........................................................................73
Enhancement Five..............................................................51
from adventuring................................................................71
Enhancement Four.............................................................51
from training......................................................................68
Enhancement One..............................................................51
general................................................................................68
Enhancement Three...........................................................51
in a given skill class...........................................................68
Enhancement Two..............................................................51
Modular..............................................................................74
example..............................................................................50
non-routine use of a Discipline..........................................69
Inscription Five..................................................................54
routine use of a Discipline.................................................69
Inscription Four..................................................................54
self-training........................................................................69
Inscription One...................................................................53
sparring with a peer............................................................70
Inscription Three................................................................54
splitting..............................................................................71
Inscription Two..................................................................54
Exposure.................................................................................37
Enchantments, Greater
Enhancement Eight............................................................51 F
Focus.................................................................................17, 51 incapacitation..........................................................................30
Greater Enchantments.............................................................49 K
Enchantment bonus............................................................49
L
Grenade.............................................................................16, 21
Large Targets..........................................................................29
H leap
Healing....................................................................................33 running...............................................................................45
Missile fire................................................................................6
M
Missile spells
Maelstrom...............................................................................16
parrying..............................................................................23
Maelstrom Spell..................................................................8, 10
Missile weapons......................................................................14
Mage
parrying with Martial Arts.................................................23
creation lists.......................................................................46
Movement...............................................................................13
Mage Cast Chance....................................................................8
Mystic Shield............................................................................9
Magic Abatement....................................................................60
magic items N
creating...............................................................................49 Nightshade..............................................................................41
Animals..............................................................................23 poisons
reversibility........................................................................62 Polearm...................................................................................19
phosphorus..............................................................................63 creating...............................................................................46
dosage................................................................................40
Q
effects.................................................................................42
Quadrupeds.............................................................................12
effects over time.................................................................41
Quarterstaff.........................................................................7, 15
effects table........................................................................42
R
examples............................................................................41
Rabies.....................................................................................39
procedure............................................................................42
Reloading................................................................................15
resistance............................................................................40
Restore True Name.................................................................60
time to effect......................................................................40
91 Operations Manual januari 20, 2023
Retreat.....................................................................................22 Simple Healing.........................................................................6
Running...................................................................................13 creating...............................................................................59
Spell Casting.......................................................................9, 15
S
Spell Casting Aid
Saving Throws........................................................................11
Focus..................................................................................51
Scroll creation
Great Focus........................................................................52
fumble table.......................................................................58
Spell effects.............................................................................11
Scrolls
Spell Fumble...................................................................8, 9, 10
activating............................................................................58
scroll reading......................................................................58
inks for writing...................................................................57
Spellcaster.................................................................................6
parchment oils....................................................................57
Sprain Limb............................................................................18
Self-Fracture Repair................................................................18
Sprinting.................................................................................13
Semiprecious gems
Stagger Foe.......................................................................22, 28
carat equivalents.................................................................53
Steel
cost.....................................................................................53
high-carbon........................................................................12
semi-precious gems................................................................53
making................................................................................64
Setting Fractures...............................................................34, 35
making with magic.............................................................66
Shapings..................................................................................60
Storage Gem...........................................................................52
cubic foot limits.................................................................60
Striking By Circumstance.......................................................24
Shield
stun
Breakage Table...................................................................24
definition............................................................................29
breaking..............................................................................24
Sunburn...................................................................................36
Shield bash..................................................................13, 14, 28
Surgeon...................................................................................35
Shock......................................................................................35
Surgery....................................................................................34
92
T
Teaching Spell........................................................................70
Throw Foe.........................................................................22, 28
Token of Power.......................................................................52
Toxicity of a poison................................................................40
Trotting...................................................................................13
True Name
definition............................................................................62
Tuberculosis......................................................................37, 38
Two Weapons....................................................................21, 25
Typhoid...................................................................................37
Typhoid Fever.........................................................................38
unconscious.............................................................................29
Universal Antidote............................................................42, 48
Vaccination.............................................................................39
Viral Diseases...................................................................38, 39
Wing hits.................................................................................29
Wraparound............................................................................29
wrought iron............................................................................64
Yellow Fever.....................................................................38, 39
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