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English Pages [139] Year 1982
Man] Myth & Magic ADVANCED CHARACTER STATISTICS SHEET *= ALOWNumberisbest Character Nationality: BASIC
OPTIONAL
Strength:
Agmty :
Speed:
Charm:
Skill-.
Determi natiom
Class:
Language: *
*
Character Name:
Player Name:
,
Endurance:
Prime Ability:
- Swimming: - Throwing:
Portage:
_ City Knowledge
*
- Weight:
_
'_
_
_
I,
* Mountain Knowleclge: * Desert Knowledge
Intelligence:
Courage:
* *
Power: LIFE POINTS:
MAGIC/SPECIAL: FuNDAMENTAL FAILURE RATE:_ /_ COMBAT: First: Strike Capacity: Number of Blows per Round:
edpom Archery , TH
_'I
``-N-
Basic To Hit Number: Damage Bonus:
Weapom ,.B lJdge a n THN
Number of Blows per Combat: CMF (See p. 13; Bk ll): I/Kria+ if6
led
bo'h: ,Ax
TrlNL,THN_
,
Man, Myth & Magic PLAYER AID INFORMATION Life Points: Total Strengthl SpeedI Endurancel Intelligence and Courage. When reduced to twenty character is unconcious. when reduced to zero Character is dead.
Duration of Combat: A character is allowed one blow for each part of each 10 Endurance Points and one blow for each full 20 Courage Points. When all Endurance and Courage has been used a character must 'restl for two Fiounds to recover them. Speed in Combat: lfacharacter'sSpeed is 74or lessone blow
First Strike Capacity: Total Speed and Courage.
per round of Combat is allowed. lithe character's Speed is 75 to 99 then two blows per round of Combat are allowed. lf the character's Speed is 100 then three blows per round are allowed. These additional blows do mat count against Endurance and Courage for determining Duration of Combat.
Basic "To Hit" Number (THN): 5O, COMBAT:
Base NumberTo Hit is 50 orgreater. THN Modified by character type: This applies only to Barbarians, Gladiators, Centurions, Wierdings and warrior types of characters. For each whole lO units of Sk"I above 50 subtract - 1 from character's Basic THN,
MOVEMENT:
Damage Modified by Strength: For each whole 10 units of Strength above50 add + 1 to Damage rolled. foreachwhole 10 units of Strength below 50 subtract - 1 from Damage rolled. This modifier applies to all character types.
To Hit Number Modified By Target Area: Ta rg et Area Damage Modification Area To Hit Number Tolerance Arm
Leg Hand Foot Thumb Finger or Toe
Head Torso or Back
+15 +10 +15 +15
POWER:
50 75 50 50
+20 +25 +30
100
No Modification
Total Life Points
30 25
Walking: isatthe rateoftenfeet perTurnand doesnot use Endurance. Running: is atthe rate of one hundred feet per Turn and does use Endurance and Courage at the following rate. Acharactermayrun oneTurnforeach full 5unitsof Endurance and one Turn for each lO full units of Courage. When all Endurance and Courage are used the character must stop all movement and rest for three Turns.
Modifies Basic Failure F]atefor Spells: Foreach full 30 Points of POWEF] subtract - i from Basic Failure Rate when attempting Magic Spells, See page 13; Book ll.
REGAINING LIFE POINTS & POWER
Life Points: Life Points are regained at an automatic rate of25 atthe beginning of each new segment. Power Points: Power Points are regained at the automatic rate of 10 at the beginning of each new segment. Maximum: Neither Life nor Power Points may be regained in excess of the character's current maximum level.
COMBAT MODIFIERS Character is being attacked by more than two opponents; Each attack-
Long Bow/Short Bow-Archery Modifiers
ing character receives a minus five (-5) to his THN for each attacking character over two.
Attacking from side; A character that is attacking an opponent from his side receives the following bonus: -5 to THN. Does not applyto thrown objects.
Attacking from rear; A character that is attacking an opponent from his rear receivesthefollowing bonus; - 10toTHN. Does notapplyto thrown objects.
Attacking a motionless opponent; "s applies when the target character is motionless. i.e, asleep, knocked out, tied up' etc. The bonuses vary depending on whetherthe target is being struck bye hand held weapon or is having a weapon thrown at him. lf the weapon is a hand held weapon the attacker receives an automatic hit and all of the percentage dice throw is damage. lf the weapon is being thrown the attacker receives a -20 to his
Range in Feet SITUATI ON
a;-;(17iO
O
0
4
:; o;
Long Bow/Short Bow Target Running
6 134-)/84%0
8 1!-)/1:2 0
2:61(/N;1AA4 0
i2iO
Firer Moving
TBagr%eotvPe[otected Firer on Horse Shoot at Moving Target from Moving Horse
0
487
14/14
15/15
; ;:
;;
;;
; NA
7 NA
16/18
17/20
19/22
2O/NA
22/NA
Thrown Missile Flange Attenuation: The following table is used to modify Thrown miss"es type weapons. (includes rocks, bottles and other small items).
THN.
Archery Modifiers: The following tables are used to modify archery fire. All plus (+) numbers are added to the attacker's THN.
RANGE IN % OF MISSILES MAXIMUM RANGE SITuATION 0-50% 51-65% 66-85% 86-10O% Target F3unning o +3 +4 +5 Thrower Moving 0 +1 +2 +3 Target Covered +1 +2 +3 +4 All plus (+) numbers are added to the attacker,s THN. All Thrown Miss"e Modifiers are cumulative.
Distribution of all Items Carried
I te m
Lo cat i o n
Ppooina[gse
I te m
Lo c at i o n
Ppooima[gse