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Skill and artifact lists of MRQ

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    Skill List

    *indicates a cascade skill

    Basic Skills:Acrobatics (DEX)Athletics (STR+DEX)

    Boating (STR)Dodge (10+DEX-SIZ)Driving (10+POW)Evaluate (INT)First Aid (INT)Influence (10+CHA)Lore (Animal) (EDU)Lore (Plant) (EDU)Lore (World) (EDU)Perception (INT+POW)Persistence (10+POW)Resilience (CON+POW)

    Riding/Bajutsu (DEX+POW)Sing (CHA)Sleight (DEX)Stealth (10+DEX-SIZ)

    Advanced Skills:Artistic Expression* (POW+CHA)Calligraphy (EDU+DEX)Command (CHA+POW)Commerce (EDU+CHA)Cooking (INT+POW)Courtesy (EDU+CHA)Culture* (EDU)

    Craft* (EDU+DEX)Dance (DEX)Disguise (CHA)Engineering (EDU)Escape (DEX+INT)Falconry (INT+DEX)Gambling (INT)Handiwork (INT)Heraldry (EDU)Healing (EDU+POW)Impersonation (INT+CHA)Insight (INT+POW)

    Kuji-kuri (EDU)Language* (EDU)Lore* (EDU)Mechanisms (DEX+EDU)Memorize (INT)Oratory (POW+CHA)Play Instrument* (CHA)Seduction (INT+CHA)Shiphandling (EDU)Streetwise (POW+CHA)Survival (INT+POW)Taunt (INT+CHA)Torture (INT+DEX)

    Tracking (INT)Yogen (EDU)

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    Basic Combat Skills:Axe- 1H/Masakarijutsu (STR+DEX)Axe- 2H/Onojutsu (STR+DEX)Blowgun (DEX)Bow/Kyujutsu (DEX)Crossbow (DEX)Dagger/Tantojutsu (STR+DEX)

    Flail- 1H/Kamajutsu (STR+DEX)Flail- 2H/Kusarijutsu (STR+DEX)Hammer- 1H (STR+DEX)Hammer- 2H (STR+DEX)Polearm/Naginatajutsu/Sodegaramijutsu (STR+DEX)Rapier (STR+DEX)Shield (STR+DEX)Sling (DEX)Spear/Sojutsu (STR+DEX)Staff/Bojutsu (STR+DEX)Sword- 1H/Kenjutsu (STR+DEX)Sword- 2H/Kenjutsu (STR+DEX)

    Throwing (DEX)Unarmed (STR)Whip (STR+DEX)

    Advanced Combat Skills:Chariot Combat (DEX)Fast Draw (DEX)Gunnery (INT+DEX)Iajutsu (DEX)Jousting (new) (STR+DEX)Longarms (DEX x2)Martial Arts/Jujutsu (DEX)Martial Prowess (STR+POW)

    Pistols (DEX x2)Salmon Leap (STR+DEX)Shield Biting (POW)Shield Growl (CHA)Shield Kick (DEX)Siege Machine Operation* (INT+DEX)Spear Catching (DEX)Spear Foot (DEX)Weapon Mastery* (DEX+STR)Yabusame (DEX)Yadomejutsu (DEX)

    Magical Skills:Alchemy (EDU+POW)Augury (POW+INT)Divination (INT)Enchanting (DEX+POW)Manipulation (Combine) (EDU+POW)Manipulation (Duration) (EDU+POW)Manipulation (Magnitude) (EDU+POW)Manipulation (Range) (EDU+POW)Manipulation (Targets) (EDU+POW)Meditation (POW)Ogham (EDU)Pilot* (INT+POW)

    Ritual Sacrifice (INT+POW)Runecasting* (POW+CHA)Runefinder (INT+POW)

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    Runewatcher (INT+POW)Sorcery Spells* (EDU+POW)Spellcasting* (POW+CHA)Summoning* (EDU+POW)Tap Weirdstone (INT+POW)Theology* (EDU+POW)

    JoustingJousting is not combat, but sport. Characters jousting roll simultaneously instead of rolling initiative and results are considered to be simultaneous as well.A match consists of three lances. The winner is he who has the most points at the end of the three passes.

    Jousting Results:Fumble You miss. If you are hit successfully, you are unhorsedFailure You hit, but cause no damage and do not break a lance. If you are hit successfully, you must roll Athletics or be unhorsed.Success You hit and break a lance on the shield or body. This causes minimum damage. If you are hit, you are not unhorsed.

    Critical You hit and break a lance on the helmet. This causes half damage. If you are hit, you are not unhorsed.

    Jousting Scoring:1 point for breaking a lance on the body or shield2 points for breaking a lance on the helmet3 points for unhorsing a rider, plus you win his horse

    Profession Revisions:Heraldry should be added as a choice to the following professions:AmbassadorCounsellor/Politician/Senator/KugeDiplomat/Gaikoukan

    EmperorImperial GovernorKnightLord/Household Officer/RyokoMonarchSamurai

    Falconry should be added as a choice to the following professions:EmperorKnightLordMonarch

    Jousting should be added to the Knight profession and presented as a choice to the following professions: Lord & Monarch.

    The following skills should be added as choices to the Skull Sword/Tribal Warrior profession: Bow, Riding, & Spear. The skill Unarmed +5% should be added as a Base Skill Bonus.

    RANDOM MAGICAL ARTIFACTS

    Many magic items require the roll of a D to determine their effect (such as +D10%). This should be rolled when the item is first found and never again. The onlyexceptions to this are: Summoning abilities that summon D# individuals, abiliti

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    es that restore HPs, MPs, or Sanity, & abilities that are separate attacks. In these cases, roll the indicated D each time.Magic Points can also be Earth Power. Unless otherwise indicated, items with Runes embedded in them cannot be used to cast spells.

    ARTIFACTS01-10 Amulets, Rings, and Jewels

    11-20 Armor21-30 Arrows and Missiles31-45 Enchanted Garments46-60 Potions and Concoctions61-70 Scrolls and Grimoires71-80 Staves and Wands81-90 Unusual Items91-00 Weapons

    ITEM TABLESAmulets, Rings, and JewelsType:

    01-20 Amulet21-35 Broach/Pin36-45 Crown/Tiara46-70 Jewel/Crystal71-75 Neck Torc76-85 Orb86-00 RingDescription:1-2 Plain3-5 Rich6-8 Ornate9-10 GaudyQualities:

    01-03 Adamantine- Offers D4 armour points to all locations.04-06 Animal Control- Allows the user to control and converse with a category ofanimals.

    1 Birds2 Canines3 Cats4 Fish5 Herd Animals6 Insects7 Monstrous Animals8 Reptiles9 Riding Animals10 Rodents

    07-09 Blasting- Fires a blast of fire up to D100 yards for D6 damage to all locations. Roll damage each time the blast is used.10-12 Command- Target must roll Persistence or fall under the mind control of the user until the next sunrise or sundown13-16 Comprehension- Allows the user to speak and understand any language.17-19 Cursed- Roll on table.20-22 Enchanted Jade- User recovers D3 HPs per round to all hit locations23-25 Energy- +D10 Magic Points26-28 Gating- Allows the user to teleport D10 x10 yards29-31 Iron- Spells cast against the character require +D3 extra MPs. Also, the users spells cost +D3 extra MPs32-34 Law- +2D10% to all Sanity rolls

    35-37 Levitation- Reduces damage from falling by half and doubles the distance the user can jump, adds +5D10% to Athletics when Jumping38-42 Light- Emits light equivalent to a lantern

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    43-45 Longevity- Doubles the lifespan of the character46-50 Multiple Spell- Can cast a spell from the given magic type D4 times per day:

    1 Earthpower2 Divine3-5 Runic

    6-8 Sorcery

    9 Occult10 Mythos

    51-53 Multiple Warding- Roll Persistence to ignore a spell D4 times per day. Roll to determine type.

    1 Earthpower2 Divine3-5 Runic

    6-8 Sorcery9 Occult10 Mythos

    54-56 Protection- Offers D4 points of armor to all Hit Locations57-59 Reflection- Spellcasters casting spells on the user must roll Persistence.

    If the roll fails, the spell affects the caster instead60-62 Regeneration- Doubles the users healing rate63-65 Righteous Silver- Wearer is immune to SAN loss caused by anything that isnta Mythos entity66-68 Runic- Inscribed with a rune. Roll on the Rune table, pg. 70.69-71 Sanity- Regenerate D6 SAN per day. Roll each time72-76 Spell- Increases the users ability to use magical skills by +2D10%. The user must have the skill in order to gain any benefit from this ability. Roll to determine type.

    1-2 Earthpower (Spellcasting, Ogham, Ritual Sacrifice, Tap Weirdstone)3-4 Divine (Lore (Theology), +2D6 Dedicated POW)5-6 Runic (Runecasting skills, Runewatcher, Runefinder)

    7-8 Sorcery (Sorcery Spells skills, Manipulation skills)

    9-10 Summoning (Summoning skills)11-12 Wizardry (Augury, Alchemy, Enchanting, Lore (Celestial Lore, Geoma

    ntic Lore, Occult Lore)77-79 Storm Summoning- Once per day, calls forth precipitation and winds from the heavens. In winter, it will cause blizzards, otherwise, it causes flood-like down pours. In rainy weather, it can cause hail and lightning. The storm lasts anhour.80-82 Summoning- The user can once per day summon a creature (roll 1D12):1 Spirits

    1 Disease Spirit2-3 Healing Spirit4-5 Magic Spirit6 Passion Spirit

    1-2 Fear Spirit3-4 Madness Spirit5-6 Pain Spirit

    2 Angels3-4 Animals (roll on the Animal Control table)

    5 Demons1-8 Lesser9-10 Greater

    6-7 Elementals1-2 Sylph3-4 Gnome5-6 Salamander

    7-8 Undine9 Shade10 Barren

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    11 Boreal12 Lume

    8-9 Inanimate Objects1-3 Hand Held Items4-7 Personal Belongings

    8-10 Weapons10 Lycanthropes

    11 Mythos Beings1 Byakhee2 Deep One3 Ghast4 Ghoul5 Gug6 Moon-Beast7 Night Gaunt8 Rat-Things9 Sand-Dweller10 Shantak

    12 Undead

    1- Ghost2-5 Zombies (D6)- roll each time6-10 Skeletons (D6)- roll each time

    83-85 Toxin Immunity- User is immune to poisons, drugs, and cursed potions86-89 Warding- The user may roll Persistence to ignore a spell one per day. Rollto determine type.

    1 Earthpower2 Divine3-5 Runic

    6-8 Sorcery9 Occult10 Mythos

    90-92 Watchfulness- Will wake the user up if a hostile comes within 2D10

    93-95 Wizardry- Halves the MP, POW, and Sanity cost of all spells96-98 Wraith- Turns user invisible. User can also see other invisible things. Invisible things can see the user too99-00 Roll D3 times

    ArmorType:01-06 Banded

    01-09 Shirt10 Suit

    07-11 Bone Shirt12-17 Chainmail

    01-09 Shirt10 Suit

    18-23 Cuirboilli shirt24-29 Enamelled Breastplate30-35 False Plate

    01-09 Shirt10 Suit

    36-40 Gauntlets1 Cestus

    2-4 Light5-6 Medium7-8 Heavy9 Crabclaw

    10 War gauntlet41-45 Helm

    1 Bone helm

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    2-3 Chainmail coif4 Enamelled5 Full Helm6-7 Heavy leather cap8-9 Helmet10 Tusked helm

    46-51 Leather

    1-2 Heavy leather hauberk3-4 Leather hauberk5-10 Leather shirt/tunic

    52-55 Miscellaneous1-2 Archers armlet3 Duellist half-cape4-7 Fur cloak8 Gladiators outfit (Chestpiece, Helm, and Skirt)9 Plated cloak10 Plated coat

    56 Oriental Armour1-4 Do-Maru suit

    5-8 Kabuto9-10 Yoroi suit57-62 Padded shirt

    1-5 Soft6-10 Hard

    63-68 Plate01-09 Shirt10 Suit

    69-74 Ringmail shirt75-80 Scalemail shirt81-85 Serpentmail

    01-09 Shirt10 Suit

    86-90 Tightweave silk suit91-95 Wooden shirt96-00 Shield

    1-3 Buckler4 Fang Shield5-11 Kite Shield12-18 Target Shield19 Growling shield20 Razor-edged shield

    Description:1-2 Plain3-5 Ornate6-8 Worn9-10 GaudyQualities:01-03 Berserk- User may use Battle Fury once per day04-06 Breathe Underwater- User can breathe underwater, +2D10% to Athletics whenswimming07-16 Characteristic Increase- Roll on table.17-19 Cursed- Roll on table.20-22 Faerie- Glows if within D10 x10 yards of evil beings. Note that Mythos deities are often beyond good and evil and thus do not activate the item23-25 Fitted- The armor is extremely light. Halve the armours skill penalty and reduce its ENC by 126-49 Improved- Increase AP to all locations the armour covers by D4.

    50-55 Indestructible- Item cannot be destroyed by any means known56-58 Initiative- Increase Strike Rank by +D659-61 Invisibility- Turns user invisible. User can also see other invisible thin

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    gs. Invisible things can see the user too62- 64 Light- Emits light equivalent to a lantern65-67 Mirrored- Spellcasters casting spells on the user must roll Persistence. If the roll fails, the spell affects the caster instead68-70 Mithril- The armour is light and very strong. Halve the armours skill penalty and reduce its ENC by 1. Increase AP of all locations covered by the armour by 2. Metal armours only.

    71-73 Perception- The user can detect the indicated if it is within D6 x10 feet:1 Demons2 Hidden Passages3 Lycanthropes4 Magic5 Mythos Entities6 Poison7 Traps8 Undead9 Valuables10 Water

    74-76 Power- +D10 Magic Points

    77-79 Regeneration- Doubles the users healing rate80-89 Resistance- Halve damage caused by:2-3 Acid4-5 Fire6-7 Ice8-9 Lightning10 Metal11-12 Poison

    90-92 Runic- Inscribed with a rune. Roll on the Rune table, pg. 70.93-95 Speed- +D4 Movement and Strike Rank. Roll for each stat96-98 Wizardry- Halves the MP, POW, and Sanity cost of all spells99-00 Roll D3 times

    Arrows and MissilesType:01-20 Arrow, roll D6 for quantity1-12 Normal

    13 Barbed14 Bowel Raker

    15 Fishing16 Hummingbulb17 Lotus-blossom18 Moon-blade19 Signal20 Wood-headed

    21-30 Bolt, roll D6 for quantity1-5 Normal6 Barbed7 Metal Core8 Wood-headed9 Bola bolt (Heavy crossbow bolts only)10 Whip bow arrow

    31-35 Blowgun Dart, roll D6 for quantity1-8 Normal9 Barbed10 Marking Wads

    36-40 Sling Bullet, roll D6 for quantity41-45 Bola

    51-47 Boomerang48-49 Chakram50-60 Dagger

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    61-65 Darts, roll D6 for quantity66-67 Dart blade68-69 Discus70-74 Hatchet

    1-7 Hatchet8 Tomahawk9 Flint hatchet

    10 Stone hatchet75-76 Hurling Sphere/Tathlum77-78 Kunai79-80 Petals, roll D6 for quantity81-95 Spear

    1 Gae Bolga2- 3 Javelin

    4-6 Shortspear7 Stone shortspear8-9 Trident10 Yari-nage

    96-97 Spike

    98-00 Throwing Stars, roll D6 for quantityQualities:01-10 Accuracy- +3D10% to the skill to use the item11-13 Bane- Damage bonus against specific enemies. Roll on the table14-16 Bleeding- Injured targets lose 1 HPs per round for D6 rounds17-19 Cursed- Roll on table.20-53 Damage- Increase damage by D6.54-56 Dead Shot- Weapon only misses if a fumble is rolled, though no fumble is applied57-59 Direction- When thrown in the air, the item will point out a direction:

    1-7 True North8-9 Towards an exit10 Towards a stated location

    60-62 Distance- The weapon has a range double normal63-65 Division- Fired into a group, this causes D6 members of the group to go wild and begin attacking each other for D6 rounds. Roll each time66-70 Flame- Causes D6 extra fire damage. Roll each time71-75 Frost- Causes D6 extra freezing damage. Roll each time76-78 Grappling- Weapon turns into a grappling hook on its way to the target andcreates a line that can be climbed79-81 Light- Emits light equivalent to a lantern82-86 Poisonous- Causes a D4 x20 POT poison attack87-91 Returning- Item returns to its owner whether it hits a target or not92-94 Shock- Causes D6 extra electrical damage. Roll each time95-97 Stone- Target must roll Resilience or be turned to stone. If the roll is fumbled, then the petrifaction is permanent. Otherwise, it lasts 4D6 hours98-00 Warping- Target must roll Resilience or be transformed. If the roll is fumbled, then the petrifaction is permanent. Otherwise, it lasts 4D6 hours:

    1 Cat2 Crow3 Dog4 Ferret5 Ghoul6 Hideous Monstrosity (-D10 APP)7 Mutant (Roll on Chaotic Feature table)8 Newt or Frog9 Opposite Gender10 Rat

    Enchanted GarmentsTypes:

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    01-10 Belt1-4 Belt5-6 Baldric7-8 Bandolier9-10 Sash

    11-20 Boots1-8 Boots

    9-10 Shoes21-30 Bracers31-40 Cloak or Cape41-50 Collar51-60 Gloves61-70 Hat71-80 Mask81-90 Robes91-00 TabardDescription:1-2 Plain3-5 Fine

    6-8 Embroidered9-10 RichQualities:01-05 Breathe Underwater- User can breathe underwater, +2D10% to Athletics whenswimming06-10 Characteristic Increase- Roll on table.11-20 Comfort- Keeps the wearer comfortable in any temperature21-25 Concealment- D6 secret pockets that provides a +2D10% to Sleight rolls made to hide objects on the character26-30 Cursed- Roll on table.31-35 Disguise- Allows the wearer to take on the outer shape of any creature with a SIZ within 3 points of his own36-40 Elven- +3D10% to Stealth in natural surroundings

    41-45 Indestructible- Item cannot be destroyed by any means known46-50 Invisibility- Turns user invisible. User can also see other invisible things. Invisible things can see the user too51-55 Levitation- Reduces damage from falling by half and doubles the distance the user can jump, adds +5D10% to Athletics when jumping and +3D10% to Acrobatics56-60 Mariner- Keeps the wearer comfortable in any stormy weather and prevents sea-sickness61-65 Phasing- Allows the wearer to pass through solid objects and renders him immune to physical attack. However, the character cannot touch or physically harmanything while phased. It takes 1 round to turn the phasing on or off.66-70 Protection- Offers D4 AP to all Hit Locations71-75 Resistance- Halve damage caused by:

    2-3 Acid4-5 Fire6-7 Ice8-9 Lightning10 Metal11-12 Poison

    76-80 Runic- Inscribed with a rune. Roll on the Rune table, page 70.81-85 Skill Increase- Roll on table.86-90 Speed- +D4 Movement and Strike Rank. Roll for each stat91-95 Wizardry- Halves the MP, POW, and Sanity cost of all spells96-00 Roll D3 times

    Potions and Concoctions

    Doses: D6Type:01-10 Dust

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    11-20 Elixir21-30 Enchanted Food31-40 Herb41-50 Lotion/Ointment51-60 Oil61-00 PotionDescription:

    1-2 Tastes great3-5 Smells great6-8 Tastes foul9-10 Smells foulQualities:01-03 Adhesion- Glue-like substance that can stick inanimate objects together. It can be broken by rolling an opposed test using Athletics against a flat D100 roll (assume that the adherent always succeeds)04-08 Antidote- Negates poisons and heals D6 HPs caused by poison damage. Roll each time09-11 Breathe Underwater- User can breathe underwater. +2D10% to Athletics whenswimming

    12-14 Change Suppression- Prevents a lycanthrope from transforming15-17 Characteristic Increase- Roll on table.18-21 Curing- Cures diseases22-24 Curse Breaking- Undoes curses like Warping, Stone, and Sleep. Also undoesitem curses.25-27 Curse- Roll on table.28-30 Disguise- Allows the drinker to take on the outer shape of any creature with a SIZ within 3 points of his own31-33 Fighting- +3D10% to the drinkers highest combat skill and Dodge34-36 Growth- +D6 SIZ for D10 rounds. Attributes and skills based on SIZ are affected in kind37-46 Healing- Heals D6 HPs. Roll each time47-49 Invisibility- Turns user invisible. User can also see other invisible thin

    gs. Invisible things can see the user too50-59 Mana- Heals D6 Magic Points. Roll each time60-65 Rejuvenation- Heals D4 HPs and Magic Points. Roll each time. Roll for eachstat66-69 Resistance- Halve damage caused by:

    2-3 Acid4-5 Fire6-7 Ice8-9 Lightning10 Metal11-12 Poison

    70 Restoration- Restores the undead back to natural life. The undead returns towhatever state it had occupied before becoming undead- either becoming an inanimate corpse or resuming natural life. However, the curse of the undead is very powerful and those restored to life must roll Luck at death or become undead oncemore.71-78 Sanity- Heals D6 Sanity Points or removes 1 temporary insanity. Roll eachtime79-81 Shrinking- -D6 SIZ for D10 rounds. Attributes and skills based on SIZ areaffected in kind82-85 Sleep- Target must roll Resilience or fall asleep and cannot be awakened for 3D6 hours. On a fumbled roll, the target is asleep until awakened by magic86-88 Tongues- Allows the user to speak and understand any language.89-94 Toxic- Causes a D4 x20 POT poison attack95-99 Warping- Drinker must roll Resilience or be transformed. If the roll is fu

    mbled, then the petrifaction is permanent. Otherwise, it lasts 4D6 hours:1 Cat2 Crow

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    3 Dog4 Ferret5 Ghoul6 Hideous Monstrosity (-D10 APP)7 Mutant (Roll on the Chaotic Feature table)8 Newt or Frog9 Opposite Gender

    10 Rat00 Xombi- Roll Resilience or die and become undead in D6 days.

    1-2 Ghost3-4 Ghoul5-6 Vampire7-8 Wraith9-10 Zombie

    Scrolls and Grimoires01-25 Grimoire- 2D6 spells26-75 Scroll- 1 spell76-00 Scroll, Multiple Spell- D3 spells

    Spells can be learned from grimoires, but not scrolls. Spells in a grimoire canonly be cast once learned and only by a magician of the proper type. Anyone cancast a spell from a scroll provided they can roll the language check needed to read it aloud. A spell on a scroll can be read D3 times before fading. Spells cast from a scroll cost no MP, though Mythos spells still cause SAN lossSpell Type:

    1 Earthpower2 Divine3-5 Runic

    6-8 Sorcery9 Occult10 Mythos

    Staves and WandsLength: D6Description:1-2 Plain3-5 Rich6-8 Ornate9-10 GaudyQualities:01-03 Absorption- Spells cast against the character require +D3 extra MPs. Also,the users spells cost +D3 extra MPs04-06 Animal Control- Allows the user to control and converse with a category ofanimals.

    1 Birds2 Canines3 Cats4 Fish5 Herd Animals6 Insects7 Monstrous Animals8 Reptiles9 Riding Animals10 Rodents

    07-09 Command- Target must roll Persistence or fall under the mind control of the user until the next sunrise or sundown10-12 Corrosion- Reduces any natural metal to dust in D6 rounds

    13-15 Cursed- Roll on table.16-18 Druidism- The user can borrow the abilities of animals D3 times per day, with each borrowing lasting D6 rounds. Abilities include attributes like STR, SIZ

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    , CON, Combat Actions, Strike Rank, and Movement; Natural Attacks; Skill Scores;and Traits19-22 Elemental Ball- Creates a D6 x5 radius area blast of elemental energy centered on the user. The ball harms all within its circumference:

    1 Air- D3 damage (roll each time), Targets must roll Athletics or be thrown D10 yards (roll each time)

    2 Earth- D8 damage (roll each time)

    3 Fire- D6 damage (roll each time), flammable items burst into flame4 Ice- D6 damage (roll each time), Targets must roll Dodge or be frozen in ice for D10 minutes, Moving target must roll Athletics or fall down

    5 Lightning- D6 damage (roll each time), double damage against wet targets, targets wearing/holding metal cannot dodge and are automatically hit

    6 Metal- D8 damage (roll each time), non-magic armor only protects at half

    7 Sand- D4 damage (roll each time), targets must roll Dodge or be blinded for D10 minutes by sand (roll each time)

    8 Sound- D4 damage (roll each time), ignores armor, targets must roll Dodge or be deafened for D10 minutes9 Water- D4 damage, targets must roll Dodge or do nothing but choke for D6 round

    s, moving targets must roll Athletics or slip in mud and fall10 Webbing- STR 2D6+6 webs hold every target fast, targets can do nothing but try to break free. It can be broken by rolling an opposed test using Athletics against a flat D100 roll (assume that the web always succeeds). Webs dissolve afterD6 hours23-26 Elemental Bolt- Fires a directed bolt of elemental energy at a target. Caster should roll Throwing to hit and the target can Dodge. The range is D10 x 10yards.1 Acid- D6 damage (roll each time) that burns for D6 rounds. Armor reduces thisto D4 for D3 rounds, but afterwards is ruined.

    2 Air- D4 damage (roll each time) and the target must roll Athletics orbe thrown backwards D6 feet (roll each time)

    3 Earth- D8 damage (roll each time), target should roll Athletics or be

    knocked prone4 Fire- D6 damage (roll each time)

    5 Ice- D6 damage (roll each time), target should roll Athletics or be knocked prone

    6 Lightning- D6 damage (roll each time), double damage against wet targets, targets wearing/holding metal rolling Dodge do so at half their score

    7 Metal- D8 damage (roll each time), non-magic armor only protects at half, target should roll Athletics or be knocked prone8 Poisonous- Causes a D4 x20 POT poison attack9 Strands- Creates rope-like strands that entangle the target. The strands remain for D6 rounds. It can be broken by rolling an opposed test using Athletics against a flat D100 roll (assume that the strand always succeeds).10 Water- D6 damage (roll each time), target should roll Athletics or be knockedprone27-36 Energy- +D10 Magic Points37-39 Fear- Target must roll a SAN, for 1/D10 SAN loss (roll each time)40-43 Focusing- +2D10 Dedicated POW44-45 Gating- Allows the user to teleport D10 x10 yards46-48 Light- Emits light equivalent to a lantern49-58 Multiple Spell- Can cast a spell from the given magic type D4 times per day:

    1 Earthpower2 Divine3-5 Runic

    6-8 Sorcery

    9 Occult10 Mythos

    59-61 Multiple Warding- Roll Persistence to ignore a spell D4 times per day. Rol

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    l to determine type.1 Earthpower

    2 Divine3-5 Runic

    6-8 Sorcery9 Occult10 Mythos

    62-64 Protection- Offers D4 points of AP to all hit locations65-67 Runic- Inscribed with a rune. Roll on the Rune table, page 70.68-77 Spell- Increases the users ability to use magical skills by +2D10%. The user must have the skill in order to gain any benefit from this ability.

    1-2 Earthpower (Spellcasting, Ogham, Ritual Sacrifice, Tap Weirdstone)3-4 Priest (Lore (Theology), +2D6 Dedicated POW)5-6 Runic (Runecasting skills, Runewatcher, Runefinder)

    7-8 Sorcery (Sorcery Spells skills, Manipulation skills)9-10 Summoning (Summoning skills)11-12 Wizardry (Augury, Alchemy, Enchanting, Lore (Celestial Lore, Geoma

    ntic Lore, Occult Lore)78-80 Storm Summoning- Once per day, calls forth precipitation and winds from th

    e heavens. In winter, it will cause blizzards, otherwise, it causes flood-like down pours. In rainy weather, it can cause hail and lightning. The storm lasts anhour.81-83 Summoning- - The user can once per day summon a creature (roll 1D12):1 Spirits

    1 Disease Spirit2-3 Healing Spirit4-5 Magic Spirit6 Passion Spirit

    1-2 Fear Spirit3-4 Madness Spirit5-6 Pain Spirit

    2 Angels

    3-4 Animals (roll on the Animal Control table)5 Demons

    1-8 Lesser9-10 Greater

    6-7 Elementals1-2 Sylph3-4 Gnome5-6 Salamander7-8 Undine9 Shade10 Barren11 Boreal12 Lume

    8-9 Inanimate Objects1-3 Hand Held Items4-7 Personal Belongings

    8-10 Weapons10 Lycanthropes11 Mythos Beings

    1 Byakhee2 Deep One3 Ghast4 Ghoul5 Gug6 Moon-Beast

    7 Night Gaunt8 Rat-Things9 Sand-Dweller

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    10 Shantak12 Undead

    1- Ghost2-5 Zombies (D6)- roll each time

    6-10 Skeletons (D6)- roll each time84-87 Warding- The user may roll Persistence to ignore a spell one per day. Rollto determine type.

    1 Earthpower2 Divine3-5 Runic

    6-8 Sorcery9 Occult10 Mythos

    88-95 Wizardry- Halves the MP, POW, and Sanity cost of all spells96-00 Roll D3 times

    Unusual Items01-03 All-Seeing Mirror- This item allows a character to view events by gazing into the mirror. The viewings last D10 minutes (roll each time).

    1-2 Past Events3-6 Present Events in the same lands7-9 Present Events in distant lands10 Future Events

    04-06 Ambrosia- This fruit has healing properties. It will heal D10 (roll everytime). To receive the benefit, the entire fruit must be consumed. Only one fruitper day can be consumed for benefit. However, what it heals is random (roll every time):

    1-4 Hit Points5 Magic Points6 Sanity Points7 Cure a disease8 Cure insanity

    9 Cure poison10 Cure Magical Curse

    07-10 Bag of Holding- The pouch has a minimal weight, but can hold 4D10 ENC of goods. It cannot store living creatures. It can contain food, however, and such food as it contains will not spoil.11 Black Cauldron- There are very few of these items in existence and they are powerful beyond compare. It offers its owner D100 MPs. In addition, any potion brewed within it will have its effects tripled. Finally, if a dead thing is boiledin the cauldron for D6 hours (roll each time), it will resurrect full and hardyto a natural life.12-14 Bow of Accuracy- This bow adds 3D10% to the users skill to use it.

    1 Arbalest2 Flatbow3 Heavy crossbow

    4-5 Horse bow6 Light crossbow7-10 Long bow11 Moon bow12 Nomad bow13 Oriental bow

    1-7 Dai kyu8 Han kyu9-10 Shinobi-kyu

    14 Recurve bow15-18 Short bow

    19 Whip bow20 Wrist bow

    15-18 Crystal Ball- This item halves the MP cost for spells that deal with clair

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    voyance or divination. It also adds +2D10% to Augury.19 Djinnis Lamp- This rare item contains a greater demon that will grant the owner of the lamp 3 wishes. The demon could be honorable and grant the wishes as asked, or it could malevolent and twist the wishes around.

    01-08 Benevolent09-10 Malevolent

    20-22 Rune Stone- A stone with a Rune embedded in it. Roll on the Rune Table, pa

    ge 70. This rune can be used to cast spells, unlike most runic items.23-25 Elven Bread- One mouthful will feed a grown man for a day. Four will feeda halfling.26-28 Enchanted Map- There are several different kinds of mystical maps in existence. They are all infallible and inflammable.

    01-03 Marauders Map- Linked to a single estate. It shows the location, identity, and movements of everyone within the boundaries of the estate.

    04-06 Mariners Charts- Linked to a single coastline. It shows thelocation of every reef, barrier, port, etc of a coast, as well as indicating wind speed and direction, weather conditions within the next 24 hours, and the location and identity of other ships within 24 miles.07-09 Seekers Map- Linked to a single country. It shows the location and identity

    of significant monster lairs, ruins, villages, cities, treasure hordes, roads,and shrines in the country. In addition, it shows the direction in which the character is traveling, the weather forecast for the next 24 hours, and the location, movement, and identity of other travelers within 24 miles.

    10-12 Thieves Map- Linked to a single city, estate, or ruin. It shows the location of any traps, hidden doors, treasure hordes, guards, and fellow thieves.29-31 Enchanted Rope- The character has 2D10 +10 of enchanted rope.01-02 Climbing- This rope adds +2D10 +10% to Athletics when climbing.03-04 Compulsion- The rope will entangle a target if thrown at it. While entangled, the target must truthfully answer any questions the owner asks. It can be broken by rolling an opposed test using Athletics against a flat D100 roll (assumethat the rope always succeeds).

    05-06 Elven Rope- Knots tied with this rope cannot be undone by anyone other than the owner. However, a gentle tug will undo it and return the rope to the owner. In addition, the rope will not break no matter the weight it carries.07-08 Grappling- When thrown, this rope can secure itself as if it possessed a grapple.09-10 Indestructible- The rope cannot be cut, broken, or burned. It may hold anyweight.32-34 Enchanted Whip- This whip will secure itself as though a grapple to anything it snapped at. It will also entangle targets and hold them. It cannot be broken and when used as a swing can hold any weight. It can still be used as a normal whip and the Whip skill must be used to use any of its mystical properties aswell.35-37 Eternal Quiver- This quiver never runs out of arrows or bolts. When the owner reaches for a missile, one always appears. The arrows are not magical.38-40 Flying Broom- The user needs a Pilot skill in this to really use it without risking his neck. It has a Hull of 1, Structure Pints of 10, Length of 6, Capacity of 1 passenger, Crew of 1, and Speed of 15m/90 km.41-43 Flying Carpet- The user needs a Pilot skill in this to really use it without risking his neck. It has a Hull of 1, Structure Pints of 10, Length of 10, Beam of 8, Capacity of 6 passenger, Crew of 1, and Speed of 10m/75 km.44-46 Gorgons Eye- Anyone seeing this item must roll Resilience or be turned to stone for 4D6 hours (roll each time). If the roll is fumbled, the petrifaction lasts 4D6 days instead.47-49 Horn of Plenty- This horn produces D3 full meals per day. The meals are fruits, breads, cheeses, and vegetables that require no cooking. The meals will fe

    ed a single person.50-52 Horn of Valor- When the owner of this horn blows it loudly, he and his allies gain an extra D4 to their Strike Rank, whilst their enemies lose D4 from the

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    ir Strike Rank. This effect lasts the duration of the battle.53-55 Instrument of Melody- Instrument adds +2D10 +10% to the owners skill to play it.

    1 Bagpipes2 Double Pipes3 Drums4 Flue

    5 Harp6 Horn7 Lute8 Recorder9 Trumpet10 Viol

    56-59 Lantern of Days- This torch uses fuel very slowly. It only needs its oil refilled every 2D6 days.60-62 Lens of Detection- When within D100 yards of the indicated person or substance, the lens glows brightly. The closer the person or substance, the brighterthe lens glows.1 Ambushes

    2 Enemies3 Hidden Doors4 Lies- Indicates if speakers to the user are lying.5 Lycanthropes6 Magic7 Poisons8 Traps9 Undead10 Valuables63-64 Mana Bow- This bow fires energy instead of missiles. These bolts can be parried and are reduced by armor. It never runs out of energy and causes 2D4 damage. It has a range of 60m. It cannot be broken and can be used to attack and parry with as though it is a quarterstaff.

    1 Arbalest2 Flatbow3 Heavy crossbow

    4-5 Horse bow6 Light crossbow7-10 Long bow11 Moon bow12 Nomad bow13 Oriental bow

    1-7 Dai kyu8 Han kyu9-10 Shinobi-kyu

    14 Recurve bow15-18 Short bow19 Whip bow20 Wrist bow

    65-67 Manacles of Clutching- These manacles, once placed on someone or somethingcannot be broken or removed. They can only be removed by the owner. They will expand or shrink to fit any humanoid of Sizes 3-25.68-70 Net of Entanglement- This net cannot be cut, broken, or burned. Once it isthrown onto a target, the more target struggles to get free, the more impossible escape becomes. Trapped targets must roll Athletics to attempt escape, and this roll is decreased by -5% every round the target tries to escape and fails. Once the owner has lifted the net, it resets.71-74 Perpetual Skin- This drinking skin once filled with a liquid cannot be dra

    ined. However, when found be a new owner, it will once more be empty.75-77 Prayer Emblem- This holy relic will drive off undead, mythos, and demoniccreatures. The creatures must roll Persistence vs. the users Persistence when the

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    y see the emblem. If they fail the roll, they must depart the owners vicinity for24 hours. If they fumble, they must depart this mortal realm for a year and a day.78-80 Rapidbow- This bow allows its user to fire D3 extra times every round.1-2 Flatbow

    3-4 Horse bow5-9 Long bow

    10-11 Moon bow12-13 Nomad bow14 Oriental bow

    1-7 Dai kyu8 Han kyu9-10 Shinobi-kyu

    15-16 Recurve bow17-20 Short bow

    81 Sands of Time- These can only be used once per owner. They are tremendously powerful. They freeze time whenever they are turned over. They contain a single hours worth of sand. The hour does not have to be used all in one turn. It can bestopped by turning the hourglass back over. Only the owner and anyone he is touc

    hing are unfrozen. Frozen targets can be attached as prone targets and cannot parry or dodge. They cannot move or act in any way. If magic is used against them,they can still roll Persistence to resist any effects that attack Persistence or Resilience. However, since their blood does not flow, they are immune to poisons and diseases.82 Seeing Stones- Seeing stones are only useful in pairs or groups. The stones allow audio/visual communication over any distance with any one who also possesses a stone. The problem is that spells can be cast through the stone and that anyone who has a stone can use it to attack any one else using a stone. Thus, if an enemy has a stone, using one can be dangerous.83-86 Skeleton Key- This key will unlock any normal lock and has a 25% chance tounlock magical locks.87-90 Thieves Tools- These tools add +2D10+10% to the users Mechanisms skill when

    picking locks and disarming traps.91-94 Tracking Compass- Whatever the owner is looking for, if stated aloud, thecompass will point towards. It will not change until the owner has found the stated item or the compass is in the hands of a new owner.95-96 Tools of Enchantment- These tools add 2D10+10% to the owners Craft skill. The tools are in a case in which they have no weight or form. They shape themselves into the form of tools appropriate to the owners highest Craft skill. They will not change form again until in the hands of a new owner.97 Unicorn Horn- This powerful item has the ability to heal all injury a character is suffering when it is touched. It restores all HPs, MPs, and SAN immediately, undoes any curse, cures any disease, cures any insanity, and cures any poison. It heals major wounds as well. However, the horn has a serious drawback- the owner is hated by unicorns, pegasi, and all horses. They will not carry or bear to be approached by the character. Once the horn leaves the possession of the character, then the owner my roll Persistence to regain the compliance of equine creatures.98-00 Zombie Salts- These salts, when laid in a line across a door, will preventthe entrance of any undead. When thrown onto a zombie or skeleton, it will return them to their corpse state. When thrown on ghosts, it will drive them off until the next night.

    WeaponsType:01-12 Axe

    1-6 Battleaxe

    7 Boarding axe8 Chakram9 Gae Bolga

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    10 Gandasa11-14 Great axe15-17 Halberd18-20 Moon axe

    13-24 Dagger1-4 Dagger5 Dart blade

    6 Dirk7 Iris8-10 Knife11 Kris12 Kunai13-14 Main gauche15-16 Poniard17-18 Rondel19-20 Stiletto

    25-36 Flail or Whip1-10 Ball and chain11 Chain

    12-17 Military flail18 Net19 Cat oNine Tails20 Whip

    37-48 Hammer1-2 Great hammer3-4 Heavy mace5-6 Light mace7-8 Lucerne hammer9-10 Military pick11-12 Morningstar13-14 Quarterstaff15-16 Shillelagh

    17-18 War maul19-20 War hammer

    49-52 Oriental Weapons1 Bo2 Jo3-7 Katana8 Masakari9 Naginata10 Ninja-to11 No-Dachi12 Nunchaku13 Ono14 Sai15 Tachi16 Tanto17 Tetsubo18 Tonfa19 Wakazashi20 Yari

    53-64 Polearm1-2 Bill3-4 Boarding pike5-6 Gaff7-8 Glaive9-10 Halberd

    11-12 Lucerne hammer13-14 Mancatcher15-16 Quarterstaff

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    17-18 Scythe19-20 Stavesword

    65-69 Primitive Weapons1 Club2-5 Flint battleaxe6-7 Flint dagger8-11 Flint great axe

    12-13 Flint pick14 Great club15-16 Stone axe17-18 Stone knife19-20 Stone shortspear

    70-81 Spear1-2 Awl pike3 Boarding pike4-5 Gae Bolga6-7 Halberd8-9 Harpoon10-14 Lance

    15-16 Longspear17-18 Shortspear19-20 Trident

    82-00 Sword1 Archers blade2 Bastard sword3 Broadsword4 Cutlass5 Falchion6 Flamberge7 Great sword8 Khopesh9 Kukri

    10-12 Longsword13 Rapier14 Sabre15 Scimitar16 Shortsword17 Sickle18 Tulwar19 War sword20 Zweihander

    Description:1-2 Plain3-5 Engraved6-8 Worn9-10 BejeweledQualities:01-02 Absorption- Spells cast against the character require +D3 extra MPs. Also,the users spells cost +D3 extra MPs03-25 Additional Damage- Increase damage by D6.26-27 Animated- Weapon can attack and defend on its own, with a skill of 2D10 +10%. It can animate itself for D6 rounds (roll each time). It has no damage bonus.28-29 Bane- Damage bonus against specific enemies. Roll on the table30-31 Berserk- User may use Battle Fury D3 times per day32-35 Characteristic Increase- Roll on table.36-37 Confusion- Enemies must roll Persistence or become confused, suffering the

    ir Strike Rank to be halved and all attacks to be reduced by 3D10%38-39 Cursed- Roll on table.40-41 Faerie- Glows if within D10 x10 yards of evil beings. Note that Mythos dei

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    ties are often beyond good and evil and thus do not activate the item42-43 Fear- Target must roll a SAN, for 1/D10 SAN loss (roll each time)44-46 Flame- Cause D6 extra fire damage. Roll each time47-48 Flurry- The user can make D3 extra Combat Actions49-51 Frost- Cause D6 extra freezing damage. Roll each time52-53 Gating- Allows the user to teleport D10 x10 yards54-57 Indestructible- Item cannot be destroyed by any means known

    58-61 Initiative- Increase Strike Rank by +D662-63 Intelligent- The weapon has a Persistence of (2D6+6) x5% and any who wishto use it must first defeat it with a Persistence roll of their own. If successful, the weapon allows the character to use until another dominates it. The weapon gives its user a +D10% to his skill and does an extra D6 damage. Also, they hold grudges: Roll on the Bane Weapon table. When facing that enemy you may ignorearmor.

    They also are loyal. The user should roll Luck each time he faces an enemy that may have used the weapon before. If unsuccessful, the weapon isloyal and will behave as if cursed (see below). This roll need only be made oncefor each enemy. I recommend that only major NPCs be checked.If unsuccessful, the weapon behaves as if cursed with a -2D10% to use it and D3 t

    o damage. On a fumble, not only does it not allow the character to use it, but it becomes animated (see above) and attacks. That character may never attempt touse the weapon again.64-65 Invisibility- Turns user invisible. User can also see other invisible things. Invisible things can see the user too66-67 Light- Emits light equivalent to a lantern68-69 Magic Damper- Spells cast against the character require +D3 extra MPs. Also, the users spells cost +D3 extra MPs70-71 Parrying- The user has D3 extra parries every round without penalty. Also,the weapon cannot be damaged while parrying.72-73 Poison- Causes a D4 x20 POT poison attack74-75 Protection- Offers D4 points of AP to all hit locations76-77 Resistance- Halve damage caused by:

    2-3 Acid4-5 Fire6-7 Ice8-9 Lightning10 Metal11-12 Poison

    78-79 Runic- Inscribed with a rune. Roll on the Rune table, page 70.80-81 Shock- Cause D6 extra electrical damage. Roll each time82-83 Skill Increase- Roll on table.84-85 Sleep- Target should roll Resilience or fall asleep and cannot be awakenedfor 4D6 hours. On a fumbled Resistance Roll, the target is asleep until awakened by magic86-87 Stone- Target must roll Resilience or be turned to stone. If the roll is fumbled, then the petrifaction is permanent. Otherwise, it lasts 4D6 hours88-89 Storm Summoning- Once per day, calls forth precipitation and winds from the heavens. In winter, it will cause blizzards, otherwise, it causes flood-like down pours. In rainy weather, it can cause hail and lightning. The storm lasts anhour.90-91 Striking- The user has a +3D10% to hit when attacking with weapon. This does not apply to parrying.92-93 Throwing- The weapon can be thrown as a weapon with full damage (includingdamage bonus). The user can roll Persistence upon finding the weapon. If successful, the weapon returns to his hand after it has been thrown94-95 Undead Warding- Undead cannot approach within 2D10 of the user96-97 Warping- Target must roll Resilience or be transformed. If the roll is fum

    bled, then the petrifaction is permanent. Otherwise, it lasts 4D6 hours:1 Cat2 Crow

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    3 Dog4 Ferret5 Ghoul6 Hideous Monstrosity (-D10 APP)7 Mutant (Roll on Chaos Feature table)8 Newt or Frog9 Opposite Gender

    10 Rat98-99 Wizardry- Halves the MP, POW, and Sanity cost of all spells00 Roll D3 times

    SPECIAL TABLESBane WeaponRoll D6 to determine the damage bonus.01-04 Animals and Beasts05-08 Broo09-12 Chaos Creatures13-16 Demons17-20 Dragons

    21-24 Dwarves and Hobbits25-28 Elementals29-32 Elves33-36 Faerie37-40 Giants41-44 Goblinoids45-48 Golems49-52 Humans53-56 Lycanthropes57-60 Monstrous Animals61-64 Mythos Independent Races65-68 Mythos Servitor Races69-72 Orcs

    73-76 Reptile Men77-80 Spellcasters81-84 Trolls and Ogres85-88 Undead89-92 Vampires93-96 Wraiths and Wights97-00 Zombies and Skeletons

    Characteristic Increase or DecreaseRoll D4 to determine the amount of the increase or decrease.01-10 Appearance11-20 Charisma21-35 Constitution36-50 Dexterity51-60 Education61-70 Intelligence71-80 Power81-85 Size86-00 Strength

    CursesCursed items negatively affect the first new hand to lift them. They do have a magical property (roll again on the items original table). However, they also havea curse. The curse affects the user as long as he owns the item. To remove thecurse, he must first rid himself of the item and then, find an item with a prope

    rty that removes curses or a spellcaster who will cast a counter curse on him.A cursed item can be destroyed by volcanic heat. Destroying the cursed item willalso break the curse.

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    01-03 Allergy- The item causes a terrible allergic reaction.1-2 Congestion- Runny nose and sneezing make it impossible to sneak and reduce Stealth skill rolls by -20%. Also, Influence is halved.

    3-4 Coughing- Painful wracking coughs make it impossible to sneak or hide and penalize all Charisma-based skills -20%.

    5 Diarrhea- Reduces Resilience and Influence by half6-7 Rash- Itching makes most things uncomfortable as long as the charact

    er is wearing clothing. All Combat skills and Athletics suffer a -10%.8 Vomiting- Reduces Resilience and Influence by half9-10 Watery Eyes- Makes it extremely difficult to see. The character suf

    fers a -10% to any action that relies upon sight.04-06 Amnesia- The users skills and abilities are unaffected, but he does not recall his or anyone elses identity or personal history.07-09 Animal Repellant- Animals react as if disgusted by the character. They will not attack, but will refuse to be handled and approach. It is impossible for the character to ride or drive animals of any kind and any animal nearby will react as if frightened by the character.10-12 Bad Penny- The character cannot rid himself of this item. It always findsits way back to him. Only by destroying it can the character be rid of it. While

    it is in his possession, it causes a skill to be halved.1-2 Dodge3-4 Resilience5-6 Persistence7-8 Perception9-10 Roll twice

    13-15 Blindness- The character is blind. All actions requiring sight automatically fail.16-18 Blood Thirsty- Every time the item is used, it must have blood- either theusers or someone elses. If it cannot get D4 HPs (roll once) from some outside body, it will take them from the user.19-21 Bug Attraction- D100 bugs follow the character relentlessly. They will notattack the character, but will annoy him relentlessly. If he is phobic, they wi

    ll be a complete nightmare. They do get into food, in the way, and underfoot.1 Ants2 Dragonflies4-5 Flies6-7 Gnats8 Locusts9 Moths10 Roaches

    22-24 Chaos- Every 4D6 hours (roll each time), the curse changes. Roll on the Curses table each time.25-28 Characteristic Decrease- Roll on table29-31 Confusion- Character must roll Perception or become confused, suffering his Strike Rank to be halved and all attacks to be reduced by -3D10%32-34 Cowardice- Character suffers from a -2D10% to SAN35-37 Damnation- Any failed roll the character makes is treated as a fumble.38-40 Deafness- The character is deaf. All actions requiring hearing automatically fail.41-43 Death- Every time the character takes damage, he continues losing 1 HP perround for D6 rounds44-46 Enchantment- The character falls madly in love with the first person he sees47-48 Foul Smelling- The character stinks horribly. His Charisma and all relatedskills are halved. Any creature with a keen sense of smell will not approach the character, including horses.40-51 Fragile- The item is indestructible, but everything else the character own

    s breaks when used on any failed roll.52-54 Ill Luck- -3D10% to one of the following skills:

    1-2 Dodge

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    3-4 Resilience5-6 Persistence7-8 Perception9-10 Roll twice

    55-57 Ill Tempered- User must roll SAN at the beginning of every combat or go berserk58-60 Lycanthropy- The user becomes a werewolf, changing on each of the 3 nights

    of the full moon into an uncontrollable beast.61-63 Madness- The character suffers from a temporary insanity. Roll on the Longer Insanities table (pg. 73 of COC rulebook)64-68 Roll Decrease- Character suffers a -2D10% to one of their Basic Skills:1-2 Athletics3-4 Influence

    5-6 Dodge7-8 Perception9-10 Persistence11-12 Resilience13-14 Riding15-16 Stealth

    17-18 Evaluate19-20 Roll twice69-74 Skill Decrease- Roll on table.75-77 Slow Healing- Natural healing time is doubled.78-80 Slowing- Movement is halved.81-83 Sluggish- Strike Rank is halved.84-86 Soul Stealer- The item drains 1 MP from every person within D10 yards, including the user87-89 Suppression- The character must roll Persistence in order to use any magic.90-92 Vampiric- If the user is killed while cursed, he returns to life as a vampire.93-95 Vulnerability- Double damage caused by:

    2-3 Acid4-5 Fire6-7 Ice8-9 Lightning10 Metal11-12 Poison

    96-98 Wraith Curse- Turns user invisible and the user cannot become visible. User can see other invisible things. Invisible things can see the user too. If theuser is killed, he will return to unlife as a wraith99-00 Roll D3 times

    Skill Increase or DecreaseRoll D6 x5% to determine the bonus or penalty to the skills. Roll once for all the skills.01-04 Music (Play Instrument, Dance, Sing)05-08 Artillery Weapons (Siege Weapon Operation)09-12 Charisma (Influence, Seduction, Taunt)13-16 Craft (Craft, Engineering, Handiwork, Cooking)17-20 Dexterity (Stealth, Sleight, Mechanisms, Escape)21-25 Body (Dodge, Resilience)26-30 Close Combat Weapons (all, Fast Draw)31-34 Healing (First Aid, Healing)35-38 Mind (Perception, Insight, Persistence)39-42 Linguistics (Language)43-46 Lore (Lore, Culture, Memorize)

    47-50 Magic (Alchemy, Augury, Enchanting, Meditation)51-55 Mariner (Boating, Shiphandling)56-60 Ranged Combat Weapons (all, Throwing)

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    61-64 Movement (Athletics, Acrobatics)65-68 Nobility (Courtesy, Command, Heraldry, Oratory, Law, Jousting)69-73 Merchant (Evaluate, Commerce)74-77 Ranger (Driving, Riding, Falconry, Survival, Tracking)78-82 Scoundrel (Streetwise, Gambling, Torture)83-87 Power (all Manipulation skills)88-91 Spy (Disguise, Impersonation)

    92-96 Unarmed Combat (Unarmed, Martial Arts)97-00 Art (Artistic Expression)


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