y

ALLEGIANCE

STR
Dam.Bonus
CON
SIZ
INT
POW
DEX
APP
Name
Birthplace Gender Age
Title Family
Occupation
Looks,Atitude
Skills
Modifier
Weapons

Hit Points & Damage
Hit points /
Damage
Dodge, Fumbles & Shield
Skill
Mod.
%
Dodge
Skill
Mod.
%
Type
Damage
HP
Shield
/

Armor

Armor Type
Helmet on:
Dmg Deflect/% affect
Helmet off:
Dmg Deflect/% affect

Burden
Rounds to
Put On
/
/

Hand-To-Hand Weapons
Melee Weapon
Skill Used
STR
DEX
#
Skill
Mod.
Total
Damage
*
Hands
I?
Parry
Length
HP
Turn Order
/
* Use mount's damage bonus

Missile Weapons
Missile Weapon
Skill Used
STR
DEX
#
Skill
Mod.
Total
Damage
DB
Range
Attks
I?
HP
Ammo
Turn Order
/

# STR or DEX below minimum
Equipment Carried
Equipment Carried
Other Equipment

Saddle Horse

Name Breed
CON STR SIZ Dam.Bonus INT POW DEX MOV

Armor Hit Points /
Damage

Weapon
%
Damage
DB


Skill
%

Wealth
Bronzes on Person
Treasure
Income
Property
Land
Magic points Spells
Cur.
Max.
Regen.
# Spells
Duration
/ 6 hours
Combat Rounds

Spells & Runes
Spell Name
Source
MP-Cost
Range
MP Storage
Location / Item
Cur.
Max.

Inscribed Runes
Name
Source
MP
Range
Dur.
Location
Bound Demons & Elementals
Name Breed
CON STR SIZ INT POW DEX
Dam.Bonus MOV
Need
Armor Hit Points /
Damage

Ability
MP
Range
Chance
Effect

Weapon
%
Damage
DB

Skill
%

Name Breed
CON STR SIZ INT POW DEX
Dam.Bonus MOV
Need
Armor Hit Points /
Damage

Ability
MP
Range
Chance
Effect

Weapon
%
Damage
DB

Skill
%

Background
Titles & Aliases
Residence
Family & Friends
Enemies
{{#rollTotal() type 1}}
{{weapon}}
{{/rollTotal() type 1}}
{{skill}}
Roll:{{roll}} <= {{skillModVal}}
{{#rollGreater() roll 98}} {{#rollTotal() roll 100}}
Result:Fumble
{{#rollname}}
{{rollname}}
{{/rollname}} {{/rollTotal() roll 100}} {{#^rollTotal() roll 100}} {{#rollGreater() skillModVal 100}}
Result:Failure
{{/rollGreater() skillModVal 100}} {{#^rollGreater() skillModVal 100}}
Result:Fumble
{{/^rollGreater() skillModVal 100}} {{/^rollTotal() roll 100}} {{/rollGreater() roll 98}} {{#^rollGreater() roll 98}} {{#rollGreater() roll skillModVal}}
Result:Failure
{{/rollGreater() roll skillModVal}} {{#^rollGreater() roll skillModVal}} {{#rollTotal() roll 1}} {{#rollTotal() impale 1}}
Result:Impale
Normal Damage:{{damage}}
Critical Damage:{{critdamage}}
{{/rollTotal() impale 1}} {{#^rollTotal() impale 1}}
Result:Critical
Normal Damage:{{damage}}
Critical Damage:{{critdamage}}
{{/^rollTotal() impale 1}} {{/rollTotal() roll 1}} {{#^rollTotal() roll 1}} {{#rollBetween() roll 2 crit}}
Result:Critical
{{#rollTotal() type 1}}
Normal Damage:{{damage}}
Critical Damage:{{critdamage}}
{{/rollTotal() type 1}} {{/rollBetween() roll 2 crit}} {{#^rollBetween() roll 2 crit}}
Result:Success
{{#rollTotal() type 1}} {{#rollTotal() mntTogVal 1}}
Damage:{{mntDamage}}
{{/rollTotal() mntTogVal 1}} {{#^rollTotal() mntTogVal 1}}
Damage:{{damage}}
{{/^rollTotal() mntTogVal 1}} {{/rollTotal() type 1}} {{/^rollBetween() roll 2 crit}} {{/^rollTotal() roll 1}} {{/^rollGreater() roll skillModVal}} {{/^rollGreater() roll 98}}
Hand-To-Hand Fumble
{{#rollBetween() roll 1 6}} Slip or trip over rocks, etc.- lose next parry; your foe may disengage.Slip or trip over rocks, etc. lose next parry; your foe may disengage. {{/rollBetween() roll 1 6}} {{#rollBetween() roll 7 12}} Slip or trip on a corpse or other obstacle-lose next attack; your opponent may disengage. {{/rollBetween() roll 7 12}} {{#rollBetween() roll 13 18}} Slip or trip in a pool of blood or water or other hazard:- lose next parry and attack;your enemy may disengage. {{/rollBetween() roll 13 18}} {{#rollBetween() roll 19 24}} Sweat in eyes-parry, dodge,or move only for the next 1D3 combat rounds; your foe may disengage.{{/rollBetween() roll 19 24}} {{#rollBetween() roll 25 28}} Shield strap breaks-halve your shield parry percentage until repaired. lnapplicable to a demon shield.{{/rollBetween() roll 25 28}} {{#rollBetween() roll 29 32}} Distracted-automatic miss on your next attack, in whatever round it occurs.{{/rollBetween() roll 29 32}} {{#rollBetween() roll 33 36}} Drop weapon-it's at your feet and costs 5 DEX-ranks to recover. Your enemy may disengage. lgnore this fumble if you parry with a shield.{{/rollBetween() roll 33 36}} {{#rollBetween() roll 37 40}} Weapon knocked away-it is I D4 yards distant in a 1D8 direction. lgnore this fumble if you parry with a shield.{{/rollBetween() roll 37 40}} {{#rollBetween() roll 41 43}} Blow to solar plexus-you can parry but not attack or dodge for two rounds; your opponent may disengage. lgnore thisfumble if you parry with a shield.{{/rollBetween() roll 41 43}} {{#rollBetween() roll 44 46}} Arm cut, dislocated shoulder- you can use a weapon or use a shield (but not both) for the rest of the fight. lgnore this fumble if you parry with a shield.{{/rollBetween() roll 44 46}} {{#rollBetween() roll 47 49}} Smash to your face-parry and dodge only for the next round as you try to wipe blood from your eyes; enemy may disengage. lgnore result if wearing a helmet.{{/rollBetween() roll 47 49}} {{#rollBetween() roll 50 52}} Unexpected blow from the side or rear-you're knocked down; your foe may disengage{{/rollBetween() roll 50 52}} {{#rollBetween() roll 53 55}} Heavy hit to head-you lose no hit points, but your senses reel from the buffet. Halve your attack and parry skills for one full round.{{/rollBetween() roll 53 55}} {{#rollBetween() roll 56 58}} Helmet knocked off or heavy hit to head -if the former, you'll need 5 DEX-ranks to pick it up, and a full combat round to strap it on after disengaging. If the latter, Halve your attack and parry skills for one full round. Inapplicable to demon armor.{{/rollBetween() roll 56 58}} {{#rollBetween() roll 59 62}} Weapon breaks-to get another one, unsheathe one or pick one up; your opponent may disengage. Inapplicable to a demon weapon.{{/rollBetween() roll 59 62}} {{#rollBetween() roll 63 65}} Your shield is cloven in two - discard shield. If you were not using a shield, parrying weapon breaks. Inapplicable to a demon shield.{{/rollBetween() roll 63 65}} {{#rollBetween() roll 66 68}} Broken or cut - nose-bleed for 1D6+4 combat rounds; resulting deformity is permanent (lose 1 APP){{/rollBetween() roll 66 68}} {{#rollBetween() roll 69 71}} Foot stepped on, ankle sprained- halve MOV for rest of the battle{{/rollBetween() roll 69 71}} {{#rollBetween() roll 72 74}} You lose the little finger from your left or right hand - uniformly lower weapon skills or shield skill by 10 percent. player's choice{{/rollBetween() roll 72 74}} {{#rollBetween() roll 75 77}} Weapon stuck in opponent's shield or armor-roll STR x3 or less to pull it out.{{/rollBetween() roll 75 77}} {{#rollBetween() roll 78 80}} Leg cut-halve Dodge skill until Physik. Heal, or Suture is successfully applied.{{/rollBetween() roll 78 80}} {{#rollBetween() roll 81 83}} Lose shoe or boot-you will want it if the day is very hot or very cold, or if the ground is rocky. Disengage plus successful Search to find it.{{/rollBetween() roll 81 83}} {{#rollBetween() roll 84 86}} Knee smashed or chopped - no Dodges, Ride. or Swim, or moves above 4. lgnore this result if you're using a large shield{{/rollBetween() roll 84 86}} {{#rollBetween() roll 87 89}} Bloody cut across one eye half blinds you-halves attacks and parries until Physik, Heal, or Suture is successfully appl~ed.{{/rollBetween() roll 87 89}} {{#rollBetween() roll 90 92}} Armor straps cut-subtract 1 from armor roll results until the armor is repaired. Inapplicable to demon armor.{{/rollBetween() roll 90 92}} {{#rollBetween() roll 93 95}} Portion of armor lost-uniformly reduce armor roll results by 2 for the rest of the fight. Inapplicable to demon armor.{{/rollBetween() roll 93 95}} {{#rollBetween() roll 96 97}} Hit friend or self, your Luck roll decides -does rolled damage with applicable damage bonus.{{/rollBetween() roll 96 97}} {{#rollBetween() roll 98 99}} Really bad fumble - roll two more results.{{/rollBetween() roll 98 99}} {{#rollTotal() roll100}} Worst possilble fumble-roll three more times.{{/rollTotal() roll100}}
Missile Fumble
{{#rollTotal() roll 1}} Fumbler slips, does not fire this though attacking, but do not 6 Fumbler sees that he or she round. {{/rollTotal() roll 1}} {{#rollTotal() roll 2}} Fumbler fails, breaking the arrow or spear, or spilling sling stones. No shooting this round. {{/rollTotal() roll 2}} {{#rollTotal() roll 3}} Fumbler drops the missle, picks it up, then shoots on the last DEX rank. {{/rollTotal() roll 3}} {{#rollTotal() roll 4}} Fumbler slips and misfires, hitting a random target on his own side. if available. Roll as though attacking, but donot add a damage bonus, becuase the attack was made off balance. The target cannot parry or dodge. {{/rollTotal() roll 4}} {{#rollTotal() roll 5}} Because of improper care the fumbler's bowstring breaks, or the the spearhead falls off. No attack this round. Fixing the problem takes 1D4 combat rounds. Inappicable to demon weapons. {{/rollTotal() roll 5}} {{#rollTotal() roll 6}} Fumbler sees that he or she has not unpacked some or all of his or her ammunition, and that this attack is thelast possible. If thepack is nearby, 1D3 combat rounds to fetch it. {{/rollTotal() roll 6}}
Major Wound
{{#rollBetween() roll 1 10}} Severed leg tendons causing limping, or fused ankle bones causing limping, or back muscles or spinal nerve damage bending the torso to the left or right, or a shattered knee that cannot bend, or make up your own. Lose 1D3 DEX. The maximum MOV is now that 1D3 less. Still able to fight. {{/rollBetween() roll 1 10}} {{#rollBetween() roll 11 20}} Much of your nose has been sliced away, or multiple scars deface both hands, or an ear has been cut off, or a livid scar lends an evil cast to your face, or make up your own. Lose 1D3 APP. Your visible and unappealing deformity cannot be disguised. Still able to fight. {{/rollBetween() roll 11 20}} {{#rollBetween() roll 21 30}} Wrist or hand damage, or a slab of arm or shoulder muscle has been cut away, or a chunk was hewn from thigh or calf muscles, or you have spinal nerve damage, or several fingers or toes were severed, or make up your own. Lose 1D3 STR; this loss may change what weapons you can swing. Still able to fight with a weapon, but not a shield. {{/rollBetween() roll 21 30}} {{#rollBetween() roll 31 40}} A punctured lung leads to a weakened respiratory system, or deep stomach wounds chronically reinfect. or belly wounds weaken your digestion and general health, or you damaged kidneys and liver, or make up your own. Lose 1D3 CON; maximum MOV is now that 1D3 less, and Hit Points may be lower. Still able to fight. {{/rollBetween() roll 31 40}} {{#rollBetween() roll 41 50}} Concussion damages hearing and limits Listen and Insight to maximums of 65 percent; or cuts to the head thereafter requiring Luck rolls each time to use the skills Insight, Nature, Other Language(s), and World Lore; or blows or cuts which affect depth perception and leave missile weapon skills at maximums of 65 percent; or multiple cuts to the face and neck limit the skills of Bargain, Fast Talk, Oratory, and spoken languages to 65 percent maximum, or make up your own. Lose 1D3 INT; this loss affects the Adventurer’s ability to cast magic. Still able to fight {{/rollBetween() roll 41 50}} {{#rollBetween() roll 51 60}} Back muscles or spinal nerve damage bending the torso, both leg tendons causing limping, or fused ankle bones causing limping or loss of one or both arms. Lose 1D6 DEX and reduce maximum MOV by that same amount. Unable to fight. {{/rollBetween() roll 51 60}} {{#rollBetween() roll 61 70}} Much of your nose has been sliced away, or multiple scars deface both hands, or an ear has been cut off, or a livid scar lends an evil cast to your face, or make up your own. Lose 1D6 APP. Your visible and very unappealing deformity cannot be disguised. Still able to fight {{/rollBetween() roll 61 70}} {{#rollBetween() roll 71 80}} Wrist or hand damage, or a slab of arm or shoulder muscle has been cut away, or a chunk was hewn from thigh or calf muscles, or you have spinal nerve damage, or several fingers or toes were severed, or make up your own. Lose 1D6 STR; this loss may change what weapons you can swing. Still able to fight with a weapon, but not a shield {{/rollBetween() roll 71 80}} {{#rollBetween() roll 81 90}} A punctured lung leads to a weakened respiratory system, or deep stomach wounds chronically reinfect. or belly wounds weaken your digestion and general health, or you damaged kidneys and liver, or make up your own. Lose 1D6 CON; maximum MOV is now that 1D6 less, and Hit Points may be lower. Unable to fight {{/rollBetween() roll 81 90}} {{#rollBetween() roll 91 92}} Bad facial and vocal-cord injuries. Lose 1D6 APP; lower the Charisma roll respectively. Still able to fight {{/rollBetween() roll 91 92}} {{#rollBetween() roll 93 94}} Broken bones and severed ganglia. Lose 1D6 DEX; from now on the Adventurer can only use shields and 1H hand-to-hand weapons. Still able to fight. {{/rollBetween() roll 93 94}} {{#rollBetween() roll 95 96}} Nerve damage to left or right arm. Lose 1D6 DEX; hereafter only the other arm can wield weapons or shields. Still able to fight {{/rollBetween() roll 95 96}} {{#rollBetween() roll 97 98}} Nerve damage to both arms. Lose 1D6 DEX; though the legs are fine, neither arm nor hand can wield anything. Unable to fight. {{/rollBetween() roll 97 98}} {{#rollTotal() roll 99}} Adventurer is mutilated by vicious wounds. Lose 1D3 points each from APP, DEX, and CON, and describe the results. Unable to fight. {{/rollTotal() roll 99}} {{#rollTotal() roll 100}} Adventurer was deliberately mutilated after collapsing. Remove 1D4 points each from any of four characteristics, and describe the results. Unable to fight. {{/rollTotal() roll 100}}
{{armorTitle}}
{{#rollTotal() type 1}} Damage Deflected:{{deflect}} {{/rollTotal() type 1}} {{#rollTotal() type 2}}
Roll:{{roll}} <= {{affect}}
{{#rollGreater() roll affect}} Skill not affected{{deflect}} {{/rollGreater() roll affect}} {{#^rollGreater() roll affect}} Skill halved{{deflect}} {{/^rollGreater() roll affect}} {{/rollTotal() type 2}}
DEX Rank
{{weapon}} {{rank}}
Summoning Fumble
{{#rollBetween() roll 1 5}} Violent explosion in octagon deafens those nearby for 1D10 hours, and creates a powerful stench{ {{/rollBetween() roll 1 5}} {{#rollTotal() roll 6}} Demon appears as desired, but performs the opposite to each given command. {{/rollTotal() roll 6}} {{#rollBetween() roll 7 29}} Demon appears as wanted in octagon, but it is not bound by the octagon. It immediately attacks the Summoner. {{/rollBetween() roll 7 29}} {{#rollBetween() roll 30 41}} The interior of the octagon is replaced permanently by a well filled with stars; no air escapes, but things thrown down this well fall forever, and occasionally horrible things appear up out of it. {{/rollBetween() roll 30 41}} {{#rollBetween() roll 42 55}} An average bal'boost appears outside the octagon; it attacks until it has killed or captured someone, then returns to its home plane {{/rollBetween() roll 42 55}} {{#rollBetween() roll 56 70}} Summoner disappears, drawn to a random continent from where he or she must get home alone. Roll 1D6: 1,2 Western continent; 3,4 Southern continent; 5,6 Northern continent. Gamemaster chooses the nation. {{/rollBetween() roll 56 70}} {{#rollBetween() roll 71 80}} Chaotic corruption: one of the summoner's limbs is replaced with one from another mammal, a gigantic insect, an arthropod. Lose 1D10 APP as well. {{/rollBetween() roll 71 80}} {{#rollBetween() roll 81 87}} Astral corruption: summoner's player must move 1D6 points from POW to one other summoner characteristic. {{/rollBetween() roll 81 87}} {{#rollBetween() roll 88 93}} Mental corruption: summoner's player must move 1D6 points from INT to one other summoner characteristic. {{/rollBetween() roll 88 93}} {{#rollBetween() roll 94 95}} Demon appears normally and behaves as expected, except that it occupies five places in memory (not one), cannot die at the summoner's behest, and cannot be dismissed. {{/rollBetween() roll 94 95}} {{#rollBetween() roll 96 97}} Summoner and bystanders disappear, all drawn to the city of Ameeron on the other side of the Shade Gate, or as the gamemaster chooses. See Elric of Melniboné for more about Ameeron. {{/rollBetween() roll 96 97}} {{#rollTotal() roll 98}} Quaolnargn (or an identical sibling, or some equivalent horror) appears. {{/rollTotal() roll 98}} {{#rollTotal() roll 99}} Chaos Lord appears. {{/rollTotal() roll 99}} {{#rollTotal() roll 100}} Summoner turns inside out. All skills fall to base chance. His or her disgusting body continues to function normally, though it terrifies onlookers. APP is zero. {{/rollTotal() roll 100}}
POW x 4
Roll:{{roll}} <= {{value}}
{{#rollGreater() roll value}} Unconsciousnes {{/rollGreater() roll value}} {{#^rollGreater() roll value}} Consciouss {{/^rollGreater() roll value}}