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RPG Data Con

1980s/90s conversion book for different rpgs - D&D, Hero, Star Trek FASA, Chill, Vamipre, etc

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DannyK
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© © All Rights Reserved
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0% found this document useful (0 votes)
144 views32 pages

RPG Data Con

1980s/90s conversion book for different rpgs - D&D, Hero, Star Trek FASA, Chill, Vamipre, etc

Uploaded by

DannyK
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

r---1 l°'ftc

~rntors
PRESENTS ®

11'41 ·.
IQ
'
. .: '
.
..
. ----
'

DATA CONVERSION CHARTS


I
TABLE OF CONTENTS

DATA CONVERSION CHARTS


1. Table Of Contents 17. To Hit?
2. Introduction 18. Damage I Defense
3. Genre Chart 19. Psionic Statistic
4. Basic Statistics 20. At One With The Universe
5. Extended Game Terms 21. Chance Based On Statistic
6. Statistic Abbreviation List 22. Skills
7. Strength 23. Last Minute Save
8. Dexteri.ty 24. Levels & Points
9. Constitution 25. Hit Location
10. Intelligence 'Universal Game Terms
11. Mental Strength 26. Movement and Time
12. Charisma 27: Number Of Attacks Per... ,
13. Looks Fatigue , Healing, Psi Recovery,
14. Stun Hits Education and Social Status
15. Killing Hits Alignment I Money
16. Armor Final Game Notes

Published by 1992 ©
Not ice: The mention of or .reference to any companies or products in this publ i cation is
not a challenge to the trademarks or copyrights concerned. The use of names, p r oducts
or trademarks is done so without permission and this is not on authorized product endor sed by them
nor is it on intended product endorsement.
AD&D® is a registered trademark of TSR. tnc. Palladium Books® is a registered trademark owned by Kevin Siembieda Call of Cthulhu® and RuneQuest®
are registered trademarks owned by Chaosium Inc. MERP"' is a registered trademark of Tolkien Enterprises GURPS® is a registered trademark of Steve
Jackson Games Inc. Warhammer'"' is a registered trademark of Games Workshop ltd. HERO"'. CyberSpace™ , Champions™, RoleMaster" ' . Ninja
HERO"' and SpaceMaster' "' are registered trademarks of Iron Crown Enterprise. Inc. Cyberpunk 2020'" and Mekton II" ' are registered trademarks
of R. Tal sorian Games, Inc. SHADOWRUN"' and MechWarrior® are registered trademarks of Fasa Corporation He roes
Unlimited"'. Ninjas and Superspies"' . Robotech"'. Beyond the Supernatural and Rifts® are trademarks of Palladium Books® Star Trek® is a
~" registered trademark of Paramount Pictures Corporation Star Wars® is a registered trademark of Lucasfilm ltd. MegaTraveller'" . Twllight:2000'"' . ·
Dark Conspiracy™ and Cadillacs & Dinosaurs"' are registered trademarks of Game Designers' Workshop TORG'" is a registered trademark of
West End Games DC™ is a registered trademark of DC Comics Inc. Marvel'"' is a registered trademark of Marvel Entertainment Group, Inc. TMNT™
is a registered trademark of Mirage Studios Vampire"' is a registered trademark of White Wolf Chill® is a registered trademark of May1air Games Inc.
2
INTRODUCTION

Welcome to the charts that will save you time A lright, now you know my qualifications, but
and energy in converting some of the most popular this should in no way intimidate you from making a
game systems. Its prime purpose is to let you convert change in a_Qy_of th_ e charts along the Conversion
characters from one game system to another. I have Trail. More to the point, in some cases you will be
tried making the charts in a way, that you should be forced to do it for yourself. Don't be intimidated by
able to convert most of the other factors from the this, it's easy and once you start I know you will want
game as well. to change some things. On some charts, you will see
This is not to be taken as a Game Master's a bold-faced letter in place of a code or number.
Bible, rather it should be used as a general guide. Not This has to be done for the following: !N I, ISi, and (Cl.
all of the conversions are going to make the perfect The N is for "N on-applicable" and in my opinion,
transformation you might Jike. This is the result of the there is nothing in that game system that represents
fact that not all Game Masters will agree on this category. However, if you know of somethin~
everything !rarely anything, if we are to be honest). you wish to use in this slot, be my guest. Next comes
A lot of game filler has been left out, !eyes, the S which is "S pecial". This means the game system
hair, weight, etc.I because it is just that, filler. Remem- can handle it, but I can't in an easy conversion, so I
ber, Role-playing is still what we are dealing with. leave the final call to the GM on this one. Finally,
The story and character concept needs no conver- we have C, that means "Continues". Let me tell you,
sion. Stop looking for spells and powers because some of them continue on into infinity. Good luck I
the/ aren't listed per say under specific spells and with some of the higher numbers (and I sure do mean
powers. Rather the end result of that power or spell it, because you w ill need it!l. These are the excep-
should be covered by other charts. The same can be tions not the rule with my conversion charts. Once
said for skills. They are covered by the systems again, don't be intimidated. If you are converting to
resolution, but you will not find the name of any start with, you should have a good system knowl-
specific skill. · edge to know what is going on in the games. If you
At this point, I should let you know what it is wish to make conversions to these conversions, such
that makes me qualified to write such a set of charts. is Role-playing.
Let's start with the fact that I have been gaming for
more than 10 years and ran the "Armadillo Game Have Fun (and of course Good Luck!!
Club" for a few years. As well as the fact, that I am
a "Contributing Editor" for a local game "fanzine".

Mark "Aurelius" Shamon

Dedicated To: Neon & Noon, the creaters of Aurelius. Special Thanks To: Lew H.
Treadway !Game Researcher I, The O ld Armadillo Game Club, and Keith H. for starting it all.
Concept By: David Barrash, The Armory. Additional Dedications To: Eileen and Alex.
Cover Art: David Whittemore Interior Art: Gregory A Barrett
3
GENRE CATEGORIES
The games have been broken down into o t her charts as you go along. The more familia r
Genre, so the GM can ma ke the fina l call on you become wi t h the "Number letter " code, will
whether he wants the players to stay within that help you find what you are looking for on the charts
gen re or not. easily.
Each genre ha s bee n given a number The some can be said for the abbreviations
and each game under that genre has been given fou nd on most of t he charts. An explanation of
a letter. This has been done to give you the ability each abbreviation can be found at the bottom of
to f ind the game you are looking for fas ter on each of the next few charts.

1 Fantasy Genre
(a) AD&D® (b) Palladium® (c) RuneQuest® (d) MERP™* (e) GURPS® (f) HERd™
(g) Warhammer1'M
(* = Will also cover Rolemasterrn )

2 Cyberpunk Genre
(a) CyberPunk202or~ (b) CyberSpace™ (c) SHADOWRUN™ (d) GURPS®

3 Comic Book Genre


(a) Champions™* (b) GURPS® (c) Heroes Unlimited™** (d) MarvelrM (e) DC™
(* = (f) Ninja HEROTM will be covered under ChampionsTM. ** = (g) Ninjas & Superspiesrn and
(h) = TMN"fl'M are covered under Heroes Unlim ited™)

4 Horror Genre
(a) Call of Cthulhu® (b) Beyond the Supernatural™ (c) GURPS® (d) Chill®
(e) Vampires™

S Space Genre
(a) Star Trek® (b) Star Wars® (c) SpaceMaster1'M (d) GURPS® (e) MegaTraveller1'M

6 Multi-Genre
(a) Rifts® (b) TOAG™ (c) Dark C~mspiracyTM* (d) Dark Space™**
(* = (e) Twilight:2000rn and (f) =Cadillac & DinosaursTM are compatible on their own
with Dark ConspiracyT).1. ** Dark Space™ is not a stand alone game)

7 Mech Genre
(a) MechWarrior® (b) Robotech™ (c) Mekton II™
4
BASIC STASTISTICS

Please note that not all games will have an as the fact, that not all games under a system .
entry on every chart. This is not necessarily due listing will use all the statistics listed. ICEn1 and R.
to the fact, that a certain game can 't handle that Talsorian TM are good examples of this.
conversion. But rather, a group of games will fall To start the conversion process, simply find
under the same universal game system. (Gurps®, the appropriate letter for the game system you
HERQTM, ICETM , Palladium®, Chaosium® and are using and the letter for .the game you are
some GOWT~i). On the other hand, some games converting to. This will give you the two rows that
will most likely have an entry on the first charts. you wil l follow for columns 1-23, 24-29 and the
A good example of this can be found on Final Game Notes a re the same for all convert-
the first charts, "Statistics". In which the entry ing. Enjoy this product, it opens up a whole new
"Palladium®" covers 7 games, not just 1. As well dimension of gaming for you.

GAME 1 2 3 4 5 6 7 8 9
~

A AD&D'El Str Dex Con Int Wis Cha CMS (N ) HP .

B GOW® STA AGL CON INT EMP CHA CHA HC HC

c CHILL ~ STA AGL& DEX STA PCN WPR PER (N ) STA Wound

Str Dex Body Int Body NBC


D DC "' W&M Intl (N )
I
E TORG '" STA DEX TOU PER MIN CHA CHA Stun Shock

F TRAVELLER '" Str Dex End Int PS SS (N ) Hits LF

G GURPS® ST DX HT IQ POWER A&D PA .. (N ) HP

H HERO'" STA DEX .. CON INT EGO PRE COM Stun Body

I ICE"' St Ag,Qu Co Re, Me SD Pr Ap (N ) BO

J STAR TREK~ STA DEX END INT END CHA CHA MAX OP END

K CHAOSIUM® STA DEX CON INT POW COM APP FP HP

L STAR WARS®
'
STA DEX Stamina KNL Control Pere PD Stun ws
M MARVEL"' s A E A p Pop (N) (N ) Health·

N "'
· MECHWARRIOR® Build REF Build I &L Mental CHA CHA BO LO

0 VAMPIRES"' . Str Dex Sta MA SC C&M App BP HL


\

p ~LLLADIUM® PS pp PE IQ ME MA PB soc HP

Q WARHAMMER'" s Dex T Int CL Ld Fel (N ) w


R R.TALSORIAN '"' BT REF BODY INT EMP CL ATI Save Wound

s SHADOWRUN'" Str Qic Body Int Wil Cha Cha Pool Wound
5
EXTENDED GAME TERMS

The codes which follow, should help you find the game you are looking for faster. First, you want
to find the game you are looking for an the Genre Chart (number and letterl. TheQ, you will be able
to find the appropriate capital letter, w hich you will use on the rest of the charts. A = 1a . B = 6c, e, f.
D = 3e. E = 6b. F = 5e. G = 1e, -2d, 3b, 4c, Sd. H = 1f, 3a, f. I = 1d, 2b, Sc, 6d. J = Sa. K = 1c, 4a.
L = Sb. M = 3d. N = 7 a. 0 = 4e. P = 1b, 3c, 4b, 6a, 7b. Q = 1g. R=2a, 7 c. S = 2c/6.

A
10

AC
I 11

TH A CO
12

Damage
i 13

DA
14

PSP
15

Honor
16

Abi
17

Skill
18

Save
19

Level
2~~
(S) ,

B AV Task Damage AGL EMP ES AR Skill Luck Level HL

c (S) Tagt# Damage Dodge PD (N ) BAC Skill Luck Levei (N ) ;

D
I Body AT RT
I AT Aura Spirit AR Skill HP Points (N )
11
E AV Attack Damage Defence SPI SPI AA Skill Deck (S) (N )

F PA UTF Damage UTF I


ASP (N ) PCR I Skill Det Level (N )

G DR AR Damage AD Power (N) SR Skill Luck Points HL 11

H P& ED ocv Damage DCV ECV EGO Roll Skill Roll Luck Points HL

I Armor OB (5 ) DB Pr Em Sta Skill (N ) ._ Level (S)

J Armor TH Damage Dodge (N ) PSI Sr Skill Luck Level (N )

K Armor AT% Damage Dodge MP SP CR Skill Luck Level HL

L Armor Action Damage Dodge FP Sense AR Skill Pere SP (N )

M Rank F (S) A p I SFR Skill Karma Rank (N )

N (S) TH Damage Evade - (N ) (N ) SkR Skill Sa A AP HL

10 AR Dif Damage Dodge EMP Hum SR Skill Will Exp (N )

p AR
- St Damage P&D ISP Chi AB Skill Save Level ODA

Q AP W&BS Damage p WP MP ST Skill Fate Level HL

R SP HN Damage D pp EMP SR Skill Luck Points HL


ltlA
s B&I TN Damage Pool MAG ESS AR Skill Pool Karma (N )
6
STATISTIC Abbreviation List

A. Str =Strength, DEX= Dexterity, Con =Constitution. INT =Intelligence, CHA =Charisma. TH =To Hit. PSI= Psionics
Int = Intelligence, Wis • W isdom. Cho = Charisma. CM S SR • Statistics Roll. MAX-OP • Maximum Operating Endur-
= C omeliness, HP = Hit Points, AC = Armor C loss, "AT - ance
Number of Attacks. THACO = To Hit Armor C loss 0 , DA
= Defensive Ad1ustment, PSP = Ps1onic Strength Points, Ab1 K. STR =Strength DEX =Dexterity, CON= Constitution.
= Ab1l1ty Check, CS • Called Shot. INT = Intelligence. POW = Power, APP= Appearance, FP =
Fatigue Points, HP • Hit Points, ARM = Armor, AT% =
B. STR =Strength, AGL = Agility, CON =Constitution, Percentage to Attack, DOD= Dodge, MP= Magic Points, SP
INT =Intelligence. EMP =Empathy, AR =Attribute Roll. CHR = Sanity Points. CR = Characteristics Roll, HL • Hit Location,
=Charisma, AV =Armor Value, ES =Empathy Success, HC COM • Communication Skill Categories.
=Hit Capacity, WR • Willpower Roting, j-IL = Hit Location.
L. FP • Force Points, SP= Skill Points, DEX = Dexterity,
KNL = Knowledge, STR = Strength, Pere. = Perception, Pers
C. STR · Strength, AGL =Agility, DEX= Dexterity, STA
= Personality, WS • Wound Status, AR = Attribute Roll. PD =
= Stamina, PER • Personality, WPR = Willpower, PCN =
Physical Description.
Perception, Togt" • Target Number, PD = Psionic Disci-
p line. BAC = Basic Abilities Checks.
M. S =Strength. A = Agility. E = Endurance, R =Reason.
P = Psyche, Pop • Popularity, F = fighting, I = Intuition. SFR
D. Dex • Dexterity, Str = Strength, Int = Intelligence,
= Statistic Feat Roll.
Will • Willpower, HP = Hero Points,
W & M = Will and Mind, lnfl = Influence, BC = Body
N. BD • Bruise Damage, LD =Lethal Damage, SkR =Skill
Condition, NBC • Negative Body Condition, AT = Action
Roll, SaR =Saving Roll, REF =Reflexes, I & L =Intuition & Learn,
Table. RT • Result Table, AR = Attribute Roll.
~~:t~;~arisma, AP =Adventure Points, TH =To Hit, HL • Hit I.
E. STR = Strength, DEX = Dexterity, TOU =
Toughness, PER • Perception, MIN= Mind, SPI =Spirit, Cho 0. Str • Strength. Dex = Dexterity, Sta = Stamina, C &
=Charisma, AV • Armor Value, AA= Approved Action. M = Charisma & Manipulation, App = Appearance, MA =
Mental Attributes, SC • Self Control, Will =W illpower, HL
F. Str =Strength, Dex • Dexterity, End• Endurance, =Health Levels, Exp • Experience, SR= Simple Roll. AR= Armor
Int =Intelligence, PS • Ps1on1c Strength, LF •Life Force, PA Rating, Di! • Difficulty. BP =Blood Pool, Hum• Humanity, Emp
= Personal Armor, UTF • Universal Task Profile, ASP = •Empathy.
Available Strength Points, PCR =Personal Characteristics
Roll. Det = Determination, SS = Social Standing. P. PS • Physical Strength, PP = Physical Prowess, PE =
Physical Endurance, ME• Mental Endurance, MA= Mental
G. ST • Strength, DX = Dexterity, HT = Health, Affinity, PB • Physical Beauty, SDC = Structural Damage
IQ = Intelligence, AR • A ttack Roll, PA= Physical Appear - Capacity, HP • Hit Points, Ar • Armor Rating, Att • Attacks
ance, DR • Damage Resistance, AD • Active Defence. A Per Turn, St • Strike, P & D • Parry & Dodge, ISP • Inner
& D =Advantages & Disadvantages, HL =Hit Location, HP Streng th Points, AB • Attribute Bonus, ODR • Optional
= Hit Point, SR • Success Roll. Damage Rules.

H. STR • Strength, DEX = Dexterity, CON • Consti- Q. S • Strength, Dex = Dexterity, T • Toughness, Int =
tution, INT • Intelligence. PRE = Presence, COM = Intelligence, Cl • Cool, Ld • Leadership, Fel =Fellowship, W
Comeliness. P & ED =IPD = Physical Defence; ED= Energy . =Wounds, AP • Armour Points, A =Attacks, W & BS= Weapon
Defence), OCV = Offensive Combat Value, DCV = Skill and Ballistic Skill, P =Parry, WP= Willpower, MP= Magic
Defensive Combat Value, END= Endurance, ECV =Ego Points, FP • Fote Points, HL =Hit Location, ST= Skill Test.
Combat Value, HL • Hit Location.
R. BT • Body Type, REF= Reflexes, INT= Intelligence,
EMP •Empathy, CL • Cool, Att •Attractiveness, SP= Stopping
I. St • Strength, Ag • Ag1l1ty. Ou = Quickness, Co =
Power. HN • Hit Number, D •Dodging, PP = Psi Potential,
Constitution, Re • Reasoning, Me= Memory, SD = Self
SR = Statistic Roll, HL • Hit Location.
Discipline, Pr • Presence. Ap = Appearance. BD = Body
Development, Arm • Armor, OB = Offensive Bonus, DB
S. Str • Strength, Oic =Quickness, Int= Intelligence, Wil
• Defensive Bonus, Em • Empathy, Sta = Statistics.
• W illpower, Cha • Charisma, B & I = Ballistic & Impact, TN
• Target Number, Mag • Magic, ESS =Essence, AR= Attribute
J. STR •Strength, DEX • Dexterity, END =Endurance,
Roll.
7
STRENGTH

,,
/
4 '·
. r'
A

1
8

1
c
1
0

0
E

1
F

0
G

1
H

1
I

05
J

10
K

1
l

1
M

I
N

1
0

1 1
p Q

1
R

2
s
1 I
!
c;'f ·~...,H
, 12.
. ...
2 2 5 0 2 1 3 3 10 20 2 2 I 1 1 2 1 2 1

v=I~
3 2 10 1 3 2 4 4 15 43 3 3 f 2 1 3 1 2 1
~ ~i..':~,.
4 3 17 1 3 3 5 5 20 45 4 4 p 2 2 4 2 3 2

j~·~ 24 2
~)
5 3 2 4 4 6 6 25 47 5 5 p 2 2 5 2 3
.
I 6 3 31 2 5 5 7 7 30 49 6 6 p 3 2 6 2 3 2
· u~ R..
'

·~~. ·-·~j 7 4 38 2 5 6 8 8 35 51 7 7 I 3 2 7 3 4 3

8 4 45 3 6 6 9 9 40 53 8 8 I 3 3 8 3 4 3

B. Al ter 15 increase 9 4 50 3 7 7 10 10 45 54 9 9 I 3 3 9 3 4l 3 I
by l eoch step.
10 5 55 3 7 7 11 11 10 3
I
C. Alter 145 increase
50 55 10 10 I 4 3 3 5
I
I
I
11 5 60 3 8 8 11 11 55 56 11 11 I 4 3 11 3 5 3
by 5 eoch step.
12 5 65 4 9 9 12 12 60 57 12 12 I 4 3 12 3 5 3
I
D. Alter 7 increase
to 8 for 8 steps. then 13 6 70 4 9 10 13 13 65 58 13 13 I 4 4 13 3 6 3
9 for 9 steps ond so
14 6 75 4 10 11 14 14 70 14 14 4 14 ·3 6 3
on. 59 I 5
.
E. Alter 2 1 increase
by 1 to 22. then by 1
15 6 80 4 11 12 14 14 75 60 15 15 I 5 4 15 3 6 4
I
I
16 7 85 5 11 13 15 15 80 65 16 16 g 5 4 16 4 7 4
for the next 2 steps
ond so on. 17 7 88 5 12 14 16 16 85 70 17 17 g 5 4 17 4 7 4

18 8 90 5 13 15 16 16 90 75 18 18 g 6 5 fa 4 7 5
G. After 23 increase
by 1 every 3 steps. 18a 13 15 17 19 4 8 5
8 92 6 17 95 . 80 19 19 e 6 5

H. Alter 24 increase
by 1 every 2 steps.
18b 9 94 6 14 15 18 18 00

(N)
85 20 20 e 6 5 20 4 8 5
I
18c 9 96 6 15 15 18 18 90 21 21 e 6 5 21 4 9 6
J. Alter 140 increase (N) 4
18d 10 98 6 15 15 19 19 95 22 22 e 6 5 22 9 6
by 5 every step.
18e 10 00 6 16 15 20 20 (N) 00 23 23 e 6 5 23 4 10 6
K , L, & P. Alter
3 1 increase by l 19 11 105 7 17 (N) 21 21 (N) 105 24 24 r 7 (N) 24 5 (N) 7
eoch step.
20 11 110 7 17 (N) 21 21 (N) 110 25 25 r 7 (N) 25 5 (N) 7
M. After r increase 21 12 120 7 18 (N) 21 22 (N) 115 26 26 r 7 (N ) 26 5 (N ) 7
by l every 10 steps
lo. m. ul. 22 12 125 7 19 (N) 22 22 CN) 120 27 27 r 7 (N) 27 5 (N) 8

N. After 7 increase 23 13 130 7 19 (N) 22 23 (N) 125 28 28 r 7 (N) 28 5 (N) 8


by 1 every 8 steps.
24 13 135 7 20 (N) 22 23 (N) 130 29 29 r 7 (N) 29 5 (N) 8

Q. After 5 increase 25 14 140 7 21 (N) (C) 24 (N) 135 30 30 r (C) (N) 30 (C) (N) 9
by l every 6 steps.
(N ) 15 145 (C) 21 (N) CC) 24 (N) 140 31 31 (C) (C) (N) 31 (C) (N) 9
S. Alter 9 increase
by 1 every 2 steps.
(N) (C) (C) (C) (C) (N ) (C) (C) (N) (C) (C) (C) (C) (C) (N) (C) CC) (N) (C)

Not all Continuing Statistics are infinite.


NOTE:
Most Continuing Statistics only apply to monsters.
8
. DEXTERITY

A B c D E F G H I J K L M N 0 p 0 R s
1 1 1 0 1 0 1 1 01 10 1 1 f 1 1 1 01 1 1

2 1 5 1 2 1 2 2 05 20 2 2 f 1 1 1 05 1 1

3 1 10 1 3 2 3 3 10 43 3 3 p 1 2 3 07 2 2

4 2 16 2 4 2 4 4 15 45 4 4 p 2 2 3 10 2 2

5 2 22 2 5 3 5 5 20 47 5 4 p 2 2 4 14 3 2

6 3 28 3 6 4 6 6 25 49 6 5 p 2 3 5 18 3 3

6 3 34 3 6 4 7 7 30 50 6 6 I 2 3 6 22 4 3

7 4 40 4 7 5 8 8 35 51 7 6 I 3 3 7 26 4 3

7 4 45 4 7 6 9 9 45 52 7 7 t 3 3 7 30 4 3

8 5 50 5 8 7 10 10 50 53 8 8 I 3 4 8 34 5 4

9 5 55 5 8 8 11 11 55 55 9 9 I 3 4 9 38 5 4
-
10 6 60 6 9 9 12 12 60 60 10 10 g 4 4 10 42 6 4

11 6 64 6 9 10 13 13 65 11 11 46 4
-·65 11 g
--
4 4 6

12 7 68 7 10 10 14 14 70 70 12 12 g- 4 4 12 50 7 5

13 7 72 7 10 11 15 15 75 75 13 13 g 4 5 13 55 7 5

14 8 76 8 11 12 16 16 80 80 14 14 g 5 5 14 60 8 5
C. Alter 1 2 4 increase by
15 11
8 80 8 12 17 17 85 85 15 15 e 5 5 15 65 8 5
2 every step.
16 9 84 9 12 13 18 18 90 90 16 16 e 5 5 16 70 9 6
D. Af ter 1 4 increase to 15
17 9 88
. 9
..
12 13 19 19 95 95 17 17 e 5 5 17 75 9 6
for 7 steps. then 16 for 8 -
steps and so on. 18 10 90 10 13 13 20 20 00 00 18 18 e 6 5 18 80 10 6

19 10 92 11 13 13 21 21 CN) 105 19 19 r 6 CN) 19 82 CN) 7


E. After 16 increase by 1
every 5 steps. 19 10 94 11 13 14 21 21 CN) 110 19 20 r 6 CN) 20 84 (N) 7

20 CN) 96 12 14 14 22 21 CN) 115 19 21 r 6 CN) 21 86 CN) 7


G. Alter 28 increase by 1
every 2 steps. 20 CN) 98 12 14 14 22 22 CN) 120 19 22 r 6 CN) 22 88 CN) 7

H. Alter 26 increase by 1 21 CN) 00 12 14 14 23 22 CN) 125 20 23 r 7 CN) 23 90 CNl 7


every 3 steps. 21 CN) 102 13 14 14 CN) 130 CN) 24 CNl
23 22 20 24 i 7 92 8

K. Af ter 2 2 increase by 1 22 CN) 104 13 14 15 24 24 CN) 135 20 25 i 7 CN) 25 94 CN) 8


every 4 steps. 22 CN) 106 13 15 CN) 140 CN) CN)
15 24 24 20 26 i 7 26 96 8

L.After 32 increase by 1 23 CN) 108 13 15 15 25 24 CN) 145 21 27 i 7 CN) 27 98 CN) 8


every 2 steps.
24 CN) 110 14 15 15 25 25 CN) 150 21 28 i 8 CN) 28 00 CN) 9

M. Use m for the next 4 24 CN) 112 14 15 15 26 25 CN) 153 21 29 a 8 CN) 29 CN) CN) 9
steps, then u for the next
25 CN) 114 14 15 CN) 26 25 (N) 156 21 30 a 8 CN) 30 CN) CN) 9
t en.
25 CN) 116 14 16 CN) 27 26 CN) 159 22 31 a (N) 31 CN) CN) 10
.. 8
N. After 8 increase by 1
CN) CN) 118 14 16 CN) 27 26 (N) 162 22 31 a 8 CN) 31 CN) (N ) 10
every 5 steps.
CN) CN) 120 14 16 CN) 28 26 (N) 165 22 32 a CC) CN) 32 CN) CN) 10
P. Alter 32 increase by 1
(N) CN) 122 CC) 16 CN) 28 CC) CN) 168 22 32 m CC) CN) 32 (N) CN) CC)
every 2 steps.
CN) (N) 124 (C) 16 CN) CC) (C) (N) 170 (C) CC) (C) (C) CN) (C) CN) (N) (C)
S. Alter 10 increase by 1
every 3 steps.
(N) (N ) (C) (C) (C) CN) CC) CC) CN) CN) CC) CC) CC) CC) CN> CC) CN) CN) (C)
9
_ CONSTITUTION

A B c 0 E F G H I J K L M N 0 p Q R s
..I ...,
,, 1 1 01 0 1 0 1 1 01 10 1 1 f 1 1 1 1 1 1

~\ ,:· i 2 2 05 1 3 1 2 2 05 22 2 2 f 1 1 2 1 1 1
. . ..
' r..
' :

'• 3

5
3

4
10

15

20
1

1
4

5
2

3
3

5
3

5
10

15

20
43

46

49
3

5
3

5
p

p
f 2

2
2

2
3

5
2

2
2

3
2 2

6 4 25 2 5 4 6 6 25 52 6 6 p 2 3 6 3 3 3
-N .•
7 5 30 2 6 5 7 7 30 55 7 7 I 3 3 7 3 4 3
(
.. '
7 5 35 2 6 5 8 8 35 58 7 8 I 3 3 7 3 4 3
~
'A
.. 8 5 40 2 7 6 9 9 61 8 9 3 3 8 3 3
49 t 4l

8 6 50 3 7 7 10 10 45 63 8 10 9 3 4 8 4 5 4
B. Alter 15 increase by 1
every 3 steps. 9 6 55 3 8 7 11 11 50 65 9 11 9 4 4 9 4 5 4

10 6 60 3 8 8 12 12 55 70 10 12 9 4 4 10 4 6 4
C. After 1 35 increase by
3 every step. 11 7 64 3 8 9 13 13 60 75 11 13 4 4 11 4 6 4
9

D. Alter 8 increase to 9 12 7 68 3 9 9 14 14 65 80 12 14 9 4 4 12 4 7 4
for e,very 9 steps, then I 0
13 7 72 4 9 10 15 15 70 85 13 15 9 4 5 13 5 7 5
for I 0 steps and so on.
14 8 76 4 9 11 16 16 80 90 14 16 e 5 5 14 5 8 5
E. After20 increase by 1
every 2 steps. 15 8 80 4 10 12 17 17 90 93 15 17 e 5 5 15 5 8 5

16 9 84 5 11 13 18 18 95 95 16 18 e 5 5 16 5 9 5
G . Alter 25 increase by 1
every 3 steps. 17 9 88 5 12 14 19 19 98 98 17 19 e 6 5 17 5 9 6

18 10 90 6 13 15 20 20 00 00 18 20 e 6 5 18 5 10 6
H. Alter 27 increase by 1
every 2 steps. 19 11 93 7 14 (N ) 21 21 <!"> 105 19 21 r 7 (N ) 19 6 (N ) 7

J. Alter 180 increase by 19 11 96 7 14 (N ) 21 21 (N ) 110 20 21 r 7 (N) 20 6 (N ) 7


l 0 every siep.
20 11 99 7 15 (N ) 21 22 (N ) 115 21 22 r 7 (N ) 21 6 (N ) 8
K. Alter 3 I increase by I 20 12 102 7 15 (N ) 22 22 (N ) 120 22 22 r 7 (N ) 22 6 (N ) 8
every 2 steps.
21 12 105 7 16 (N ) 22 23 (N ) 125 23 23 r 7 (N ) 23 6 (N) 8
L. Alter 2 8 increase by 1 21 12 (N ) (N ) (N) (N )
108 7 16 22 23 130 24 23 r 7 24 6 9
every 2 steps.
22 13 111 7 17 (N ) 23 24 (N ) 135 25 24 i 7 (N) 25 6 (N ) 9
M. After i increase by one
22 13 114 8 17 (N ) 23 24 (N ) 140 26 24 i 7 (N ) 26 7 (N ) 9
(o,m,u) every 10 steps.
23 13 117 8 18 (N ) 23 25 (N ) 145 27 25 i 7 (N ) 27 7 (N ) 9
N. Alter 7 increase by 1
every 10 steps. 23 14 120 8 18 (N ) 24 25 (N ) 150 28 25 i 7 (N ) 28 7 (N ) 10

24 14 123 8 19 (N ) 24 26 (N ) 155 29 26 i (C) (N ) 29 7 (N ) 10


P. After3 1 increase by 1
every 2 steps 24 14 126 8 19 (N ) 24 26 (N ) 160 30 26 (C) (C) (N ) 30 7 (N ) 10

Q . Alter 7 increase to 8 25 15 129 8 20 (N ) 25 27 (N) 165 31 27 (C) (C) (N ) 31 7 (N ) 10


for 9 steps, then 9 for 10 (N )
25 15 132 8 20 (N ) 25 27 (N ) 170 31 27 (C) (C) (N ) 31 7 10
steps and so on.
(N ) 15 135 8 (C) (N ) 25 (C) (N ) 180 (C) (C) (C) (C) (N ) (C) 7 (N ) (C)
S. After 10 increase by 1
every 5 steps.
(N ) (C) (C) (C) (C) (N ) (C) (C) (N ) (C) (C) (C) (C) (C) (N ) (C)
.. (C) (N ) (C)
10
- INTELLIGENCE

A 8 c D E F G H I J K l M N 0 p Q R s
1 1 01 1 1 0 1 1 01 10 1 1 f 1 1 1 01 1 1

e.~
2 2 05 1 2 1 2 2 05 22 2 2 f 1 1 2 05 1 1

3 3 10 1 2 2 3 3 10 43 3 3 f 2 2 3 10 2 1

4 3 15 2 3 3 4 4 15 45 4 5 p 2 2 4 15 2 2
\ ~
r-

·~
5 4 20 2 4 4 5 5 20 50 5 6 p· 2 2 5 20 3 2

6 4 25 3 4 5 6 6 25 55 7 7 p 2 3 6 25 3 2
.. 7 5 30 3 5 5 7 7 30 60 8 8 3 3 7 30 4 3

t
'
\ . u~S C A
7

8
5

5
35

40
3

4
5

6
6

6
8

9
8

9
35

40
65

70
9

11 11
9 t

t
3

3
..
3

3
7

8
35

40
4

5
3

3
l
-~ ~ ~~2
,~ • '
8 6 50 4 7 7 10 10 45 75 13 12 t 3 3 8 45 5 4

. ·~~~
. ..•..s-. A'
..... # ........
·.,. ,
~
,
9 6 55 5 7 7 11 11 50 80 14 15 t 3 3 9 50 5 4
:~" , . .
, ~
·~
~'
. . ,., 10 6 60 5 8 8 12 12 55 82 14 16 g 4 3 10 55 6 4

11 7 64 6 9 8 13 13 60 83 14 17 g 4 3 11 60 6 4
kt&.1 -~-
"
'('-.
12 7 68 6 9 9 14 14 65 85 15 18 g 4 3 12 65 7 5

13 7 72 7 10 9 15 15 70 87 15 19 g 4 4 13 70 7 5

14 8 76 8 11 10 16 16 80 90 15 20 g 4 4 14 80 8 5
B. After 17 increase by 1 15 8 80 9 11 10 17 17 90 93 16 21 g 5 4 15 . 90 8 5
every 2 steps.
16 9 84 10 12 11 18 18 95 95 16 22 e 5 4 16 95 9 6
C. After 135 increase by 17 9 88 11 13 11 19 19 98 98 16 23 e 5 5 17 98 9 6
3 every step.
18 10 90 12 13 12 20 20 00 00 17 24 e 6 5 18 00 10 6
D. After 18 increase by 1 (N) (N ) (N) (N) (N) ( N)
19 11 93 13 14 13 21 21 17 25 r 7 19
every 5 steps.
19 11 96 13 14 14 21 22 (N) (N) 17 25 r 7 (N ) 20 (N) (N) (N)
E.After 16 increase by 1
every 4 steps. 20 12 99 14 14 15 21 23 CN) (N) 18 26 r 7 (N) 21 (N) (N) (N )

20 12 102 14 14 (N ) 22 24 (N) (N ) 18 26 r 7 (N) 22 (N) (N) (N)


G. Af ter 25 increase by 1
every 3 steps. 21 13 105 15 15 (N) 22 25 (N) (N ) 18 26 r 7 (N) 23 (N ) (N) (N)

21 13 108 15 15 (N ) 22 26 (N) (N) 19 27 i 7 (N) 24 (N) (N) (N)


H. After 35 increase by 1
each step. 22 14 111 16 15 (N) . ·23 27 (N) (N) 19 27 i 7 (N) 25 (N) (N) CN)

K. ·After 2 1 increase by 1 22 14 114 16 15 (N) 23 28 (N) (N) 19 27 i 7 (N) 26 (N) (N) (N )


every 3 steps. (N) (N) (N) (N) (N) (N )
23 15 117 16 16 23 29 20 27 i 7 (N) 27

L. After 28 increase by 1 23 15 120 17 16 (N) 24 30 (N) (N) 20 28 i 7 (N) 28 CN) (N) (N)
every 5 steps.
24 16 123 17 16 (N) 24 31 (N) (N ) 20 28 a (C) (N ) 29 (N) (N) (N )

M. After a increase by 1 24 16 126 17 16 (N) 24 32 (N) (N) 21 28 a (C) (N) 30 (N) (N) (N )
(m,ul every l 0 steps.
25 17 129 18 (C) (N) 25 33 (N) (N) 21 28 a (() (N) 31 (N) (N) (N)
N. After 7 increase by 1 25 17 132 18 (C) (N) (N) (N) (C) (N ) (N) (N) (N)
25 34 21 28 a 32
every 10 steps.
(N) (C) 135 18 (C) (N) 25 35 (N) (N) (() (C) a (() (N) 33 (N) (N) CN)
P.After 33 increase by 1
every step.
(N ) (() (C) (C) (C) (N) (C) (() (N) (N) CC) CC) CC) (C) (N) (C) CN) (N) (N)

'
11
MENTAL STRENGTH
A B c D E F G H t J K L M N 0 p Q R s
1 0 01 0 0 0 0 1 01 10 1 1 , 2 1 1 01 1 1.

2 1 05 1 1 1 1 2 05 22 2 2 I 3 1 2 05 1 1

3 1 10 1 3 2 1 3 10 43 3 3 I 3 1 3 10 1 1

4 2 15 1 4 3 2 4 15 46 4 4 p 4 2 4 15 2 2

4 2 20 2 4 3 2 5 20 48 5 5 p 4 2 4 20 2 2

5 2 25 2 5 4 2 6 25 50 6 6 p 5 2 5 25 2 2

5 3 29 2 5 4 3 7 30 52 7 7 p 6 2 5 30 3 2

6 3 34 2 6 5 3 7 35 54 8 8 1 6 3 6 35 3 3

6 3 39 3 6 5 3 8 40 56 9 9 t 7 3 6 40 3 3

7 4 44 3 7 6 3 8 43 58 10 10 1 7 3 7 43 4 3

7 4 46 3 8 6 4 !) 45 60 11 11 I 8 3 7 45 4 3 I

8 4 48 3 8 7 4 9 48 65 12 13 I 8 3 8 48 4 4

8 5 50 4 9 7 4 10 50 70 13 15 I 9 3 8 so 5 4

10 6 55 5 10 8 4 12 60 80 14 16 I 10 4 10 60 6 4

12 7 65 6 10 9 4 14 70 85 15 20 e II 4 12 70 7 5
8. Alter 15 increase by l
every 4 steps. 14 8 75 8 11 11 5 16 80 90 16 24 e 14 4 14 80 8 5

16 9 85 10 12 13 5 18 90 95 17 28 e 15 4 16 90 9 5
C. After 135 increase by
18 10 90 12 13 15 5 20 00 00 18 30 e 16 5 18 00 10 6
1 every step.
19 11 95 13 14 (N ) 5 21 (N ) 102 19 (N ) e (N ) ( N) 19 (N ) (N ) 6
D. Alter 17 increase by 1 (N ) (N ) (N ) (N ) (N) (N ) (N )
19 II 00 13 14 5 21 104 19 e 19 6
for 7 steps, then by 1
every 10 steps. 19 11 102 14 15 (N ) 5 21 (N ) 106 20 (N ) e (N ) (N ) 20 (N ) (N ) 6

20 II 104 14 15 (N ) 6 22 (N ) 108 20 (N ) e (N ) (N ) 20 (N) (N ) 7


E. Alter 19 increase by 1
20 12 106 14 15 (N ) 6 22 (N ) 110 21 (N ) r (N ) (N ) 21 (N) (N ) 7
every 5 steps.
20 12 108 15 16 (N) 6 22 (N ) 112 21 (N) r (N ) (N) 21 (N ) (N ) 7
G. Alter 7 increase by l
21 12 110 15 16 (N) 6 23 (N ) 114 22 (N ) r (N ) (N ) 22 (N ) (N ) 7
every l 0 steps.
21 12 112 15 16 ( N) 6 23 (N) 116 22 (N ) r (N ) (N ) 22 (N ) (N ) 7
H. After 27 increase oy 1
21 13 114 15 17 (N ) 6 23 (N ) 118 23 (N) r {N ) (N ) 23 (N ) (N ) 7
every 3 steps.
22 13 116 15 17 (N ) 6 24 (N ) 120 23 (N ) r (N ) (N ) 23 (N ) CN) 8
J. Alter 144 increase by 2 (N ) (N) (N ) (N ) (N ) (N ) (N )
22 13 118 16 17 7 24 122 24 r 24 8
every step.
22 13 120 16 17 (N ) 7 24 (N ) 124 25 (N ) r (N ) (N ) 24 CN) CN) 8
K. Alter 29 increase by 1 23 14 122 16 18 CN) 7 25 CN) 126 25 CN) r (N ) CN) 25 CN) ( N ) 8
every 2 steps.
23 14 124 16 18 (N ) 7 25 CN) 128 26 CN) r (N ) (N ) 25 CN) ( N ) 8

M. Alter r increase by 1 23 14 126 16 18 CN) 7 25 (N ) 130 26 CN) r CN) (N ) 26 CN) (N ) 8


for 10 steps (1 & al. then
24 14 128 16 18 CN) 7 26 CN) 132 27 CN) r CN) (N ) 26 CN) ( N ) 9
25 steps for m & u.
24 15 130 17 19 CN) 7 26 CN) 134 27 CN) r CN) (N ) 27 CN) ( N ) 9
P. After 29 increase by 1 (N ) (N ) CN) (N) CN) CN) ( N )
24 15 131 17 19 7 26 136 28 r 27 9
every 2 steps.
25 15 132 17 19 CN) CC) 27 CN) 138 28 CN) r CN) CN) 28 CN) ( N ) 9
Q. After 7 increase to 8 25 15 133 17 19 CN) CC) CN) (N ) r CN) (N ) 28 CN) ( N ) 9
27 140 29
for 9 steps, then 9 for 10
steps and so on. 25 (C) 134 17 19 CN) CC) 27 CN) 142 29 (N ) r (N ) (N ) 29 (N ) (N ) 9

(N ) CC) 135 17 CC) CN) CC) CC) ( N ) 144 (C) ( N ) r (N ) CN> 29 CN) CN) CC)
S. After 9 increase by 1
CN) CC) (C) CC) CC) ( N ) (C) (C) ( N ) (C) CC) ( N ) CC) CN) CN) (C) ( N ) CN) CC)
every 6 steps.
12
CHARISMA
A 8 c D E F G H t J K l M N 0 p Q R s
1 1 01 0 1 1 .9 1 01 10 ·7 (S) ·50 1 1 1 01 1 1

2 1 OS 1 2 2 ·8 2 05 22 ·6 (S) ·10 2 1 2 05 2 1

3 2 10 1 3 3 .7 3 10 43 ·5 (S) 0 2 1 3 10 2 1

4 2 15 2 4 4 ·6 4 :5 45 .4 CS) 2 2 2 4 15 3 2

5 3 20 2 5 4 ·5 5 20 50 ·3 (S) 4 3 2 5 20 3 2

6 3 25 3 6 5 ·4 6 25 55 ·2 CS) 5 3 2 6 25 3 2

6 4 30 3 6 5 ·3 7 30 60 ·1 (S) 6 3 2 7 30 4 3

7 4 40 4 7 6 ·2 8 35 65 0 (S) 7 4 2 7 35 4 3

7 4 45 4 7 6 ·1 9 40 68 0 (S) 8 4 3 8 40 4 3

8 5 50 5 8 7 (N ) 10 50 70 0 (S) 10 4 3 8 50 5 3

9 5 53 6 8 8 (N ) 11 60 72 +1 (S) 12 5 3 9 60 5 4

10 6 60 6 9 8 (N ) 12 65 75 +2 (S) 13 5 3 10 65 5 4

11 6 65 7 9 9 (N ) 13 70 80 +3 (S) 14 5 3 11 70 5 4

12 7 68 7 10 9 (N ) 14 75 83 +4 (S) 15 5 3 12 75 6 4

13 7 70 8 10 10 (N ) 15 80 85 +5 (S) 16 5 3 . 13 80 6 5

14 8 75 8 11 11 (N ) 16 85 90 +6 (S) 17 5 3 14 85 6 5

15 8 80 9 11 12 (N ) 17 90 93 +7 (S) 18 5 3 15 90 7 5

16 9 85 9 12 13 +1 18 95 95 +8 (S) 19 6 4 16 95 8 6

17 9 88 9 12 14 +1 19 98 98 (N ) (S) 20 6 4 17 98 9 6
8 . Alter 1 4 increase by 1
18 10 90 10 13 15 .. 2 20 00 00 (N ) (S) 21 6 5 18 00 10 6
e very 5 steps. ,
19 11 (N ) 11 14 (N ) .. 2 21 (N ) (N ) (N ) (S) 22 7 (N ) 19 (N ) (N ) 7
D. Alter I 4 increase by 1
19 11 (N ) 11 14 (N ) +3 22 (N ) (N ) (N ) (S ) 23 7 (N ) 20 (N ) (N ) 7
for 7 steps. then by 1 for
every I 0 steps. 20 11 (N ) 11 14 (N ) +3 23 (N ) (N ) (N ) (S) 24 7 (N ) 21 (N ) (N ) 7

20 11 (N ) 12 14 (N ) +4 24 (N ) (N ) (N ) (S ) 25 7 (N ) 22 CN > ( N ) 7
E. Alter 15 increase by 1
21 11 (N) 12 14 (N) .. 4 25 (N ) (N ) (N ) (Sl 26 7 (N ) 23 (N ) ( N) 7
every 10 steps.
21 12 (N ) 12 14 (N ) +5 26 (N ) (N ) (N ) (S) 27 7 (N) 24 ( N) (N ) 7
G . Alter 1 1 increase by
22 12 (N ) 12 14 (N ) +5 27 (N ) (N ) (N ) (S ) 28 7 (N ) 25 (N) (N ) 8
• 1 every 3 steps.
22 12 (N ) 13 14 (N ) +6 28 (N ) (N ) (N ) (S) 29 8 (N ) 26 (N ) (N ) 8
H. After 39 increase by 1
23 12 (N ) 13 14 (N ) +6 29 (N ) (N ) (N) (S) 30 8 (N ) 27 (N ) (N ) 8
every ste p.
23 12 (N ) 13 14 (N ) +7 30 (N ) (N ) (N ) (S) 31 8 (N ) 28 (N ) (N ) 8
L. SW hos no set " for this (N ) (N ) (N ) (N ) (N ) (S ) (N ) (N ) (N)
24 13 13 15 +7 31 32 8 29 8
category. the GM must
improvise fo r other games. 24 13 (N ) 13 15 (N ) +8 32 (N ) (N ) (N ) (S) 33 8 (N ) 30 (N ) (N ) 8

25 13 (N ) 14 15 (N ) +8 33 (N ) (N ) (N ) (5) 34 8 (N ) 31 (N ) (N ) 9
M. Alter 4 I increase by I
25 13 (N ) 14 15 (N ) +9 34 (N ) (N ) (N ) (5) 35 8 (N ) 32 (N ) (N ) 9
each step.
(N ) 13 (N ) 14 15 (N ) +9 35 (N ) (N ) (N ) (5) 36 8 (N ) 33 (N ) (N ) 9
N. After 8 increase by I
(N ) 14 (N ) 14 15 (N ) +10 36 (N ) (N ) (N ) (5 ) 37 (C) (N ) 34 (N ) (N ) 9
for 8 steps, then by I for 9
steps. and so on. (N ) 14 (N ) 14 15 (N ) +10 37 (N ) (N ) (N ) (5 ) 38 (C) (N ) 35 (N ) (N ) 9

(N ) 14" (N ) 14 15 (N ) + 11 38 (N ) (N ) (N ) (S ) 39 ( C) (N ) 36 CN ) (N ) 9
P. Alter 38 increase by I
e a ch step. (N ) 14 (N) CC) 15 CN ) +11 39 CN ) CN ) CN ) C5 ) 40 CC> CN ) 37 CN ) CN ) CC)

CN ) 14 (N) CC) 15 CN l ( C) (C) (N ) CN ) CN ) (5 ) 41 (C) (N) 38 (N ) CN ) (( )


S. Alter 9 increase by 1
ever y 6 steps. (N ) (C) CN ) CC) CC) (N ) CC) (( ) CN ) CN ) (N ) (S) (() CC) (N ) (( ) ( N) CN ) (C)
13
LOOKS
A 8 c D E F G H I J K L M N· 0 p Q R s
1 1 (N ) (N ) 1 (N ) ·25 1 01 10 1 (S) (N ) 1 1 1 01 ..
' 1

2 1 (N ) (N ) 2 (N) · 10 2 05 22 2 (S) ( N) 2 1 2 05 2 1

3 2 (N) (N ) 3 (N ) -5 3 10 43 3 (S) (N) 2 1 3 10 2 1

4 2 (N ) (N ) 4 (N ) .5 4 15 45 4 (S) (N ) 2 2 4 15 3 2

5 3 (N ) (N ) 5 (N ) -5 5 20 50 5 (S) (N ) 3 2 5 20 3 2

6 3 (N ) (N ) 6 (N ) -5 6 25 55 6 (S) (N ) 3 2 6 25 3 2

6 4 (N ) (N ) 6 (N ) 0 7 30 60 7 (S) (N ) 3 2 7 30 4 3

7 4 (N ) (N ) 7 (N ) 0 8 35 65 7 (S) (N) 4 2 7 35 4 3

7 4 (N ) (N ) 7 (N ) 0 9 40 68 8 (S) (N) 4 3 8 40 4 3

8 5 (N ) (N ) 8 (N ) 0 10 50 70 8 (S ) (N ) 5 3 8 50 5 3

9 5 (N ) (N ) 8 (N) 5 11 60 72 9 (S ) (N ) 5 3 9 60 5 4

10 6 (N ) (N ) 9 (N ) 5 12 65 75 10 (S ) (N ) 5 3 10 65 5 4

11 6 (N ) (N ) 9 (N ) 5 13 70 80 11 CS) (N ) 5 3 11 70 5 4

12 7 (N ) (N ) 10 (N ) 15 14 75 83 12 (S ) (N ) 5 3 12 75 6 4

13 7 ~':") (N ) 10 (N ) 15 15 80 85 13 (S ) (N ) 5 3 13 80 6 5

14 8 (N ) (N ) 11 (N ) 15 16 85 90 14 (S ) (N ) 5 3 14 85 6 5

15 8 (N ) (N ) 11 (N ) 15 17 90 93 15 (S ) (N ) 5 3 15 90 7 5

16 9 (N ) (N ) 12 (N ) 25 18 95 95 16 (S ) (N ) 6 4 16 95 8 6

17 9 (N ) (N ) 12 (N ) 25 19 98 98 17 (S) (N ) 6 4 17 98 9 6

18 10 (N ) (N ) 13 (N ) 25 20 00 00 18 (S ) (N ) 6 5 18 00 10 6

19 11 (N ) (N ) 14 (N ) (N ) 21 (N ) (N ) 19 (S ) (N ) 7 (N ) 19 (N ) (N ) 7

19 11 (N ) (N ) 14 (N ) (N ) 22 (N ) (N ) 20 (S) (N ) 7 (N ) 20 (N ) (N ) 7

20 11 (N ) (N ) 14 (N ) (N ) 23 (N ) (N ) 21 (S ) (N ) 7 (N ) 21 (N ) (N ) 7
~

20 11 (N ) (N ) 14 (N ) (N ) 24 (N ) (N) 22 (S ) (N ) 7 (N ) 22 (N ) (N ) 7
B. Alter 13 increase by l
every 6 steps. 21 11 (N ) (N ) 14 (N ) (N ) 25 (N ) (N ) 23 (S) (N ) 7 (N ) 23 (N ) (N ) 7

21 11 (N ) (N ) 14 (N ) (N ) 26 (N ) (N ) 24 (S) (N ) 7 (N ) 24 (N ) (N ) 7
E.Alter I 5 increase by l
every l 0 steps. 22 12 (N ) (N ) 14 (N ) (N ) 27 (N ) (N ) 25 (S) (N ) 7 (N ) 25 (N ) (N ) • 8

22 12 (N ) (N ) 14 (N ) (N ) 28 (N ) (N ) 26 (S ) (N ) 8 (N ) 26 (N ) (N ) 8
H. After 39 increase by l
23 12 (N ) (N ) 14 (N ) (N ) 29 (N ) (N ) 27 (S) (N ) 8 (N ) 27 (N ) (N ) 8
every step.
23 12 (N ) (N ) 14 (N ) (N ) 30 (N ) (N ) 28 (S) (N ) 8 (N ) 28 (N ) (N ) 8
K. Alter 38 increase by 1
24 12 (N ) (N ) 15 (N ) (N ) 31 (N ) (N ) 29 (S) (N ) 8 (N ) 29 (N ) (N ) 8
every step.
24 12 (N ) (N ) 15 (N ) (N ) 32 (N ) (N ) 30 (5 ) (N ) 8 (N ) 30 (N ) (N ) 8
L.SW hos no set = for this
.(N )
25 13 (N ) (N ) 15 (N ) 33 (N ) (N ) 31 (S ) (N ) 8 (N ) 31 (N ) (N ) 9
category, ihe GM must
improvise for ~ther games. 25 13 (N ) (N ) 15 (N ) (N ) 34 (N ) (N ) 32 (S ) (N ) 8 (N ) 32 (N ) (N ) 9

N . After 8 increase by l
for 8 steps, then by 1 for 9
(N )

(N )
13

13
(N )

(N )
(N )

(N )
15

15
(N )

(N )
(N )

(N )
35

36
(N )

(N )
(N )

(N )
33

34
(S )

(S )
--
(N )

(Nl
8

(C)
(N )

(N )
33

34
(N )

(N )
(N )

(N )
9

9
steps. and so on. (N ) 13 (N ) (N ) 15 (N ) (N ) 37 (N ) (N) 35 (S ) (N ) (C) (N) 35 (N ) (N ) 9

(N ) 13 (N) (N ) 15 (N ) (N ) 38 (N ) (N) 36 (S ) (N ) (C) (N ) 36 - (N ) (N ) 9


P. After 38 increase by 1
every step. (N ) (C) (N ) (N ) 15 (N ) (N ) 39 (N ) (N ) 37 (S ) (N ) (C) (N ) 37 (N ) (N ) (C)

(N ) (C) (N ) ( N) 15 (N ) (N ) (C) (N ) <"."> 38 (S ) (N ) (C) (N ) 38 (N ) ( N) (C)


S. Af.ter 9 increase by l
e~ery 6 steps.
....
_ (N ) (C) (N ) (N ) (C) (N ) (N) (C) (N ) (N ) (C) (S ) (N ) (C) (N) (C) (N ) (N ) (C)
14
STUN HITS
A 8 c D E F G H t J I( l M N 0 p Q R s
(N ) 1 01 1 1 1 (N ) 1 (N ) 10 1 (S) (N ) 1 01 2 (N ) 0 1

(N ) 2 05 1 2 1 (N ) 4 (N ) 22 2 (S) (N ) 2 02 8 (N ) 0 1

(N ) 4 10 1 2 2 (N ) 6 (N ) 43 3 (S) (N ) 3 03 12 (N J -1 1

(N ) 6 15 2 3 2 (N ) 8 (N ) 45 4 (S) (N ) 4 04 16 (N ) ·1 2
(N ) 8 20 2 3 2 (N ) 10 (N ) so 5 (S) (N ) 5 05 20 (N ) -2 2

(N ) 10 25 2 4 3 (N ) 12 (N ) 55 6 (S) (N ) 6 06 24 (N ) ·2 2

(N) 12 30 2 4 3 (N) 14 (N ) 60 8 (S) (N ) 7 07 28 (N ) ·3 3

(N ) 14 35 3 5 3 (N) 16 (N ) 65 10 (S) (N ) 8 08 32 (N ) -3 3

(N ) 16 40 3 5 3 ( N) 18 (N) 68 12 (S) ( N) 10 09 36 (N) .4 3

(N ) 18 50 3 6 4 (N ) 20 (N ) 70 14 (S) (N ) 12 10 40 (N ) ·4 3
(N) 20 60 3 6 4 (N ) 22 (N ) 72 16 (S) (N ) 14 11 44 (N) -5 4

(N ) 22 63 4 7 4 (N) 24 (N) 75 18 (S) (N) 16 12 48 (N) -5 4

( N) 24 65 4 7 4 (N) 26 (N) 80 20 (S) (N ) 18 13 52 (N ) -6 4

(N) 26 70 4 8 4 (N) 28 (N) 83 22 (S) (N ) 20 14 56 (N ) -6 4

(N ) 28 73 4 8 5 (N ) 30 (N ) 85 24 (S) (N ) 22 15 60 (N ) -7 5

(N ) 30 75 5 9 5 (N ) 32 (N ) 90 26 (S) (N ) 24 16 64 (N) .7 5

(N ) 32 80 5 10 5 (N ) 34 (N ) 93 28 (S) (N ) 26 18 68 (N ) ·8 5

(N ) 34 83 5 11 5 (N ) 36 (N ) 95 30 (S) .(N ) 28 20 72 (N ) ·8 5

(N ) 36 85 5 12 5 (N ) 38 (N ) 98 32 (S) (N ) 29 22 76 (N ) -9 6

(N ) 38 90 6 13 6 (N ) 40 (N ) 00 34 (S) (N ) 30 24 80 (N ) -9 6

(N ) 40 92 6 14 6 (N ) 42 (N ) 102 36 (S) CN ) 31 26 84 (N ) (N ) 6

(N) 42 94 6 14 6 (N ) 44 (N ) 104 38 (S) (N ) 32 28 88 (N ) (N) 6

(N ) 44 96 6 15 (N) (N ) 46 (N) 106 40 (S) (N) 33 30 92 (N) (N ) 7

(N ) 46 98 7 15 (N ) (N) 48 (N ) 108 42 (S) (N ) 34 32 102 (N) (N ) 7

8 . After 64 increase by 1
(N ) 48 00 7 16 (N ) (N ) so (N ) 110 44 (S) (N) 35 34 106 (N ) (N ) 7

every step. (N ) so 101 7 16 (N ) (N ) 52 (N ) 11 2 46 (S) (N ) 36 36 · 110 (N ) (N ) 7

(N) 51 102 8 17 (N ) (N ) 54 (N ) 114 48 (S) (N) 37 38 114 (N ) (N ) 7


D. Alter 1 1 increase by 1
every 4 steps. (N) 52 103 8 17 (N) (N ) 56 (N) 116 50 (S) (N ) 38 40 118 ( N ) (N ) 8

(N ) 53 104 8 18 (N) (N ) 58 ( N) 118 51 (S) (N ) 39 42 122 (N ) (N ) 8


E. After 23 increase by' )
every 2 steps. (N ) 54 105 9 18 (N) (N ) 60 (N ) 120 51 (S) (N) 40 44 126 ( N ) (N ) 8

(N ) 55 106 9 19 (N ) (N ) 62 (N ) 122 52 (S) (N ) (N ) 46 130 (N ) (N ) 8


H. Alter 80 increase by 1
(N ) 56 107 9 19 (N ) (N ) 64 (N ) 124 52 (S) (N ) (N ) 48 134 ( N) (N ) 8
every 2 steps.
(N ) 57 108 10 20 (N ) (N ) 66 CN ) 126 53 (S ) CN ) (N ) so 138 (N ) (N ) 9
K. Alter 56 increase by 1
(N ) 58 110 10 20 (N) (N ) 68 (N ) 128 53 (S) (N ) (N ) ? 142 ( N) (N ) 9
every 2 steps.
(N ) 59 111 10 21 (N ) (N ) 70 (N ) 130 54 (S ) (N ) (N ) ? 146 ( N ) (N ) 9
L. SW hos a special stun
(N ) 60 112 11 21 (N ) (N ) 72 (N ) 132 54 (S ) (N ) (N ) ? 1SO (N) (N ) 9
chart ISWC) that you con
use for this conversion. (N ) 61 113 11 22 (N ) (N ) 74 (N ) 134 55 (S) (N ) (N ) ? 154 (N ) (N ) 9

(N ) 62 114 11 22 (N) ( N) 76 (N ) 136 55 (S) (N ) (N ) ? 158 CN) (N ) (C)


P. Alter 166 increase by
4 each step. (N ) 63 115 11 23 (N ) (N ) 78 (N) 138 56 (S) (N ) (N ) ? 162 (N ) (N ) (C)

(N ) 64 116 (C) 23 (N ) (N ) 80 (N ) 140 56 . (S) (N ) (N ) ? 166 (N ) (N) (C)


S. Alter 9 increa se by 1
(N )
. (N ) (C) (N ) (C) (C) (N ) (N ) (C) (N ) (N ) (C) (S) (N ) (N) ? (C) (N) (C)
every 6 steps.
15
KILLING HITS
A 8 c 0 E F G H I J K l M N 0 p Q R s
1 1 1 0 1 3 1 1 I 10 1 1 01 1 ·1 I 1 0 1

2 2 2 ·1 2 6 2 2 5 22 2 2 05 2 ·1 2 2 0 2

3 4 4 ·1 2 7 3 3 10 43 3 3 10 3 ·1 3 2 0 3

4 8 6 -2 3 9 4 4 12 45 4 4 15 4 ·1 4 3 0 4

5 16 8 ·2 4 10 5 5 14 50 5 5 20 5 ·2 5 3 ·1 5

6 20 10 ·2 4 11 6 6 16 55 6 6 25 6 ·2 6 4 ·1 6

7 24 12 ·3 5 12 7 7 18 60 7 8 30 7 ·2 7 4 ·1 7

8 28 14 ·3 6 13 8 8 20 65 8 10 35 8 ·2 8 5 ·1 8

9 32 16 ·3 6 14 9 9 22 68 9 12 40 10 ·2 9 5 -2 9

10 36 18 .3 7 15 10 10 24 70 10 14 45 12 ·3 10 6 -2 10

12 40 20 .4 8 16 11 11 26 72 12 16 50 14 ·3 12 6 ·2 '11

14 44 22 -4 8 17 12 12 28 75 14 18 55 16 ·3 14 6 -2 12

16 48 24 -4 9 18 13 13 30 80 16 20 60 18 ·3 16 7 ·3 13

18 52 26 ·4 10 19 14 14 32 83 18 22 65 20 ·3 18 7 ·3 14

20 56 28 -4 10 20 15 15 34 85 20 24 70 22 .4 20 7 -3 15

24 60 30 ·5 11 21 16 16 36 90 24 26 75 24 .4 22 7 -3 16

28 64 32 ·5 11 22 17 17 38 93 28 28 80 26 .4 24 8 -4 17

32 68 34 -5 12 23 18 18 40 95 32 30 85 28 -4 26 8 ·4 18

36 72 36 .5 12 24 19 19 42 98 36 32 90 29 -4 28 8 -4 19
A. Alter 170 increase by 40 76 38 ·5 13 25 20 20 44 00 40 34 95 30 ·5 30 8 -4 20
10 each step.
44 80 40 -6 14 26 21 22 46 102 44 35 00 31 ·5 32 8 ·5 (N )

8. Alter 128 increase by 48 ' 84 42 ·6 15 27 21 24 48 104 48 36 105 32 ·5 34 9 -5 (N)


2 each step.
52 88 44 ·6 16 28 21 26 50 106 52 37 110 33 ·5 36 9 ·5 CN)

D. Alter -9 increase by 1 45 17 22 28 52 108 55 38 115 34 CN) 38 9 -5 (N )


55 92 ·6 29
every 5 steps. (N ) CN)
60 96 46 ·6 18 30 22 30 54 110 60 39 120 35 40 9 ·6

E. Alter 26 increase by 65 00 47 -7 19 31 22 32 56 112 65 40 125 36 (N ) 42 9 -6 (N)


every 3 steps. .7 114 70 41 130 37 (N ) 44 10 ·6 CN)
70 102 48 20 32 23 34 58

G. Alter 26 increase by 1 75 104 49 ·7 21 33 23 36 60 116 75 42 135 38 CN) 46 10 ·6 (N)

every 3 steps. 80 106 50 .7 21 34 23 38 62 118 80 43 140 39 (N ) 48 10 .7 (N )

H. Alter 60 increase by 1 85 108 51 -7 22 35 24 40 64 120 85 44 145 40 CN) so 10 .7 (N )

every 2 steps. 90 110 52 ·8 22 56 24 42 66 122 90 45 150 (N ) CN) 52 10 -7 (N )

95 112 53 -8 23 37 24 44 68 124 95 46 155 (N) (N ) 54 11 -7 (N )


K. Alter 170 increase by
1 each step. 00 114 54 ·8 23 38 25 46 70 126 00 47 160 (N ) (N ) 56 11 ·8 (N )

110 116 55 ·8 24 39 25 48 72 128 110 48 165 (N ) (N ) 58 11 ·8 (N )


l . Alter 54 increase by 1
each step. 120 118 56 -8 24 40 25 50 74 130 120 49 170 (N) (N ) 60 11 -8 (N )

130 120 57 ·9 25 41 26 52 76 132 130 50 f75 (N) (N ) 62 11 -8 (N )


M. After 195 increase by
5 each step. 140 122 58 ·9 25 42 26 54 78 134 140 51 180 (N ) ( N ) 64 (C) -9 (N)

150 124 59 ·9 26 43 26 56 80 136 150 52 185 (N ) (N ) 66 (C) -9 (N)


P. Alter 70 Increase by 2
160 126 60 -9 26 44 (C) 58 82 138 160 53 190 (N ) (N) 68 (C) ·9 (N )
each step.
170 128 61 -9 26 45 (C) 60 84 140 170 54 195 (N ) (N ) 70 (C) .9 (N )
Q . Alter 1 1 increase by 1
(C) (C) (N ) (C) CC) (N) (C) (C) (N ) (N ) (C) (C) (C) ( N) (N ) (C) (C) (N ) (N )
every 5 steps.
16
ARMOR
A 8 c D E F G H t J K l M N 0 p Q R s
10 0 (S) 0 0 0 0 0 0 0 0 0 0 (S) 0 s 0 0 0

9 0 (S) 1 .1 1 1 1 1 1 1 1 f (S ) 0 8 0/ 1 1 0

8 0 (S) 1 ·2 2 1 2 1 2 2 2 p (5) 1 9 011 2 1

7 0 (S) 2 •2 3 2 3 1 4 3 2 I (S ) 1 10 1 4 2

6 0 (S ) 2 .3 4 2 4 2 8 4 3 : (S) 2 11 1 6 3

• 5 0 (S) 3 •3 5 2 5 2 12 5 3 I (S ) 2 12 1 8 3

4 1 (S) 3 +3 5 3 6 3 14 6 4 g (S) 3 13 1 10 4

3 1 (S ) 4 •4 6 3 6 3 18 6 4 g (S) 3 14 1 12 4

2 1 (S) 4 +4 6 4 7 4 22 7 s g (S) 4 15 1 14 5

B. After l 0 increase by l 1 1 (S) 5 +4 7 4 7 4 26 7 5 e (S) 4 16 2 16 5


every 5 steps.
0 1 (S ) 5 •.S 7 5 8 5 30 8 6 e (S ) 5 17 2 18 6

C. l ower Strike Ronk. see ·1 2 (S) 6 ·5 8 10 9 5 34 9 6 r (S) 5 18 3 20 7


Chill Companion page ..
·2 2 (5) 6 +6 8 11 10 6 38 10 7 r (5) (N ) 18 3 22 8
119&120.
·3 2 (5) 7 ·6 9 12 10 6 42 10 7 r (5) (N ) 19 3 23 (N )

D. After l 3 increase by I -4 2 (5 ) 7 +6 9 13 11 6 46 11 7 r (5) (N ) 19 3 24 (N)


every 5 steps.
·5 3 (5 ) 8 +7 10 14 11 7 50 11 8 r (5) (N) 19 3 25 (N)

E. After l l increase by I ·6 3 (5) 8 +7 10 15 12 7 54 12 8 i (5) (N ) 20 3 (N ) ( N)


every 5 steps.
.7 3 (5 ) 8 +7 11 16 12 7 58 12 8 I (5) (N ) 20 3 (N ) (N)

F. A fter 18 increase by I ·8 4 (5) 9 +7 11 17 13 7 62 13 8 i (5) (N ) 20 3 (N) <N>


every 3 steps.
·9 4 (5) 9 +8 12 18 13 8 66 13 9 i (5) (N) 20 3 ( N) (N)

G. After 38 increase by l · 10 4 (5) 9 +8 12 19 14 8 70 14 9 i (5) (N) 21 4 (N ) "(N )


ea ch step. · ( N) (5) (N ) (N ) (N )
5 9 +8 12 20 14 8 74 14 9 i ( S) 21 4

(N ) 5 (5) 10 +8 13 21 15 8 78 15 9 i (5) (N) 21 4 (N) (N)


H. Af ter 23 increase by l
every 2 steps. (N ) 5_ (5 ) 10 +8 13 22 15 · 8 82 15 9 i (5) (N) 21 4 (N ) ( N)

(N ) (5 ) 16 10 i (5 ) (N) 21 4 (N ) (N )
i: Afterl 0 increase by l 6 10 +9 13 23 16 8 86

every 9 steps. (N ) 6 (5) . 10 +9 14 24 16 9 90 16 10 i (5) (N) 22 4 (N ) (N)

(N ) 6 (5) 11 +9 14 25 17 9 94 17 • '"io a (5 ) (N ) 22 4 (N ) (N)


J. After 122 increase by 2
each step. (N ) 7 (5) 11 +9 14 26 17 9 98 17 10 a (5) (N) 22 4 (N) (N)

(N) 7 (5) 11 +9 15 27 18 9 00 18 10 a (5 ) (N) 22 4 (N ) (N)


K. After 22 increase by 2
each step. (N ) 7 (5) 11 +10 15 28 18 9 102 18 11 a (5) (N) 22 4 (N) (N )

(N) 8 (5 ) 12 +10 15 29 19 9 104 19 11 a (5) (N) 22 5 (N ) (N )


L.After l 2 increase by l
(N ) 8 (5) 12 +10 16 30 19 9 106 19 11 a (5 ) (N ) 23 5 ( N) (N )
every 2 steps.
(N) 8 (5 ) 12 +10 16 31 20 10 108 20 11 a (5 ) (N ) 23 5 (N) (N)
M. Alter a increase by I
(N) 9 (5) 12 +10 16 32 20 10 110 20 11 a (5 ) (N ) 23 5 (N) (N )
every I 0 steps (m,ul.
(N) 9 (5 ) 12 +11 17 33 21 10 112 21 12 a (5) (N ) 23 5 (N) (N)
N. The GM must make the
(N ) 9 (5) 13 +11 17 34 21 10 114 21 12 a (5) (N) 23 5 (N) (N )
coll on his own for Mech·
Warrior · (N) 10 (5) 13 +11 17 35 22 10 116 22 12 CC) (5) (N ) 23 5 (N) (N )

(N ) 10 (5) 13· +11 18 .36 22 10 118 22 12 (C) (5) (N) 23 5 (N ) (N)


P. After 23 increase by l
'every l 0 steps. (N) 10 (5) 13 .. 11 18 37 23 10 120 23 12 (C) (5) (N ) (C) 5· (N ) (N)

(N ) (C) (5) 13 (C) 18 38 23 10, 122 23 (C) (C) (5) (N) (C) 5 (N ) (N)
Q. Alter 5 increase by I
(N) (C) (5) (C) {Cl (C) (C) (C) (C) (C) (C) (C) (C) (5 ) (N ) (C) (C) (N) (N)
every l 0 steps.
17
TO HIT?

A 8 c D E F G H I J K L M N 0 p Q R s
20 0 0 80 1 2 17-18 1-5 -30 10 05 30 f 12 0 1-4 0 (N) 1

19 1 10 75 2 15 16 6 -20 15 10 25 f 11 2 5 05 30 2

18 1 12 70 3-4 15 16 6 -10 20 15 20 p 11 3 6 10 30 2

17 2 14 65 5-6 15 15 6 0 25 20 19 p 10 3 7 15 30 2

16 2 16 60 7-8 15 15 7 0 30 25 18 t 10 4 8 20 25 · 3

15 3 18 55 9-10 15 14 7 0 35 30 17 t 9 4 9 25 25 3

14 3 20 50 11-12 15 14 7 0 40 35 16 t 9 4 10 30 25 3

13 4 22 45 13-14 15 13 8 0 45 40 15 g 8 5 11 35 25 '4

12 4 24 40 15 11 13 8 +5 50 45 14 g 8 5 12 40 20 4

11 5 26 36 16 11 12 8 +5 55 50 13 g 7 5 13 45 20 4

10 5 28 32 17 11 11 9 +10 60 55 12 e 7 6 14 50 20 5

9 6 30 28 18 11 10 9 +10 65 . 60 11 e 6 6 15 55 20 5

8 6 32 24 19 11 9 9 +15 70 65 10 .e 6 6 16 60 15 5

7 7 34 21 20 11 8 10 +15 75 70 9 r 5 7 16 65 15 6

6 7 36 18 21-25 7 8 10 +20 80 75 8 r 5 7 17 70 15 6

5 8 38 15 26-30 7 7 10 +20 85 80 7 r 4 7 17 75 15 6

4 8 40 13 31-35 7 7 11 +25 90 85 6 r 4 8 18 80 0 7

3 9 42 11 36-40 7 6 11 +25 93 90 5 r 3 8 18 85 0 8

2 9 43 9 41 -45 7 6 11 +30 95 95 4 r 3 8 19 90 0 9

1 10 45 7 46-50 3 5 12 +30 98 00 3 r 3 9 19 95 0 10

(N) (N) (N) 5 55 3 5 12 +30 00 (N) 2 r 2 9 20 00 0 11

(N) (N) (N) 4 60 3 4-3 12 +30 CN) (N) 1 r 2 10 20 (N) 0 12

(N) (N) (N ) 3 65 3 (N ) (C) (C) (N ) (N) (N) (C) 2 (N) (C) (N ) (N) (N)

(N) CN) (N ) (N) (C) (N) (N) (C) (C) (N) (N) (N ) (C) (N) (N ) (C) (N) (N) (N)

E. Alter 65 increase by 5 each step.

H. Alter I 2 increase by I every 3 steps.

I. Alter ,35 increase by 5 every :2 steps.


M. Alter r increase by i for I 0 steps. then a .m.u for 25 steps each.

P. Alter 20 increase by I every step.


18
DAMAGE I DEFENSE
DAMAGE
A 8 c D E F G H I J K L M N 0 p Q R s
04 (N) 05 010 2 (N ) (N ) 03 (S) 1 03 (N) (S) (N) (N ) 04 0 (N) 1L?

06 (N ) 010 010 3 1 06 06 (S) 010 04 06 (S) 06 1 06 1 06 1M?

08 (N ) 010 010 4 1 06 06 (S) 010 06 06 (S) 06 1 06 1 06 1M?

010 06 (N ) 010 5 1 06 06 (S) 010 08 06 (S) 06 1 ·· 03 1 06 1M?

012 (N ) (N ) 010 6 (N) (N ) (N) (S) (N ) 010 (N ) (S) (N ) 1 010 2 (N) (S)

020 (N ) (N ) 010 10 (N ) (N ) (N ) (S) (N) (N ) (N) (S) (N ) (N) 020 2 (N ) (S)

DEFENSE
A 8 c D E F G H I J K L M N 0 p Q R s
0 1 0 80 0 2 17-18 1·4 0 1-2 0 1-2 f-g 1 2 0 0 0 1

+1 2 10 75 1 15 16 5 05 .3 05 3 e 2 3 +1 05 -2 2

+1 3 15 70 2 15 15 5 10 4 10 4 e 2 3 +1 10 ·2 2

+2 4 20 65 2 15 14 6 20 5 20 5 e 3 4 +2 20 ·2 3

+2 5 25 60 3 15 13 6 30 6 30 6 e 3 5 +2 30 -2 3

+3 6 30 55 3 11 12 7 40 7 40 7-10 e 3 6 +3 40 -2 3
+3 6 35 50 4 11 11 7 50 8 50 11 e 4 7 +3 50 -2 4

+4 7 40 45 4 11 10 8 60 9 60 12 e 4 8 +4 60 ·2 4

+4 7 50 40 5 11 9 8 70 10 70 13·15 e 4 9 +4 70 -2 4
'

+5 8 55 36 5 7 9 9 75 11 80 16 e 5· 10 +5 75 -2 5

+5 8 60 32 6 7 8 9 80 12 85 17 e 5 11 +5 80 ·2 5

+6 9 65 28 6 7 7 10 85 13 90 18-20 (C) 6 12 +6 85 ·2 5

+6 9 70 24 . 7 3 6 10 90 14 95 21 (C) 6 13 +6 90 -2 5

+7 10 80 21 7 3 5 11 95 15 98 22 (C) 7 14 +7 95 ·2 (C)

+7 10 90 18 (C) 3 3-4 11 00 16 00 23-30 (C) 7 15 +7 00 -2 (C)

(N) (N ) (N ) (C) (C) (N) (N) CC) (N) (C) (N)' (N) CC) (N) (N) (C) (N ) (N ) (C)

D. After 18 each step would be, 15, 13. l l , 9 . 7, 5, 4, 3, (N ).

E. After 7 increase by l every 2 steps.

H. After l l increase by l every 2 steps.

M. After e increase by l every l 0 steps for r. i. a . then 2 5 steps for m & u.

P. After 7 increase by l every 2 steps.

Q. Af ter 5 increase by l every l 0 steps.

S. After 5 increase by !'every ·5 steps.


19
PSIONIC Statistic

A B c D E F G H I J K L M N 0 p Q R s
0 0 0 0 0 0 0 0 01 (N ) 0 1 f (N) 0 0 0 0 0

20 1 4 1 1 1 1 1 05 (N ) 1 2 p (N) 1 1 01 2 1

21 2 4 1 2 2 1 1 10 (N) 2 2 p (N) 1 2 05 3 1

22 2 4 2 3 3 2 1 15 (N) 3 3 p (N) 1 3 10 3 · 2

23 3 4 2 4 4 2 2 20 (N) 4 3 t (N) 2 4 15 4 2

24 3 6 2 5 5 2 2 25 (N) 5 3 t (N) 2 5 20 4 2

25 3 6 3 5 5 3 2 30 (N) 6 4 t (N) 2 6 25 4 3

26 4 6 3 6 6 3 3 35 (N) 7 4 t (N) 2 7 30 5 3

27 4 6 3 6 6 3 3 40 (N) 8 4 t (N) 2 8 35 5 3

28 4 6 3 6 7 3 3 45 (N) 9 4 t (N) 3 9 40 5 3

29 5 6 4 7 7 4 4 50 (N ) 10 5 t (N) 3 10 45 6 4

30 5 6 4 7 8 4 4 55 (N) 11 5 t (N) 3 11 50 6 4

31 5 6 4 7 8 4 4 60 (N) 12 5 t (N) 3 12 55 6 4

32 6 6 4 8 9 4 5 65 (N) 13 5 g (N) 3 13 60 7 4

33 6 6 4 8 9 4 5 70 (N) 14 5 g (N) 4 14 65 7 4

34 6 6 5 8 10 5 5 75 (N) 15 6 g (N) 4 15 70 7 5

35 7 6 5 9 10 5 6 80 (N) 16 6 g (N ) 4 16 75 8 5

36 7 6 5 9 11 5 6 85 (N) 17 6 g (N) 4 17 80 8 5

37 7 6 5 9 11 5 6 90 (N) 18 6 g (N) 4 18 85 8 5

38 8 8 5 10 12 5 7 93 (N) 19 6 e (N ) 5 19 90 9 6

3.9 8 8 5 10 13 (C) · 7 95 (N) 20 (C) e (N ) 5 20 95 9 6

40 8 8 (C) 10 14 (C) 7 98 (N) 21 (C) e (N) 5 21 98 9 6

41 (() 8 (C) (C) 15 (C) CC) 00 (N) 21 (C) e (N) 5 22 00 10 6

(C) (C) (N) (C) (C) (N) (C) (C) (N) (N) (C) (C) (C) (N) (N) (C) . (N) (N) (N)
A. Alter 4 l increase by l each st.e p.
B. Alter 8 increase by l every 3 steps for 9 & l 0 . the n by l every 5 steps.
D. After 5 increase b y l for 7 steps. then from 9 on. once in l 0 steps.
E. For l ] . l 2 increase by l every ·3 steps. I 3 by 4 steps & 5 steps for 14 on.
G. After 5 in'crease by l every.5 steps.
H. After 7 increase b y l every 3 steps.
K. Alter 21 increase by l each step.
L. Alter 6 increase by l every 5 steps.
M. Af~er e increase byl every I 0 steps (r, i. a l. then 25 steps for m & u.
P. After 22 increase by 1 each step.
20
- AT ONE WITH THE UNIVERSE

A B c D E F G H . I J K L M N 0 p Q R s
I
I
(S) 0 (N ) 0 0 (N ) (N ) 1 01 0 05 0 f (N ) x 1 0 0 0
I

(S) B (N ) 1 1 (N ) (N ) 2 05 10 10 1 p (N ) 1 2 1 1 1
II
(S) B (N ) 1 2 (N ) (N ) 3 . 10 22 15 2 p (N ) 2 3 2 2 1
I
I
I
(S) B (N ) 2 3 (N) (N ) 4 15 43 20 3 p (N ). 3 4 3 3 2

(S) B (N ) 2 4 (N ) (N ) 5 20 44 25 4 t (N) 3 5 4 3 2

(S) 2 (N ) 2 5 (N ) (N) 6 25 46 30 5 t (N ) 4 6 5 4 2

(S) 2 (N ) 3 6 (N) (N) 7 30 48 35 6 t (N ) 4 7 6 4 3


l

(S) 2 (N ) 3 7 (N) (N) 8 35 50 40 7 t (N) 5 7. 7 4 3

(5) 2 (N) 3 8 (N) (N ) 9 40 52 45 7 t (N) 5 8 8 5 3


. (S) (N) (N) (N) (N) 4
2 3 8 10 45 54 50 8 t 6 8 9 5

(S) 2 (N) 4 9 (N) (N) 11 50 56 55 8 g (N) 6 9 10 5 4

(S) 2 (N) 4 9 (N) (N) 12 60 58 60 9 g (N) 7 10 11 6 4


I
(S) 2 (N) 4 10 (N) (N) 13 65 60 65 9 g (N) 7 11 12 6 5

(S) 3 (N) 4 10 (N) (N) 14 70 ·53 70 10 g (N) 7 12 12 6 5

(S) 3 (N) 4 11 (N ) (N ) 15 75 65 75 10 g (N) 7 13 13 7 5

(S) 3 (N) 5 11 (N ) (N) 16 80 70 80 11 g (N) 8 14 13 7 5

(S) 3 (N) 5 12 (N) (N) 17 85 75 85 11 g (N) 8 15 14 7 6

(S) 3 (N) 5 12 (N) (N) 18 90 80 90 12 e (N) 8 16 14 8 6

(S) 3 (N) 5 13 (N) (N) 19 95 90 95 12 e (N) 9 17 15 8 6

(S) 4 (N) 5 13 (N) (N) 20 00 00 00 13 . r (N) 9 18 15 8 6

(S) 4 (N) 5 14 (N) (N) 21 (N) (N) (N) 13 r (N) 10 20 16 9 (C)

(S) 4 (N) (C) 14 (N) (N) 22 . (N) (N) (N) 13 r (N) 10 21 16 9 (C)

(S) 4 (N) (C) 14 (N) (N) 23 (N) (N) (N) (C) r (N) (N) 22 16 . 10 (C)

(S) (C) (N) (C) (C) (N) (N) (C) (N) (N) (N) (C) (C) (N) (N) (C) (C) (N) (C)

A. H~nor is so individuol in this go me. tbe GM must· moke the coll


B. Alter 1 more 4. increose to 5 for 5 steps, then 6 ~t '
~f
for 3 steps.
D. After 5 increose by l every 6 steps.
E. Alter 14 increose by l every 3 steps. . ;

H. After 2 3 increose by 1 eoch step. • !


l. After l 3 increose by 1 every 3 steps. J
,. ' f~ .
~
M. Alter i increose by 1 every l 0 steps (ol. the 1 every 25 steps (m.ul.
' P. After 22 increose by 1 eoch step.
~/
_,..... ~
Q. After 16 increase by 1 evert. 3 steps.
S. Aftet 6 increose by 1 every 5 steps (as needed). I . _...~
21
CHANCE BASED ON STATISTIC

A B c D E F G H I J K L M N 0 p Q R s
0 0 0 1 0 0 (N ) 0 0 0 0 0 f 0 0 0 0 0 0
1 0 1 2 1 1 (N ) 9 01 05 1 1 I 0 1 1 0 0 0

2 0 5 2 2 1 (N ) 9 05 10 2 2 I 00 2 2 0 0 0

3 1 10 3 3 2 3 9 10 20 3 3 p 2 2 3 05 1 1

4 2 15 3 4 2 4 9 15 25 4 4 p 2 3 4 10 2 1

5 2 20 4 5 3 5 10 20 30 5 5 p 3 3 5 15 2 1
'6 3 25 . 4 6 3 6 10 25 40 6 6 t 3 4 6 25 3 2

7 3 30 s 6 4 7 10 30 4S 7 7 I 4 4 7 30 3 2

8 4 35 s 7 4 8 10 40 50 8 8 I 4 s 8 40 4 2

9 4 45 6 7 5 9 10 so S5 9 9 I s 5 9 so 4 3

10 s so 6 8 5 10 11 5S 60 10 10 g 5 6 10 55 s 3
11 6 55 . 7 8 6 11 11 60 6S 11 11 g 6 6 11 60 s 3

12 7 60 7 9 6 12 11 6S 70 12 12 g '6 7 12 6S 6 4

13 7 65 8 . 9 7 13 11 70 7S 13 13 g 7 7 13 70 6 4

14 8 70 8 10 8 14 11 7S 80 14 14 g 8 8 14 80 7 4

15 8 75 9 10 9 15 12 80 85 1S 1S g 9 8 1S 85 7 5
16 9 80 9 11 10 16 12 8S 90 16 16 e 10 9 16 90 8 5

17 9 85 10 12 11 17 12 90 9S 17 17 e 11 9 17 9S 9 5

18 10 90 10 13 12 18 12 00 00 18 18 e 12 10 18 00 10 6

19 11 91 11 14 13 (N) 12 (N) (N) 19 19 r (N ) (N) 19 (N ) (N ) 6

20 11 92 11 14 13 (N) 13 (N ) (N ) 19 20 r (N ) (N) 20 (N ) (N ) 6

21 12 93 11 14 14 (N ) 13 (N ) (N ) 20 21 r (N ) ( N ) 21 (N ) (N ) 7

21 12 94 12 1S 14 (N) 13 (N) (N ) 20 22 r (N ) ( N ) 22 (N) (N ) 7

22 12 9S 12 1S 14 (N) 13 (N) (N ) 21 23 r (N ) ( N ) 23 (N ) (N) 7

22 13 96 12 1S 15 (N) 13 (N ) (N ) 21 24 r ( N ) ( N) 24 (N ) (N ) 8

23 13 97 12 16 15 (N) 14 (N) (N ) 22 2S r ( N ) ( N) 2S (N ) (N ) 8
23 13 98 13 16 15 (N) 14 (N ) (N ) 22 26 r (N ) (N ) 26 (N ) (N ) 8

24 14 99 13 16 1S (N ) 14 (N ) (N) 23 27 r (N ) CNl 27 (N ) (N ) 9

24 14 00 13 17 (N) (N ) 14 (N) (N ) 23 28 r (N) (N ) 28 (N ) (N ) 9

2S 14 (N) 13 17 (N) (N) 14 (N ) (N) 24 29 (C) (N ) (N) 29 (N) (N) 9

2S (C) ( N) 13 17 (N) (N ) (( ) (N ) (N) 24 30 (C) (N ) (N ) 30 (N ) (N ) (C)

(N) (C) (N) (C) (C) (N ) (N ) (C) (N ) (N) (C) (C) (C) (N) (N ) (C) (N ) (N ) (C)

8. After l 4 increase by .1 every 3 steps. L. After 30 increase by 1 each step.


D. After 1 3 increase by 1 every 5 steps. M. After r increa se by 10 steps for i &a.
E. Alter 17 increase by l every 3 steps. then 25 steps each for m & v.
H. After 15 increase by .1 every 5 steps. P. After 30 increase by 1 each step.
K. Alter 2 4 increase by 1 every 2 steps. Q. Alter 9 increase by 1 every 3 steps.
22
SKILLS

A B c D E F G H I J K L M N 0 p Q R s
20 0 0 0 0 0 17-18 0 0 0 0 0 0 0 0 0 0 0 00

1 1 10 1 1 2 .3 9 05 05 05 1 f 1 1 05 05 1 1

2 1 15 1 2 2 4 9 10 10 10 2 f 1 1 10 10 1 1

3 2 25 2 3 3 5 10 15 15 15 3 p 1 1 15 15 2 1

4 2 30 2 4 ·3 6 10 20 25 20 4 p 1 1 20 20 2 2

5 3 40 2 5 4 7 10 25 30 25 5 p 2 2 25 25 3 2

6 3 45 3 6 4 7 10 30 35 30 6 t 2 2 30 30 3 2

7 4 55 3 7 5 8 10 35 40 35 7 t 2 2 35 35 4 2

8 4 60 3 8 5 8 11 40 45 40 8 t 2 2 40 40 4 3

9 5 70 4 9 6 9 11 45 50 45 9 t 2 3 45 45 5 3

9 5 85 4 10 6 9 11 so 55 50 10 g 3 3 50 50 5 3
.
10 6 95 4 11 7 10 11 55 60. 55 11 g 3 3 55 55 6 3

11 6 00 5 11 7 10 11 60 65 60 12 g 3 3 60 60 6 4

12 7 110 5 12 8 11 12 65 70 65 13 g 3 4 65 65 7 4

13 7 115 5 12 8 11 12 70 75 70 14 g 3 4 70 70 7 4

14 8 125 6 13 9 12 12 75 80 75 15 g 4 4 75 75 8 4

15 8 130 6 13 9 13 12 80 85 80 16 e 4 4 80 80 8 5

16 9 140 6 14 10 14 12 85 90 85 17 e 4 5 85 85 9 5

17 9 145 7 14 10 15 (C) 90 93 90 18 e 4 5 90 90 9 5

18 10 145 7 15 11 16 (C) 95 95 95 19 e 4 5 95 95 10 6

19 10 155 7 15 12 (N) (C) 00 98 00 20 e 4 5 98 98 10 6

(N) (N) (N) (C) (C) (N) (N) (C) (N) (N) (C) (C) (C) (N) (N) CN) (N) (N) (N )

D. Alter 7 increase by 1 every 3 steps.

E. Alter 15 increase by 1 every 2 steps.

H. After 12 increase by 1 every 5 steps.

L. Alter 20 Increase by 1 each step.

M. Alter e increase by 1 every 5 steps (r. i, a. m. ul.


23
LAST MINUTE SAVE

A B c D E E G H I J K l M N 0 p Q R s
(N) 0 (N) 0 (S) 0-3 0-2 (N) (N) 05 0 1 0 0-1 0 (N) o· 0 0

19 1 10 10 (S) 4 3 1 (N) 10 05 2 2 2 1 2 1 1 1

18 2 15 20 (S) 6 4 1 (N) 15 10 3 5 2 1 3 1 1 1

17 2 20 30 (S) 8 5 1 (N) 20 15 4 10 3 1 4 2 2 2

16 3 25 40 (S) 10 6 1 (N) 25 20 5 15 3 1 5 2 2 2

15 3 30 50 (S) 12 7 1 (N) 30 25 6 20 4 2 6 2 3 2

14 4 35 60 (S) 14 8 2 (N) 40 30 7 25 4 2 7 3 3 3

13 4 40 70 (S) 16 8 2 (N) 50 35 8 30 5 2 8 3 4 3

12 5 45 80 (S) 18 9 2 (N) 55 40 10 35 5 2 9 3 4 3

11 5 50 90 (S) 20 9 2 (N) 60 45 12 40 6 3 10 3 5 3

10 6 53 00 (S) 22 10 2 (N) 65 50 14 45 6 3 11 4 5 4

9 6 55 105 (S) 23 11 2 (N) 70 55 16 50 7 3 12 4 6 4

8 7 60 110 (S) 24 12 3 (N) 75 60 17 60 7 3 13 4 6 4

7 7 65 115 (S) 25 13 3 (N) 80 65 18 70 8 4 14 4 7 4

6 8 70 120 (S) 26 14 3 (N) 85 70 19 80 8 4 15 4 7 5

5 8 75 125 (S) 27 15 3 (N) 90 75 20 90 9 4 16 . (C) 8 5

4 9 80 130 (S) 28 16 4 (N) 95 80 22 00 10 4 17 (C) 8 5

3 9 85 135 (S) 29 17 4 (N) 98 85 23 110 11 5 18 (C) 9 5

2 10 90 140 (S) 30 18 4 (N) 00 90 24 120 12 5 19 (C) 10 5


(N) (N) (N) (C) (S) (N) (N) (N) (N) (N) (C) (N) (C) (N) (N) (N) (C) (N) (C)
._

D. After l 40 increase by 5 each step.

E. Luck can be handled using the "DECK'".

K. After 90 increase by 05 each step.

M. After 120 increase by 10 each step.

Q. After 4 increase by I for 6 steps, then' 7 steps, 8 steps, etc. .

S. After 5 increase by 1 every 5 steps.


LEVELS & POINTS

A 8 c D E F G H I J K L M N 0 p Q R s
I 0 0 0 ( S) 0 15 25 0 0 0 0 I 0 0 0 0 0 0
2 2 15 5 ( S) +1 25 50 18 +-10 .. s 3 p 1 +-1 1 0 25 5
3 4 20 10 (S ) +2 50 75 22 +20 +10 4 p 1 +1 2 100 50 10
4 6 30 15 (S ) +2 75 00 26 +20 +15 5 I 2 +1 3 200 75 15
5 8 35 20 ($ ) +3 100 125 30 +30 +20 6 t 2 +1 4 300 00 20
6 10 40 25 (5 ) +3 125 150 34 +30 +22 6 t 2 +-1 400 110 25
5
7 12 45 30 (5 ) +4 150 175 38 +40 +24 7 g 3 +2 6 500 120 30 ~

~
8 14 50 35 (5 ) +4 200 200 42 +40 +26 8 g 3 +2 7 600 130 35
9 16 55 40 ($ ) +5 250 225 46 +50 +28 g
9 3 +2 8 700 140 40
10 18 60 45 (5) +5 300 250 50 +50 +30 10 g 4 +2 9 800 150 45
11 20 65 50 (5 ) +6 350 275 54 +60 +32 (N ) g 4 +2 10 900 160 50
12 (N ) 70 55 (5 ) +6 400 300 58 ·+60 +34 (N) e 4 +3 11 1000 170 55
13 . (N) 75 60 (5) +7 450 325 62 +70 +36 (N) e 5 +3 12 1100 180 60
1-4 (N ) 80 65 (5 ) +7 500 350 66 +70 +38 (N )" e 5 +3 13 1200 190 65
15 (N ) 85 70 (S ) .+8 550 375 70 +80 .+40 (N ) 70
e 5 +3 14 1300 200
16 (N) 90 75 (5) +8 600 400 74 +80 +42 (N) e (C) +3 15 1400 210 75
(C) (N ) (C) (C) (S) (C) (C) (C) (C) (C) (C) (N ) (C) (C} (N ) (C} (C) (C) (C}

A. .:.iter 16 increase by I eoch step.


C. ,:.iter 90 increase by 5 eoch step.
0. Aher 7 5 increase by 5 eoch step.
F. Aiter 8 increase by l every 2 steps.
G. After 600 increase by 50 each step.
H. Alter 400 increose by 25 eoch step.
I. Alter 7 4 increase by 4 each step.
J. hlter 80 increase by l every 2 steps.
K. :.her 4 2 increase by 2 eoch step. •
M. Alter e increase by I every 5 steps
fr 1. o . m. ul.
N. ~lier 5 increase by I every 3 steps.
. 0 . Alter 3 increase by I every 5 steps
P. After I 5 increase by I eoch step. ·
Q . Alter I 400 increase by I 00 eoch step.
R. Aiter I I 0 increase by I 0 eoch !>lep.
S. After 7 5 increase by 5 each step.
25
HIT LOCATION

A B c D E F G H I J K L M N 0 p Q R s
(S) 1 (N ) (N ) (N ) (N ) 4 3-5 (S) (N) HEAD (N) (N ) HEAD (N) (S) 01-15 1 (N )

(S) 2 (N ) (N ) (N ) (N ) 6 7 (S) (N ) A.ARM (N) (N ) A.ARM (N ) (S) 16-35 5 (N )

(S) 3 (N) (N) (N ) (N ) 7 8 (S) (N ) L. ARM (N ) (N ) L. ARM (N ) (S) 36-55 6 (N )

(S) 4 (N ) (N) (N ) (N ) 9-11 10-1 1 (S) (N ) CHEST (N ) (N ) TORSO (N ) (S) 56-80 2-4 (N)

(S) 5 (N ) (N ) (N ) (N ) 9-11 12 (S) (N ) ABDOM (N ) (N ) TORSO (N ) (S) 56:8q_ 2-4 (N )

(S) 6 (N ) (N ) (N ) (N ) 9-11 12 (S) (N) ABDOM (N ) (N) TORSO (N ) (S) 56-80 2-4 (N )

(S) 7 (N ) (N ) (N) (N ) 12 15 (S) (N ) R. LEG (N ) (N ) R. LEG (N ) (S) 81-90 7-8 (N )

(S) 8 (N) (N ) (N ) (N ) 12 15 (S) (N) R. LEG (N ) (N ) R. LEG (N ) (S) 81 -90 7-8 I (N)

(S) 9 (N) (N ) (N) (N ) 13-14 16 (S) (N ) L. LEG (N) (N ) L. LEG (N ) (S) 91-00 9-10 (N )

(S) 10 (N) (N) (N ) (N) 13-14 16 (S) (N) L. LEG (N) (N ) L. LEG (N ) (S) 91-00 9-10 (N )

(S) (N ) (N ) (N ) (N ) (N) (N ) (N) (S) (N) (N) (N) (N) (N ) (N ) (S) (N ) (N ) (N )


' .'
26
UNIVERSAL GAME TERMS

Movement and Time

A. 10 yards= 1 Movement Rate Point. 1 Round= 1 M inute, 10 Rounds= 1 Turn.

B. Human Movement Rote: Crowl =2m, Wolk= 8m, Trot= l 5m, Run= 30m,
Burdened= 1/ 2 Move. 30 Seconds= 1 Combat Turn, 1 Comba t Phase= 5 Seconds.

C. Normal = 20 •!AGL I 3) in Feet, Crawling =Normal I 4, Sprinting =5Q •AGL,


Swimming =Swimming Skill I 10, Climbing= AGL/ l 0 . 1 Round= 5 Seconds.

D. Action Point 1 =20 Feet,?= 40 Feet, 3 = 80 Feet, 4 = 1 50 Feet, 5 = 100 Yards,


6 = 200 yords,7 = 4 16 Yards & 2 Feet, 8 =8 3 3 Yards & 1 Foot, 9 = 1 666 Yords
& 2 Feet, 10 = 1 Mile & 4720 Feet. C. 1 Phase = Zero AP or 4 Seconds.

E. Walk = 10 Meters per Round. 1 Combat Round= 1O.Seconds (Remember Mod if iers!l.

F. 15 Meters = 1 Square: Human Walking= 1 Movement Square, 2 Squares= Running.


This is in a Combat Round. 16 Seconds= 1 Combat Round).

G. Basic Speed= !Health• Dexterity) I 4. Which is Yards per Second. 1 Turn= 1 Second.

H. 2 Meters= 1 " !Gome Inch). 1 turn= 1 2 Seconds. Each turn hos 1 2 Segments, 1 Segment
=1 Second.

I. 1 Action =3 Meters of Movement. 1 Round= 10 Seconds.

J. 1"= 3 Meters. 1 Turn= 10Seconds11 8 AP).

K. 1 Turn =5 Minutes, 1 Melee Round= 1 2 Seconds (Can move 30 Meters in 1 Round!.

l. Walk =5 Meters, Run= 10 Meters. 1 Combat Round= 5 Seconds.

M. Ranks and R~unds will vary. The GM makes the call for this one.

N. Walking= BLD. ) Round= 10 seconds.

0 . 1 Turn= 3 Seconds through 3 Minutes: Individual conversion by the GM is required.

P. Spd x 20 =Mox 1f of Yards run. 1 Me lee= 15 Seconds.

Q. An average human hos M4 =8 Yards per 10 Seconds. 1 Round= 10 Seconds.


1 Turn= 1 Minute.

R. MAX Move is MA x 5 =-#of Yords per turn. 1 Turn = 3 Seconds.

S Oic. =#of Meters per Turn. 1 Turn= 3 Seconds.


27
UNIVERSAL GAME TERMS

Number of Attacks Per.....

A =l per Round K = 1 per Melee Round


B =l per Combat Round L = l per Combat Round
c =l per Round M = 1 pe r Round (most of the time)
D =l per Phase N = l per Round
E = l per Round 0 = l per Turn
F = l per Round p = 1-? per Melee
G =lperTurn Q = 1-? per ~ombat Round
H = l per Segment R = l per, Turn
I = 1 per Round s = l per Turn
J = 1 per Action_ Poin t

Fatigue
Fatigue, Encumbrance, etc. are all the same. In some games, you may be given a certain number of points.
While in others, it will be calculated off of your statistics. In most games, there are so m~ny modifiers that
could be applied, that the GM w ill have to determine when and if to use a Fatigue Conversion Rule at
all. In most systems, you need only be concerned when your PC is overly exerting themselves.

Healing

Healing rates in most games are based on some statistic or other. Thus, any chart would be extremely long.
There fore, let us sum it up for you. Briefly, we must remember that the type of care a PC receives will have
a large effect on his recovery rate. Healing Conversic:;>n Rates shou ld largely remain the same, due to the
fact, that most are based on your statistics. Some games have a natural healing_r9te, while most others
need outside help in healing. Remember, that you may have to change the numbers but the rates should
remain the same, regardless of what you as a GM have to work into the conversion. Mainta ining continuity
is the key.

Psi Recovery

First and foremost to remember, is that a lot of games don't even have Psionics. However, those that do,
have their own rules converting Psionics from start to finish. Thus, when the GM converts the Psi section,
he should naturally find that the Psi Recovery rate falls into place on its own.

Education and Social Status

In most games, Education and Social Status, ore either developed in the PC·s initial creation or not dealt
with at all. In either case, it is redundant to convert. Due to th.e fact, that everything you will need will
come about as a result of the initial PC creation. Thus it will be covered on the.appropriate chart. Have
fun, don 't get bogged down with any one thing. Remember, to most gamers, converting~ playability within
two or more game systems of your PC's concept, is what we 're trying to do here.
28
UNIVERSAL GAME TERMS

Alignment

Strangely os it may sound, a ll games have Alignment. In some, it may not be ref erred to as such, but rather
os backg rou nd, disadvantages. d isposition, perks, handicaps, etc. The ma in reason for on Alignment is to
set down some parameters in r egard to your PCs attitude and behavioral actions. Simply copy your PC's
tra its over, they shou ld require no game system modification. The factor that you want to be concerned
w ith is that the end results ore the same.

Money

Now we are faced with one, that os long as you stay within your genre, the GM will have to make little,
if any mod ifications. However, once you leav~ the genre is when there is some work for you to do. Let's
start with Fantasy. In this genre, most of the time, you are using precious metals. Thus, you should get a
decent exchange rate, in a modern or futuristic s~tting . Next, we have the modern dollar, which w ill cover
gen r es 2, 3 , &4 and some of 6. This one will be virtually useless outside its own game. Finally, the future
genres, that means credits which should be totally useless outside that game. However, if you are looking
to give the PC's a comparable sum in the new conversion; then you can use the following conversion as
a rough outline to go by. GM 's feel free to use modifiers. 1 Gold Piece= 1 Dollar or Credit.
29
FINAL GAME NOTES

Many games wi ll have lesser rules !no less important). However, far too numerous to be covered
in this set of charts. These rules, in many cases will make up the nuances that make each game special.
If a rule does not exist in a game you are converting, you have to mob~ up your mind as to which way you
wish to handle it. First, you can simply ignore it or you will have to convert it yourself. If you decide to convert
it yourself, the following should be of some help. Start with your character. sheet from the game you wish
to convert. After you have converted all of the Basic Statistics, Extended Game Terms and Universal Game
Ter ms, find any b lanks on your new character sheet and take them on one by one. Once again, I would
like to remind you that it does not affect the game system, just carry it over, as is or drop it a ltogether.
Now, if you have to convert it yourself, what you should do, is establish the lowest and highest parameters
for your conversion I as well as the norml. From this, you should be able to establish the closest new figure ~

for your conversion.

One example of this is the large robot armor (games P & NJ. For Palladium Books ·, it is called
MDC and in MechWarrior .. it simply is the armor of the Mech. In Palladium ·, 100 SOC= l MDC. Very
loosely, we can say that l Armor Point in MechWarrior ~ = 3 MDC in Palladium ' . Some of you may want
to give more consideration to some of the Comic Book Powers or Fantasy Spells.

Most of the Basic Statistics Charts are fairly similar within each game. If a game has no Stun Hits
and you are converting to a game that does not have one, you can either multiply your Killing Hits by two
or four !GM option!. All of the Extended Game Terms should take care of themselves. However, as we
have stated earlier, The Game Master has the fi nal call on any and all of these conversions. Try to put
the emphasis of your conversion on the character's con.cept, rather than on the conversion of lesser inner
system terms. Good Luck!

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