The first edition of Encounter Critical, which we published last year on a school mimeograph, made a splash at the local wargames club. The rest sold through hobby stores. Most were delivered by hand. So we’re happy to have moved up to this new professional manual, to better chart a future for Encounter Critical fans and reach out to the growing audience for role play games.
If you are a newcomer, you can enjoy the assurance that this is the only game we know of to include true scientific realism in every system. Combat, especially, derives from actual battle experience and from extensive research into the theories of tactical interplay. Also, this is a game that includes what many others overlook for a richer experience, whether you prefer to play a “game as a game” or more as a fantasy novel. This is a complete fantasy and science fiction game in a single manual, but it is also the beginning of your greatest scenario, a foundation on which you can build. In Encounter Critical, many characters only gain new levels when something is created or explored, insuring that every game you run has more material to draw upon than the last. Send the best of these for inclusion in the Encounter Critical Gazette and be immortalized along with us, the game’s inventors.
Although, as far as rules go, we have returned to more of a wargame basis than some of the newer types of role play games, preferring as we do a minimum of systems to keep track of: enough to know what your character can achieve, and enough to know who he can defeat, is enough! You will not find tables of birth rank or astrological matters here, though there is room for them if the Journey Master deems them suitable.
One fan we met at a convention later sent us a letter to ask if we’d be designing a game for westerns, for example, or one for spy adventures. Our answer: we already have! Encounter Critical can be used for any sort of role play adventure; simply limit which races and weapons you allow (for example, no mutations and Wooky characters in the wilden west) and the game provides those tools you need for play. We prefer the usual approach, where every Encounter Critical party is made up of heroes and heroines from every stripe of adventure, banded together to wander a fantasy world, or a galaxy of them, seeking riches or maidens to rescue or scores to settle. This allows the Journey Master to provide more challenges and (in our opinion) is better than any single-style approach can be, but we have done other uses with the game and it works equally well, and once you buy it, it belongs to you.
Finally, we have seen some fierce debate among war gamers on the compatibility of magic and technology. The truth is that our scientists do not know yet if the two can get along. No amount of debate can change that just yet. Those laboring in the fields of ESP research and similar pursuits are breaking ground, but for now ignorance works to our benefit, and this game includes all known scientific observations relating to how magic, or psychic matters such as the “force,” might relate to more common physics and the like. As research achieves progress, we will maintain future editions of Encounter Critical to reflect it in absolute realistic terms.
Every player begins by generating his statistics or scores by rolling 3-18 (using three six-digit dice). Next, choose a race and apply racial adjustments to scores. Choose modifying features, such as cave-primitive, if desired. These are optional. Finally, select a character class and record any special details. This will also determine the number of Gold Credits you may spend on equipment.
The statistics determine a character’s worth by defining his or her weaknesses and strong points. These in turn provide percentile odds of achieving activities in game play. When two or more statistics provide percentiles for the same activity, combine the odds values. For example Dexterity and ESP. The same is true for character classes. Values may not be reduced to zero without death, but may exceed 20 in rare events. If so, extend the percentile odds according to their current progress.
| Dice | Player Race |
|---|---|
| 01 - 06 | Amazon |
| 07 - 13 | Dwarf |
| 14 - 19 | Elf |
| 20 - 25 | Frankenstein |
| 26 - 32 | Hobling |
| 33 - 56 | Human |
| 57 - 62 | Klengon |
| 63 - 69 | Lizard Man |
| 70 - 75 | Planetary Ape |
| 76 - 81 | Robodroid |
| 82 - 88 | Vulkin |
| 89 - 95 | Wookie |
| 96 - 97 | Monster (GM assigns type and adjustments) |
| 98 - 00 | Were-Monster (as monster, but only in moonlight) |
These features are a question of choice; characters needn’t be any of them, but they may wish to be.
| Dice | Mutation Powers and Defects |
|---|---|
| 01 - 03 | Mutated Psionic Lobe (-5 STR, +2 ESP) |
| 04 - 06 | Armor Piercing Fists (no armor Saving Throw against) |
| 07 - 09 | Magic Birthmark Companion (50% odds of evil) |
| 10 - 12 | Non-Magical Poisons Just Perk You Up |
| 13 - 15 | Immune to non-weapon temperatures |
| 16 - 18 | Reaction to alchemy (Potions cause Disease table%) |
| 19 - 21 | Select a Statistic at random and reduce it by 1-4 |
| 22 - 24 | Most Normal Food is Poisonous |
| 25 - 27 | Death-Prone (half Saving Throw%) |
| 28 - 30 | Webbed fingers and toes, plus gills. Aqua-You! |
| 31 - 33 | Super-Speed in Short Bursts (Take 1-8 points damage) |
| 34 - 36 | You melt in water (a bucket will do 3-30 damage) |
| 37 - 39 | Self-Consuming Brain (1% odds each day of -1 INT) |
| 40 - 42 | Atrophied Psionic Lobe (-5 ESP, +30% Psi Resist) |
| 43 - 45 | Midget version of own race. Halve height. |
| 46 - 48 | Edible Excretions (+10% Camping for companions) |
| 49 - 51 | Additional Secret Eye (Choose Where) |
| 52 - 54 | Begin play with disease or curse (see table) |
| 55 - 57 | Crinkly and baggy skin, etc. (half Seduce%) |
| 58 - 60 | Select a Statistic at random and increase it by 1-3 |
| 61 - 63 | Unusual Sexual Gifts (+1 LEA) |
| 64 - 66 | Your eyes are blue diamonds (+20% Seduce but hunted) |
| 67 - 69 | Cannibal Urges |
| 70 - 72 | Allergy to laser and phasic damage (take double) |
| 73 - 75 | Limbs Detachable (May trade with others like you) |
| 76 - 78 | Albino skin condition (-1 LEA) |
| 79 - 81 | Hair/Body Covering Grows at 100X Speed |
| 82 - 84 | Can fire eye rays equal to Laser Gun |
| 85 - 87 | Cranial Feelers "Antennae" (+10% Clue, Read Minds and Monster Friend, -15% Seduce) |
| 88 - 90 | Can ignore gravity (flight will require more than that!) |
| 91 - 93 | Blind but with radar sense to compensate |
| 94 - 00 | Trauma Mutant. Gain a new mutation whenever you lose all of your Hit Points and still survive! |
All characters have a variety of skills and talents encapsulated in the percentile abilities. All characters may use all abilities, but according to common sense some characters will use them differently. Characters untrained in the occult, for instance, cannot work magic whenever they want to – they’ll need to consult magic books and prepare with great caution. An Amazon doxy can have a MAG score of 20 and still be unable to cast a spell – though she may seem to all to be quite “bewitching!” She has untrained talent alone, and it manifests indirectly. An Amazon could use Conjure to call upon more Amazons for assistance, but she could not simply pluck them out of the thin air. They would need a ride to get to her.
Odds Off the Scale: Any percentile roll fails on a natural roll of 100 or double-zero. However, retain odds of 100% or more on your character sheet to interact with situations that provide penalties. For example a cursed blaster pistol. When your odds are zero or negative you have no chance and may not roll. Retain negative odds on your character sheet to interact with situations that provide bonuses. For example a magic book of Wooky conjuring.
The Basic Percentile: When it occurs that the normal specified percentiles don’t cover a given question of success (this is rare) the Journey Master may call for a “basic” roll against the statistic directly, for example a “basic ADA roll” would have % odds equal to ADA.
Below are rules for some of the abilities which may require explanation. Most are very explanatory and not listed.
It is unrealistic to require characters to qualify for a character class; many people are very bad at what they do. Certainly, nobody asked us if we were qualified to design this game. So, qualifications are just a matter of experience. Every class has one or more qualifying statistics ... You must have a score of 9 or better in the qualifying statistics or your Experience Bonus odds are halved. If you have a score of 16 or better in the qualifying statistics you gain a +10% chance at Experience Bonus. Apart from this anyone can qualify for any class. If a Frankenstein-Klengon wants to be a doxy we aren’t going to be the ones to tell her she isn’t pretty.
Two important details to note regarding experience points. First, note that the XP to Qualify for a new level is just what it says, XP to Qualify not to automatically go up. Every class must achieve something to gain a level, as the rules specify. Second, note that the XP to Qualify is its pure, realistic value, not, as in other games we could mention, rounded neatly to look nicer on the page. This is an example of applying the laws of science fiction to the fun of fantasy for a superior experience for all. Enjoy it!
Secondary Character Class: Characters may take on a second character class, for example a Psi witch who is also a criminal. Choose one of the classes as the main one, and one as the second class. The main class alone determines hit points and money, but otherwise the character gains the abilities of both depending on his level in each. Such characters receive reduced experience point rewards for their adventures. They must further divide earned experience points among their classes as they choose. For example a Warrior-Warlock earning 200 experience points could be divide them 170/30 favoring his warlocking if he likes. The second character class may never be given so many experience points that it exceeds the level of the main class. When a character adds a second class once the scenario has begun, he does not reduce or divide his prior experience points, just new ones, i.e. those gained afterward.
The class of mercenaries, knights, soldiers, headhunters and barbarians. Their qualifying stats are ROB, STR and LEA. warriors begin with 2-16 hit points and gain 2d6 hit points per new level. Warriors begin with 100-800 Gold Credits in money.
Warriors are the easiest class to play as they mainly fight. Or really, they can do anything a person might ever do, but they do not have magic spells in the manner of the warlock, or special seductive powers or attachments, etc. As such, they are focused on the quest and those that stand in the way.
Non-warriors may only use weapons which by their mundane nature deliver damage no greater than their level+5 (double for weapons which employ the laws of science, for example shotguns) or take a –25% penalty. Warriors though may use any weapon without penalty, within reason. They find all tools of war familiar. The warrior adds his level to his STR for determining what armor he may wear without additional movement penalty and etc.
At advanced levels, warriors may become great leaders of men, attracting a band of brothers at Level 10 and an army at Level 15. Warriors often become kings by leading their army against others and taking the castle from them.
Every warrior eventually attracts a great companion. This will be a monster mount such as a griffin or space monster (25%), an equestrian mount of great endurance and intelligence (50%) or a shield mate, a warrior of like mind and half the warrior’s own level, who is absolutely loyal (25%). This occurs when the warrior gains a level, but the exact time is uncertain. There is 15% odds each new level; these odds do not accumulate. Roll every time the warrior goes up in one level. The warrior’s great companion is once in a lifetime.
There is a 20% chance each new level that a warrior becomes stronger, increasing STR permanently by +1. Roll once each new level; the odds do not accumulate. A warrior who becomes stronger may become stronger again on a later level.
A warrior cannot go up a level until he defeats an equal or more powerful foe using a new kind of weapon. The weapon may be a weapon the warrior hasn’t used to qualify for a level before (taken from the weapon list) or it may be a new weapon of the warrior’s own devising, in which case it is added to the available weapons for the scenario. The latter is preferred and should be rewarded by the Journey Master. Warriors gain a bonus to Melee Attack and Missile Attack based on their level. The warrior’s Damage bonus applies to both kinds of attack. The warrior, stripped of his weapons, can attack with his bare fists delivering 1-6 points of damage, plus his Damage bonus (other classes deliver only 1-3 damage thus). The warrior also may attack more often than other classes from Level 4 on.
| Level | XP to Qualify | Melee Attack | Ranged Attack | Damage |
|---|---|---|---|---|
| 1 | 0 | 25% | 10% | +1 |
| 2 | 469 | 28% | 11% | +2 |
| 3 | 1,173 | 30% | 12% | +3 |
| 4 | 2,111 | 33% | 13% | +4 |
| 5 | 3,285 | 37% | 15% | +5 |
| 6 | 4,692 | 40% | 16% | +6 |
| 7 | 6,334 | 44% | 18% | +7 |
| 8 | 8,211 | 49% | 19% | +8 |
| 9 | 10,323 | 54% | 21% | +9 |
| 10 | 12,669 | 59% | 24% | +10 |
| +2,346 per | +5% | +3% | +1 |
The class of wizards and shamans and demonologists. Their qualifying stats are ADA, INT and MAG. warlocks begin with 2-8 hit points and gain 1-4 hit points per new level. Warlocks begin with 100-800 Gold Credits in money.
Warlocks may achieve real magic with their percentile abilities, and may also emorize and cast a number of magic spells determined by their level. warlocks collect spells and keep them in their private book of devils, called a grimoire. This may contain any number of spells. Which spells the warlock knows may be swapped or recharged between fights when there is no action. The warlocks of some cultures store their spells magically in a wooden staff or wand, instead of writing them in a book. A warlock deprived of his book or staff can still work magic with his percentile abilities as often as he likes, but he cannot cast the spells, which are very potent. Spells work only once before they must be re-studied. For example, a warlock with no staff or book could still use Ensorcel to make a doorway vanish, but couldn’t cast Fire Blast even if it were a spell he had learned. Without spells, a warlock can use magic only to basic things like turn invisible and attack, and to achieve what he could do on his own, only faster. For example, he could have chopped the door down given time.
The casting of prepared magic spells does not harm the warlock unless he uses them stupidly. The use of percentile abilities to work magic exacts a cost of –1% permanent loss to the percentile ability of the warlock’s choice (dropping them as low as zero). When a warlock goes up a level, he gains +10% that he may distribute among his percentile abilities. He may use this to repair the losses to his magic, or to improve his favored talents.
A warlock cannot go up a level until he writes a new spell for himself and expands his grimoire. The Journey Master must approve each new spell, which is added to the scenario’s list of magic. A warlock gains the following abilities as he becomes more powerful. Damage refers to the damage of his basic Magical Attack, a bolt of energy or lightning, which may be used in Melee or at range. Warlocks gain an additional spell every three levels (7 at levels 11, 12 and 13), but gain +1 to their magical attack damage for every level past 10th. For example, an 11th level warlock does 4-14 damage.
| Level | XP to Qualify | Spells | Damage |
|---|---|---|---|
| 1 | 0 | 1 | 1-4 |
| 2 | 701 | 2 | 1-4 |
| 3 | 1,753 | 3 | 2-5 |
| 4 | 3,155 | 3 | 2-7 |
| 5 | 4,908 | 4 | 2-7 |
| 6 | 7,012 | 4 | 2-8 |
| 7 | 9,466 | 5 | 2-8 |
| 8 | 12,271 | 5 | 2-12 |
| 9 | 15,426 | 6 | 2-12 |
| 10 | 18,932 | 6 | 3-13 |
| +3,506 per | +1/3 | +1 |
The class of enslavers, hit men, robbers and others involved in unsavory practices. They have many skills useful to a quest. Their qualifying stats are DEX and LUC. Criminals begin with 2-12 hit points and gain 1-8 hit points per new level. Criminals begin with 200-1,200 Gold Credits in money.
Criminals can use several of their percentile scores in special ways. If they succeed at a Sneak Attack, they have a percentage chance to kill the victim outright equal to their Murder score. Even if they don’t succeed at murder, they may add their Hit Damage to any successful Sneak Attack. Criminals get a Saving Throw when they are arrested to divert the blame to another, may use Logic to manage confidence games, and Machine Friend to unmake traps or locking mechanisms.
Criminals have two unique scores, Illicit and Fake. Illicit is the criminal’s connection to the “mob” underworld and thieves guild. Use it to purchase illegal goods or hire a contract killer, to know a criminal reputation; i.e. a dishonest fence. Fake is for forgery and the like.
Criminals earn 5 percentile points at Level 2 and at each extra level, which they may distribute among the following scores as they please: Illicit, Fake, Sneak Attack, Sneak, Steal, Clue, Invisibility, Command, Mistaken Identify, Guard, Unpleasant Order.
These can for example make Illicit and Fake higher than ordinary for the criminal’s level, as per a specialty. A criminal cannot go up a level until he commits a new kind of crime. The crime may be new to the criminal, or an entirely original confidence game, method of theft, and etc.
| Level | XP to Qualify | Murder | Hit Dmg | Illicit | Fake |
|---|---|---|---|---|---|
| 1 | 0 | 15% | +5 | 1% | 17% |
| 2 | 525 | 17% | +8 | 4% | 19% |
| 3 | 1,313 | 22% | +11 | 9% | 24% |
| 4 | 2,363 | 29% | +14 | 16% | 32% |
| 5 | 3,675 | 37% | +16 | 25% | 40% |
| 6 | 5,250 | 46% | +19 | 35% | 50% |
| 7 | 7,088 | 56% | +22 | 48% | 62% |
| 8 | 9,188 | 67% | +25 | 62% | 73% |
| 9 | 11,550 | 78% | +30 | 77% | 86% |
| 10 | 14,175 | 90% | +35 | 95% | 99% |
| +2,625 per | +10% | +5 | +5% | +7% |
The class of cave-explorers, astronauts, mountaineers, sailors and others who go to unsettled and dangerous places. Pioneers begin with 2-12 hit points and gain 1-6 hit points per new level. Their qualifying stats are ADA and INT. Pioneers begin with 100-400 Gold Credits in money.
The Explore score applies to following tracks, discovering secrets of nature and etc. A pioneer can make an Explore roll when traveling in any environment to find a shorter route that reduces travel time by half. On a second successful roll, the shorter route is repeatable and learnable by others. Such knowledge is often valuable to sell.
The Provide score is used to provide natural equivalents to meet needs, for example armor made of vacuum squid silk or a healing potion brewed from herbs. Subtract –1% from the odds for every 100 Gold Credits the item being sought would cost. Not all environments will meet all needs; each search requires 1-4 hours; natural objects rarely last long as they will rot, mold, or become appetizing.
Tame may be used whenever the pioneer successfully uses Monster Friend or Machine Friend. This makes the new friend a servant pet. The pioneer may have only one at a time, and not of a level higher than he is. When a pet is dismissed or abused it may become hostile.
Pioneers earn 12 percentile points initially, then 12 more at each extra level, which they may distribute among the following scores as they please: Camping, Consume Alien Food, Ranged Attack, Clue, Sneak Attack, Experience Bonus, Monster Friend, Machine Friend.
A pioneer cannot go up a level until he discovers a new locale or secret of the wild. The player should provide a description of any such discoveries, to enrich the scope of the scenario world. Selling a new travel route may qualify if it can be described with interest. Pioneers gain an additional Missile Damage bonus every two levels (+6 at levels 11 and 12).
| Level | XP to Qualify | Explore | Provide | Tame | Missile Damage |
|---|---|---|---|---|---|
| 1 | 0 | 50% | 20% | 10% | +1 |
| 2 | 442 | 53% | 20% | 11% | +1 |
| 3 | 1,104 | 55% | 20% | 12% | +2 |
| 4 | 1,988 | 58% | 20% | 13% | +2 |
| 5 | 3,092 | 61% | 20% | 15% | +3 |
| 6 | 4,417 | 64% | 20% | 16% | +3 |
| 7 | 5,963 | 67% | 20% | 18% | +4 |
| 8 | 7,730 | 70% | 20% | 19% | +4 |
| 9 | 9,718 | 74% | 20% | 21% | +5 |
| 10 | 11,926 | 78% | 20% | 24% | +5 |
| +2.209 per | +5% | +11% | +3% | +1/2 |
The class of harlots, concubines, pleasure Robodroids, and go-go dancers. Their qualifying stats are LEA and LUC. Doxies begin with 2-8 hit points and gain 1-6 hit points per new level. There are even male doxies but they are called rakes or gigolos. Doxies begin with 300-1,200 Gold Credits in money.
Just as the warlock may use his scores to work magic, the doxy may use hers to manipulate the world to her will. The magic is in beauty and flattery, the potent magic that is no magic at all, but simply nature taking the course the doxy chooses. A doxy may, for example, use Consume Alien to serve another species, Pychic Implant to influence an impressionable young client even once her work is done, and Lesser and Great Feat to be “mind blowing” to differing degrees. Doxies seeking to specialize in very unusual or unpleasant requests have a higher ROB which makes them able to take on any sort of work, but which reduces their Seduce, so that is a choice to consider. Seduce is the most important doxy ability, and they have skills in it beyond what their LEA provides, increasing it each level. A doxy may use Seduce to achieve many effects over a single person at once, not only simple seduction but what can even amount to willing slavery.
The doxy is known to rich and powerful rulers, i.e. Kings. This grants them the Favor ability, a unique score which can permit them to call upon special services from their powerful admirerers, for example having an enemy arrested.
Even in battle, a doxy can Stun a number of victims as determined by her level, by using a turn to be charming toward them. They will not follow her orders without further seduction, but they will refrain from harming her or her companions for turns equal to twice the level of the doxy. Very powerful foes use their level to determine how many victims they are for this purpose. As an example, a Level 4 warlock is 4 Stun Victims himself, either through magical wisdom or more complicated erotic tastes. The Psi Resist score, in its role as will power, resists the charms of the doxy. Perfume, wine, lying and etc. may serve to reduce resistance.
A doxy cannot go up a level until she works to expand her Favor score. This usually means providing services to a new ruler, chieftain, bureaucrat, policeman, or other celebrated or powerful person, by seduction if need be. The player should record what the doxy learns from the encounter by way of political secrets and etc. Doxies gain an additional Stun victim every four levels (6 at levels 11 & 12, 7 for levels 13-16).
| Level | XP to Qualify | Favor | Seduce | Stun |
|---|---|---|---|---|
| 1 | 0 | 5% | 5% | 1 |
| 2 | 454 | 12% | 6% | 2 |
| 3 | 1,080 | 19% | 8% | 3 |
| 4 | 1,851 | 27% | 10% | 3 |
| 5 | 2,742 | 34% | 12% | 4 |
| 6 | 3,731 | 41% | 15% | 4 |
| 7 | 4,797 | 48% | 19% | 5 |
| 8 | 5,922 | 56% | 24% | 5 |
| 9 | 7,091 | 63% | 30% | 6 |
| 10 | 8,288 | 70% | 37% | 6 |
| +1,197 per | +10% | +10% | +1/4 |
The class representing psychics of any kind, including both true Psi witches and others who have developed the use of psychic powers, also called the “force,” into useful abilities. Their qualifying stat is ESP. Psi witches begin with 2-12 hit points and gain 1-4 hit points per new level. Psi witches begin with 200-1,200 Gold Credits in money. Many Psi witches are female, but there is also a galactic order of psychic knights that are exclusively male.
Most of this character’s special powers focus on the use of the ESP percentile scores, which in this case represent genuine psychic talents rather than ordinary social ability (itself rooted in latent ESP, as scientists have proven). This is usually self explanatory, but note that the Psi witch may also use Command Matter or Command Energy in place of their regular Saving Throw, when the source of danger is either matter or energy, and when they have time to notice the threat and raise mental barriers to block it. The Psi witch’s ability to command matter or energy otherwise depends on level; use the Lbs. column of the Psi Witch Experience table to estimate what they can achieve in terms of force and power. The Journey Master will assign percentile modifiers appropriately.
Psi witches may use their feelings to attack even when blindfolded, replacing Melee Attack or Ranged Attack with Blind Attack. To fight in this manner is a vital ritual for them, and a Psi witch cannot go up a level until she wins a battle blind. The Psi witch also gains the Meld ability which is to join in a deep psychic bond with someone while touching them.
A Psi witch can achieve LEA-based effects instantly and without speaking, by extending their telepathic will against those around them. Anyone may attempt to resist, but those who don’t may find themselves controlled entirely by the Psi witch, who can use Crowd Manipulate to control a number of intelligent beings equal to her level at one time. The danger of this useful ability is that controlled beings resent it and must sometimes be killed to prevent trouble. When ordering someone to act against very deep taboo or reservations, this may trigger a new attempt at Psi Resist% rolls. A Psi witch is at –50% on any attempt to affect or read the minds of sub-intelligent life forms, for example a wolf. Other abilities may also be enhanced by psychic powers. For example using Clue to detect vibrations of past emotions.
There is a 10% chance each new level that a Psi witch becomes more powerful, increasing ESP permanently by +1. Roll once each new level; the odds do not accumulate. A Psi witch who becomes more powerful may do so again at a later level. Psi witches often have spare money because they can get many small things, for example meals, at no cost by using their powers on others in minor ways. They can achieve permanent alterations of memory and ideas with psy- chic implants.
Psi witches earn 5 percentile points at Level 2 and at each extra level, which they may distribute among the following scores as they please: Blind Attack, Meld, Appease, Sneak Attack, Steal, Argue, Psi Resist, Mistaken Identity, Monster Friend, and any LEA or ESP percentiles. When a Psi witch is dead she leaves no body.
| Level | XP to Qualify | Blind | Meld | Lbs. |
|---|---|---|---|---|
| 1 | 0 | 34% | 50% | 1 |
| 2 | 531 | 37% | 51% | 8 |
| 3 | 1,198 | 41% | 53% | 27 |
| 4 | 2,026 | 45% | 56% | 64 |
| 5 | 3,026 | 49% | 60% | 125 |
| 6 | 4,203 | 53% | 65% | 216 |
| 7 | 5,560 | 58% | 71% | 343 |
| 8 | 7,099 | 64% | 78% | 512 |
| 9 | 8,822 | 70% | 86% | 729 |
| 10 | 10,728 | 76% | 95% | 1,000 |
| +1,906 per | +6% | +10% | +1,00 |
Characters score experience points by winning battles and achieving quests. The basic reward is equal to the value of monsters killed (divide the monster value among those who contributed to its defeat), plus 50 points for the completion of the night’s missions without personally being killed (per character). Reduce any character’s score by -25 points for each companion he allows to die. On the other hand, we do learn from our mistakes so each is worth from 5 to 15 points in score. To encourage the role-playing aspect of Encounter Critical, you may optionally reward each character 10 points for surviving a non-combat encounter, for example seduction. Tally points as the game occurs, keeping careful account. Reduce the total score of any character pursuing two character classes by one-third. A total reward of 200-300 points per character per session indicates a correctly balanced quest.
Characters do not earn points for acquiring money, since money is its own reward and does not realistically teach us what we don’t already know.
Here are some correctly balanced spells to get you started. Encounter Critical does not assign artificial levels to spells, preferring a more science fiction approach where a spell is a spell. Every warlock begins with a single spell in his book that the Journey Master may permit him to choose. After that, he must find or take them from others, and he must create a new spell when his level improves. A powerful warlock can have thousands of spells in his book if he’s very resourceful. Note that to cast a spell usually requires space and time to move hands and chant.
Battles go in rounds, determine which side goes first each round by random roll of the dice. Complete all movement before resolving attacks. Attacks go in the same order, melee first, then missile.
Unarmored characters have movement of 7” on clear terrain. Armored characters have a movement as per their armor type. Some armor requires great STR to wear; characters without enough strength reduce their movement by 1/2” per the amount of STR short, and take a -3% penalty to their attack odds likewise. Characters with movement 0” are immobile and thus vulnerable. Characters with a 0% chance to hit always miss.
Some terrain is more taxing and costs inches of movement to move at all, i.e. snow or field walls.
Any unit passing within another unit’s melee range must immediately cease movement at that range. A unit already within another unit’s melee range may move freely until it encounters the melee range of a different unit.
Resolve melee attacks against any combatants in range, using the Melee Attack score. When hit, any unit is entitled to a Saving Throw roll to reduce damage by half. A Saving Throw roll that succeeds impressively (would have succeeded with half the Saving Throw value) dodges the damage entirely. A unit losing all its hit points must make a Survival check or die immediately. A unit succeeding at the Survival check is still defeated, and is badly wounded.
Resolve missile attacks next using the Ranged Attack score. The legal target is any within line of sight and either short or long range, but long-range attacks are half as likely (%) to hit. Units engaged in melee may not make missile attacks.
Between battles, units each heal once per day of comfort and rest. The amount healed is 1-4 per level, for example 5-20 for a 5th level warlock. Characters resting in a very good inn or with the services of a doxy add an extra level for this purpose if she is gentle.
There are four categories of items characters may possess: armor, weapons, misc. equipment, and money. Money buys the other three, and is typically in the Gold or Silver Credits although this will depend on where the characters have traveled. See the charts for prices and specifics, but of course the DM may expand these lists greatly.
Armor may be real armor i.e. platemail, or energy armor like a magic ring or deflector screen belt. Armor has a Saving Throw% and a Survival% which work like the character’s own scores except against attacks the armor could not help against or stop for example lightning. The scores do not add; each is rolled separately. Heavy armor of the kind that is worn has a movement score; this is how many inches the wearer moves in combat. Characters may wear only one such suit of armor at a time. Energy armors do not specify a movement score; these armors may be added to heavy armor or worn alone. A shield is similar to energy armor in this respect, except it reduces overall movement by 1”. Heavy armor’s Saving Throw% is also the chance it will interfere with some things, for example seduction and spell casting.
Weapons come in two kinds, melee and missile (ranged). Both kinds have a damage score and a short range. Missile weapons have an additional long range. Missile weapons require new ammunition between battles; this costs 1/100th the price of the weapon and may be carried in advance. Some weapons can be hurled; they require no ammunition but must be recovered, i.e. axes. Weapons may also be used to frighten and etc.
Misc. equipment includes all things that aren’t armor or weapons, such as magic potions or wands, and technology treasure like a tri-corder or spacecraft.
Remove the pages of charts in the center of this manual by gently prying up the staples, replacing them when you are done. These pages also include a map of Vanth, a fantasy world of adventure.
| Ranged Weapon | G.C. | Damage | Short | Long | %Minus per " |
|---|---|---|---|---|---|
| Sling | 10 | 1-4 | 11" | 47" | 5 |
| Small Bow | 26 | 1-6 | 9" | 45" | 6 |
| Long Bow | 65 | 1-8 | 13" | 50" | 4 |
| Compound Bow | 73 | 2-9 | 14" | 55" | 4 |
| Crossbow, Medieval | 110 | 1-10 | 13" | 60" | 4 |
| Crossbow, Modern | 200 | 1-12 | 16" | 90" | 3 |
| Blunderbuss | 140 | 1-10 | 6-1/2" | 20" | 4 |
| Musket | 200 | 1-12 | 20" | 145" | 3 |
| Dwarvish Powderblaster | 250 | 3-18 | 7" | 25" | 5 |
| Demon Fire Gun | 300 | 1-20 | 10" | 50" | 2 |
| Shotgun | 200 | 1-12 | 8" | 25" | 3 |
| Walther PPK | 225 | 2-7 | 16" | 95" | 3 |
| Police Revolver .38 | 300 | 1-8 | 18" | 100" | 3 |
| Broomhandle Mauser | 325 | 2-7 | 17" | 100" | 3 |
| .45 Automatic Pistol | 365 | 2-9 | 19" | 120" | 3 |
| Lever-Action Rifle | 374 | 2-13 | 35" | 180" | 1 |
| Magnum | 400 | 1-10 | 20" | 150" | 3 |
| Tommy Gun | 500 | 1-20 | 20" | 120" | 3 |
| Stun Ray | 800 | Stun | 50" | - | 1 |
| Laser Gun | 1,000 | 1-8 | 22" | 250" | 2 |
| Rocket Pistol | 1,000 | 1-10 | 10" | 200" | 5 |
| Protonic Spearlaunch | 1,100 | 2-12 | 24" | 225" | 2 |
| Blaster Pistol | 1,200 | 1-10 | 20" | 200" | 3 |
| Phasic Pistol | 2,400 | 1-12 | 24" | 175" | 2 |
| Phasic Sniper Rifle | 3,000 | 2-24 | 60" | 250" | 1 |
| Grenade (Primitive) | 10 | 1-10 | Hurl | - | 10 |
| Grenade (Modern) | 15 | 1-12 | Hurl | - | 10 |
| Grenade (Klengon) | 150 | 3-36 | Hurl | - | 10 |
| Grenade (Photon) | 300 | 5-50 | Hurl | - | 10 |
| Hand Weapon | G.C. | Damage | Range | Scare |
|---|---|---|---|---|
| Theskian Dagger | 6 | 1-4 | 1/2" | 17% |
| Steel Foil | 25 | 1-4 | 1-1/2" | 22% |
| Machete | 30 | 2-5 | 1" | 26% |
| Gladius Sword | 33 | 2-7 | 3/4" | 24% |
| Long Broadsword | 50 | 1-8 | 1" | 29% |
| Pirate Cutlass | 65 | 2-8 | 1-1/2" | 27% |
| Bastard Sword | 85 | 1-12 | 1-1/2" | 27% |
| Two-Hand Sword | 125 | 2-12 | 2" | 43% |
| Halberd or Great Blutarch | 60 | 1-8 | 4" | 29% |
| Military Pick | 65 | 2-9 | 1" | 32% |
| Pole Arm (Several Varieties) | 77 | 3-8 | 3" | 36% |
| Simple Club | 1 | 1-4 | 1" | 9% |
| Iron-Shod Quarter Staff | 3 | 1-4 | 2" | 17% |
| Pitch Fork | 9 | 2-5 | 2" | 21% |
| Reaper Scythe | 18 | 1-6 | 1-1/2" | 25% |
| Lizard-Hide Whip | 20 | 1-4 | 3" | 28% |
| Bone Spear | 25 | 1-6 | 2" | 28% |
| Pike | 35 | 1-6 | 5" | 29% |
| Mounted Lance | 45 | 1-20 | 4" | 29% |
| Mace, Minor | 52 | 2-5 | 1" | 29% |
| Spiked Morning Star | 58 | 2-7 | 1" | 31% |
| Flail, Minor | 60 | 2-7 | 1" | 28% |
| Mace, Greater | 64 | 1-6 | 1-1/2" | 31% |
| Klengon War Hammer | 70 | 1-10 | 2" | 38% |
| Flail, Great | 75 | 2-9 | 1-1/2" | 29% |
| War Axe | 85 | 1-12 | 2" | 40% |
| Dwarf or Hobling | - | 2-12 | 1" | 33% |
| Dwarf or Hobling (Armored) | - | 3-18 | 1" | 35% |
| Telephone Pole | - | 2-40 | 8" | 58% |
| Black Hole Metal Club | 100 | 2-12 | 1" | 28% |
| Phasic Dagger | 600 | 3-12 | 1/2" | 57% |
| Eon Blade | 1,100 | 2-16 | 1" | 56% |
| Gravity Whip | 2,000 | 3-12 | 6" | 67% |
| Phasic Spear | 2,500 | 3-18 | 2-1/2" | 83% |
| Phasic Prismatic Sword | 5,000 | 3-24 | 1" | 99% |
| Black Hole Metal Axe | 6,000 | 3-30 | 2" | 79% |
| Protection Type | G.C. | Saving % | Move" | STR |
|---|---|---|---|---|
| Bulletproof Vest | 80 | 15% | 6-1/2" | 10 |
| Quilted Armor | 680 | 33% | 6" | 12 |
| Leather Armor | 690 | 35% | 5-1/2" | 13 |
| Chain Mail | 810 | 40% | 5" | 15 |
| Frankenstein Plate | 820 | 60% | 2" | 20 |
| Scale Mail | 960 | 45% | 5" | 18 |
| Plate Mail | 1,000 | 50% | 4" | 19 |
| Dwarf Steel Mail | 1,490 | 51% | 5" | 17 |
| Klengon Stel Mail | 2,200 | 59% | 4-12" | 16 |
| Armored Space Suit | 2,630 | 48% | 5" | 8 |
| Amazonian Bronze Mail | 3,210 | 75% | 4" | 20 |
| Elf Silver Chain Mail | 3,420 | 48% | 6-1/2" | 8 |
| Impervium Plate Mail | 5,550 | 90% | 5" | 25 |
| Solid Gold Mail | 9,500 | 42% | 1-1/2" | 22 |
| Magic Ring of Armoring | 4,170 | 25% | - | 1 |
| Magic Ring of Great Armoring | 11,430 | 35% | - | 1 |
| Demon Touched Ring | 24,300 | 45% | - | 1 |
| Gravity Disk Belt | 44,370 | 55% | - | 1 |
| Deflector Screen Belt | 54,770 | 59% | - | 1 |
| Prismatic Wall Generator | 73,230 | 65% | - | 1 |
| Skin Shield | 20 | 20% | -1" | 1 |
| Wicker Shield | 30 | 23% | -1" | 1 |
| Wooden Shield | 30 | 25% | -1" | 1 |
| Iron-Shod Shield | 60 | 28% | -1" | 1 |
| Graviton Shield | 720 | 30% | -1" | 1 |
| Phasic Energy Shield | 1,145 | 35% | -1" | 1 |
| Pentagram Shield | 2,340 | 50% | -1" | 1 |
| Purchased Item | G.C. | Lemon | Army | Re-Sell | Notes |
|---|---|---|---|---|---|
| Donkey | 50 | 13% | 7% | 30 | |
| Horse | 200 | 23% | 3% | 38 | |
| Camel | 250 | 22% | 4% | 58 | |
| Horse, War | 900 | 20% | 5% | 283 | |
| War Elephaunt | 1,120 | 21% | 5% | 313 | |
| Peasant/Slave Garb | 4 | 16% | 5% | 2 | |
| Commoner Garb | 7 | 14% | 8% | 4 | |
| Wilderness Garb | 10 | 18% | 6% | 4 | |
| Fine City Garb | 13 | 18% | 5% | 5 | |
| Uniform or Disguise | 25 | 22% | 4% | 6 | |
| Royal Garb | 40 | 21% | 5% | 12 | |
| Hydrovac Suit | 100 | 19% | 6% | 36 | Flotation, etc. |
| Hologram Clothes | 200 | 14% | 7% | 112 | Wear whatever you like. |
| Elvish Cloak | 451 | 20% | 6% | 150 | |
| Contra-Gravity Belt | 5,000 | 25% | 2% | 625 | Doubles jetpack power |
| Rations per Day | 1 | 3% | 2% | 1 | |
| Ale | 1 | 3% | 2% | 1 | |
| Beer | 2 | 3% | 3% | 2 | |
| Dwarf Grog | 2 | 16% | 4% | 1 | |
| Mead | 3 | 20% | 4% | 1 | |
| Wine | 4 | 9% | 5% | 3 | |
| Vodka | 6 | 16% | 6% | 3 | |
| Venusian Whiskey | 10 | 18% | 6% | 4 | Saving Throw % needed |
| Ink | 12 | 22% | 4% | 3 | |
| Dose of "Mickey" Poison | 20 | 13% | 8% | 12 | |
| Magic Incense | 20 | 24% | 2% | 3 | A "trip" for up to 10 people |
| Blade Poison | 24 | 23% | 3% | 5 | |
| Parchment | 100 | 16% | 7% | 47 | 50 sheets |
| Potion of Healing | 200 | 22% | 4% | 48 | All better |
| Potion of Strength | 245 | 23% | 3% | 48 | Doubles STR |
| Potion of Flying | 300 | 20% | 5% | 93 | Lasts about an hour |
| Magic Lamp | 400 | 16% | 7% | 193 | Monster Friend % or else! |
| Amulet of No-Curse | 750 | 21% | 5% | 220 | Watch your mouth! |
| Crystal Ball | 3,000 | 19% | 6% | 1,105 | Fickle |
| Talisman of Phasics | 14,500 | 16% | 6% | 7,083 | Immune to phasic effects |
| Magic Wand | 45,000 | 15% | 6% | 22,596 | +9% to MAG percentiles |
| Psionic Helmet | 70,000 | 15% | 5% | 35,167 | +20% to ESP percentiles |
| Torch | 2 | 16% | 6% | 1 | |
| Utility Belt w/Pouches | 5 | 18% | 6% | 2 | |
| Canteen | 9 | 14% | 7% | 5 | |
| 60' of Good Rope | 10 | 18% | 6% | 4 | |
| Lantern | 24 | 13% | 7% | 14 | |
| Doxy Makeup Kit | 25 | 14% | 7% | 14 | |
| Camping Gear for One | 43 | 22% | 4% | 10 | |
| Musical Instrument | 50 | 23% | 3% | 10 | |
| Project X Liquid | 50 | 13% | 7% | 30 | Growth formula |
| Night Goggles | 65 | 24% | 2% | 10 | |
| First-Aid Kit | 100 | 21% | 5% | 29 | +2 to Level for healing |
| Lock Picking Tools | 223 | 22% | 4% | 54 | |
| Lantern, Atomic | 400 | 21% | 5% | 109 | |
| Hand-Held Computer | 650 | 17% | 7% | 281 | |
| Tri-Corder | 3,300 | 21% | 5% | 931 | |
| Carriage | 500 | 23% | 3% | 101 | |
| Robot Mount | 1,300 | 19% | 6% | 484 | A tireless horse without fear |
| Jet Pack | 5,000 | 23% | 3% | 956 | Flight at 20" |
| Damnation Van | 50,000 | 15% | 6% | 26,712 | Well equipped travel |
| Small Starship | 650,000 | 14% | 1% | 358,618 | Requires NavBeam! |
| One Ounce Silver Ingot | 5 | 13% | 6% | 3 | |
| One Ounce Gold Ingot | 60 | 18% | 6% | 23 | |
| One Ounce Impervium Ingot | 720 | 16% | 7% | 346 | |
| One Ounce Dilithium Ingot | 8,640 | 25% | 2% | 987 |
Lemon odds vary on less primitive worlds, but not always for the best.
Army % is odds to find dozens or hundreds at a time in a city. Roll per day.
| Camping | Consume Alien | Appease | Invisibility | |
|---|---|---|---|---|
| 1 | 1% | 1% | 25% | 10% |
| 2 | 3% | 1% | 27% | 17% |
| 3 | 6% | 1% | 29% | 23% |
| 4 | 9% | 2% | 31% | 29% |
| 5 | 13% | 2% | 33% | 35% |
| 6 | 16% | 3% | 35% | 40% |
| 7 | 23% | 3% | 38% | 45% |
| 8 | 29% | 4% | 40% | 50% |
| 9 | 36% | 5% | 43% | 54% |
| 10 | 43% | 6% | 46% | 59% |
| 11 | 50% | 7% | 49% | 63% |
| 12 | 57% | 9% | 53% | 68% |
| 13 | 63% | 10% | 56% | 72% |
| 14 | 70% | 13% | 60% | 76% |
| 15 | 77% | 15% | 64% | 80% |
| 16 | 84% | 19% | 69% | 85% |
| 17 | 90% | 23% | 74% | 89% |
| 18 | 97% | 27% | 79% | 93% |
| 19 | 100% | 33% | 84% | 97% |
| 20 | 100% | 40% | 90% | 100% |
Notes: Warlocks may use invisibility to become invisible.
| Ranged Attack | Sneak Attack | Sneak | Steal | Saving Throw | Missile Damage | |
|---|---|---|---|---|---|---|
| 1 | 9% | 3% | 10% | 1% | 10% | -8 |
| 2 | 14% | 4% | 12% | 2% | 12% | -7 |
| 3 | 18% | 6% | 15% | 3% | 14% | -6 |
| 4 | 23% | 8% | 17% | 4% | 15% | -5 |
| 5 | 27% | 11% | 20% | 5% | 17% | -4 |
| 6 | 32% | 14% | 23% | 6% | 19% | -3 |
| 7 | 36% | 17% | 26% | 7% | 21% | -2 |
| 8 | 41% | 21% | 29% | 8% | 23% | -1 |
| 9 | 45% | 26% | 32% | 10% | 25% | - |
| 10 | 50% | 31% | 36% | 13% | 27% | - |
| 11 | 55% | 36% | 39% | 16% | 29% | - |
| 12 | 59% | 42% | 42% | 19% | 30% | +1 |
| 13 | 64% | 48% | 45% | 23% | 32% | +2 |
| 14 | 68% | 55% | 48% | 29% | 33% | +3 |
| 15 | 73% | 62% | 51% | 35% | 35% | +4 |
| 16 | 77% | 69% | 54% | 43% | 36% | +5 |
| 17 | 82% | 76% | 57% | 53% | 37% | +6 |
| 18 | 86% | 84% | 60% | 66% | 38% | +7 |
| 19 | 91% | 92% | 63% | 80% | 39% | +8 |
| 20 | 96% | 100% | 65% | 99% | 40% | +9 |
| Psychic Implant | Command Matter | Command Energy | Read Minds | PSI Resist | Interaction | Saving Throw | |
|---|---|---|---|---|---|---|---|
| 1 | -1% | -1% | 1% | 1% | 1% | -25% | -9% |
| 2 | - | - | 2% | 2% | 1% | -17% | -8% |
| 3 | 1% | 1% | 3% | 3% | 1% | -11% | -7% |
| 4 | 2% | 2% | 4% | 4% | 2% | -7% | -6% |
| 5 | 3% | 3% | 6% | 5% | 3% | -5% | -5% |
| 6 | 3% | 5% | 8% | 6% | 4% | -3% | -4% |
| 7 | 4% | 7% | 11% | 7% | 6% | -2% | -3% |
| 8 | 5% | 10% | 15% | 8% | 7% | -1% | -2% |
| 9 | 7% | 14% | 18% | 10% | 9% | - | -1% |
| 10 | 9% | 18% | 22% | 12% | 11% | 1% | - |
| 11 | 11% | 23% | 27% | 15% | 13% | 2% | 1% |
| 12 | 14% | 27% | 31% | 19% | 15% | 4% | 2% |
| 13 | 18% | 32% | 36% | 23% | 18% | 6% | 3% |
| 14 | 23% | 38% | 40% | 28% | 20% | 9% | 4% |
| 15 | 29% | 43% | 45% | 34% | 22% | 13% | 6% |
| 16 | 37% | 48% | 49% | 42% | 25% | 18% | 10% |
| 17 | 47% | 52% | 53% | 51% | 27% | 23% | 15% |
| 18 | 60% | 57% | 57% | 63% | 29% | 29% | 20% |
| 19 | 76% | 61% | 61% | 77% | 31% | 34% | 25% |
| 20 | 97% | 65% | 65% | 95% | 32% | 40% | 35% |
Notes: Interaction is added to all Leadership-based percentiles except Invisibility
| Logic | Scholarship | Argue | PSI Resist | Experience Bonus | Clue | |
|---|---|---|---|---|---|---|
| 1 | 15% | -6% | 14% | -10% | - | 11% |
| 2 | 18% | -1% | 16% | -8% | - | 12% |
| 3 | 21% | 0% | 18% | -6% | - | 14% |
| 4 | 25% | 1% | 21% | -4% | - | 15% |
| 5 | 29% | 4% | 24% | -1% | - | 16% |
| 6 | 34% | 8% | 28% | 1% | - | 18% |
| 7 | 41% | 15% | 34% | 3% | - | 19% |
| 8 | 48% | 23% | 40% | 5% | 1% | 20% |
| 9 | 56% | 32% | 47% | 7% | 2% | 21% |
| 10 | 66% | 42% | 56% | 9% | 3% | 22% |
| 11 | 69% | 51% | 58% | 11% | 4% | 23% |
| 12 | 72% | 59% | 60% | 13% | 6% | 24% |
| 13 | 74% | 67% | 61% | 16% | 7% | 25% |
| 14 | 78% | 73% | 64% | 18% | 10% | 26% |
| 15 | 81% | 79% | 66% | 20% | 12% | 27% |
| 16 | 84% | 83% | 68% | 22% | 15% | 27% |
| 17 | 87% | 87% | 70% | 24% | 18% | 28% |
| 18 | 91% | 90% | 73% | 26% | 20% | 29% |
| 19 | 95% | 92% | 76% | 28% | 25% | 29% |
| 20 | 99% | 94% | 79% | 30% | 30% | 30% |
| Command | Restore Courage | Seduce | Crowd Manipulate | Invisibility | |
|---|---|---|---|---|---|
| 1 | 9% | 3% | 1% | - | - |
| 2 | 14% | 4% | 3% | 1% | -1% |
| 3 | 18% | 6% | 6% | 2% | -1% |
| 4 | 23% | 8% | 9% | 4% | -1% |
| 5 | 27% | 11% | 12% | 6% | -2% |
| 6 | 32% | 14% | 16% | 9% | -3% |
| 7 | 36% | 17% | 21% | 12% | -3% |
| 8 | 41% | 21% | 25% | 16% | -4% |
| 9 | 45% | 26% | 30% | 20% | -5% |
| 10 | 50% | 31% | 35% | 25% | -6% |
| 11 | 55% | 36% | 40% | 30% | -7% |
| 12 | 59% | 42% | 46% | 36% | -8% |
| 13 | 64% | 48% | 52% | 42% | -9% |
| 14 | 68% | 55% | 58% | 49% | -10% |
| 15 | 73% | 62% | 64% | 56% | -11% |
| 16 | 77% | 69% | 71% | 64% | -12% |
| 17 | 82% | 76% | 78% | 72% | -13% |
| 18 | 86% | 84% | 85% | 81% | -14% |
| 19 | 91% | 92% | 92% | 90% | -15% |
| 20 | 96% | 100% | 99% | 100% | -17% |
Notes: Add ESP's Interaction figure to all of these except Invisibilit
| Survival | Saving Throw | Enrich | Happenstance | Mistaken Identity | |
|---|---|---|---|---|---|
| 1 | 25% | -9% | 4% | 10% | 1% |
| 2 | 29% | -8% | 6% | 11% | 3% |
| 3 | 31% | -7% | 7% | 12% | 4% |
| 4 | 33% | -6% | 9% | 13% | 6% |
| 5 | 34% | -5% | 11% | 14% | 7% |
| 6 | 36% | -4% | 12% | 15% | 8% |
| 7 | 37% | -3% | 14% | 16% | 9% |
| 8 | 38% | -2% | 15% | 18% | 10% |
| 9 | 39% | -1% | 17% | 20% | 11% |
| 10 | 40% | - | 19% | 21% | 13% |
| 11 | 40% | 1% | 20% | 23% | 14% |
| 12 | 41% | 2% | 22% | 25% | 15% |
| 13 | 42% | 3% | 24% | 28% | 16% |
| 14 | 42% | 4% | 26% | 30% | 18% |
| 15 | 43% | 6% | 29% | 33% | 20% |
| 16 | 44% | 10% | 32% | 36% | 22% |
| 17 | 44% | 15% | 36% | 39% | 25% |
| 18 | 45% | 20% | 40% | 42% | 28% |
| 19 | 45% | 25% | 44% | 46% | 31% |
| 20 | 46% | 35% | 50% | 50% | 36% |
| Magical Attack | Ensorcel | Conjure | See The Future | Alchemist | Monster Friend | |
|---|---|---|---|---|---|---|
| 1 | 1% | 1% | -7% | 1% | 5% | -12% |
| 2 | 2% | 3% | -5% | 1% | 6% | -8% |
| 3 | 4% | 8% | -4% | 2% | 7% | -4% |
| 4 | 6% | 15% | -3% | 2% | 8% | - |
| 5 | 8% | 25% | -2% | 3% | 9% | 4% |
| 6 | 10% | 36% | -1% | 3% | 11% | 8% |
| 7 | 13% | 47% | - | 4% | 12% | 12% |
| 8 | 16% | 57% | 1% | 5% | 14% | 16% |
| 9 | 19% | 66% | 2% | 6% | 17% | 20% |
| 10 | 23% | 74% | 3% | 8% | 19% | 24% |
| 11 | 27% | 80% | 4% | 10% | 22% | 28% |
| 12 | 31% | 85% | 5% | 12% | 26% | 32% |
| 13 | 37% | 88% | 7% | 16% | 30% | 36% |
| 14 | 43% | 91% | 10% | 20% | 35% | 40% |
| 15 | 50% | 93% | 13% | 25% | 40% | 43% |
| 16 | 57% | 95% | 17% | 31% | 47% | 47% |
| 17 | 66% | 96% | 22% | 39% | 54% | 51% |
| 18 | 76% | 97% | 30% | 49% | 63% | 55% |
| 19 | 87% | 98% | 35% | 62% | 73% | 59% |
| 20 | 99% | 99% | 45% | 78% | 85% | 79% |
| Unpleasant Oder | Logic | Seduce | Invisibility | Guard | Labor | Machine Friend | |
|---|---|---|---|---|---|---|---|
| 1 | 1% | -11% | 11% | -3% | 2% | 2% | - |
| 2 | 3% | -8% | 8% | -2% | 5% | 7% | 1% |
| 3 | 6% | -6% | 6% | -1% | 10% | 14% | 2% |
| 4 | 9% | -3% | 3% | - | 16% | 21% | 3% |
| 5 | 13% | -1% | 1% | 1% | 21% | 28% | 4% |
| 6 | 16% | - | - | 2% | 26% | 35% | 8% |
| 7 | 23% | 1% | -1% | 3% | 32% | 42% | 12% |
| 8 | 29% | 2% | -2% | 4% | 37% | 49% | 16% |
| 9 | 36% | 2% | -2% | 5% | 42% | 56% | 20% |
| 10 | 43% | 3% | -3% | 6% | 48% | 63% | 24% |
| 11 | 50% | 4% | -4% | 7% | 53% | 70% | 28% |
| 12 | 57% | 5% | -5% | 8% | 58% | 78% | 32% |
| 13 | 63% | 7% | -7% | 9% | 64% | 85% | 36% |
| 14 | 70% | 10% | -10% | 10% | 69% | 92% | 40% |
| 15 | 77% | 13% | -13% | 11% | 74% | 99% | 43% |
| 16 | 84% | 17% | -17% | 12% | 75% | 100% | 47% |
| 17 | 90% | 22% | -22% | 13% | 80% | 100% | 51% |
| 18 | 97% | 30% | -30% | 14% | 85% | 100% | 55% |
| 19 | 100% | 35% | -35% | 15% | 90% | 100% | 59% |
| 20 | 100% | 45% | -45% | 20% | 95% | 100% | 79% |
Notes: Any character with Robot Nature 5- who is a robot is a "mad robot" that has a chance of berzerk equal to his STR chances.
| Melee Attack | Melee Damage | Lesser Feat | Great Feat | Logic | Scholarship | Saving Throw | PSI Resist | |
|---|---|---|---|---|---|---|---|---|
| 1 | 9% | -8 | 2% | 1% | 20% | 19% | 20% | 15% |
| 2 | 14% | -7 | 6% | 1% | 18% | 17% | 18% | 14% |
| 3 | 18% | -6 | 12% | 1% | 16% | 15% | 16% | 13% |
| 4 | 23% | -5 | 19% | 1% | 14% | 13% | 14% | 12% |
| 5 | 27% | -4 | 25% | 1% | 12% | 11% | 12% | 11% |
| 6 | 32% | -3 | 32% | 1% | 10% | 10% | 10% | 10% |
| 7 | 36% | -2 | 38% | 2% | 8% | 8% | 8% | 9% |
| 8 | 41% | -1 | 45% | 2% | 6% | 6% | 6% | 8% |
| 9 | 45% | - | 51% | 3% | 4% | 4% | 4% | 7% |
| 10 | 50% | - | 58% | 4% | 2% | 2% | 2% | 6% |
| 11 | 55% | - | 64% | 6% | - | - | 0% | 5% |
| 12 | 59% | +1 | 71% | 7% | - | - | -2% | 4% |
| 13 | 64% | +2 | 77% | 10% | - | - | -4% | 3% |
| 14 | 68% | +3 | 83% | 13% | - | - | -6% | 2% |
| 15 | 73% | +4 | 90% | 17% | -2% | -2% | -8% | 1% |
| 16 | 77% | +5 | 96% | 23% | -4% | -4% | -10% | - |
| 17 | 82% | +6 | 100% | 31% | -8% | -8% | -12% | -1% |
| 18 | 86% | +7 | 100% | 41% | -16% | -16% | -14% | -2% |
| 19 | 91% | +8 | 100% | 54% | -25% | -25% | -16% | -3% |
| 20 | 96% | +9 | 100% | 72% | -35% | -34% | -18% | -4% |
Roll when stuck by rusty nails, sex with harlots and etc. Many traps and spells may also deliver diseases.
| Dice | Disease |
|---|---|
| 01 - 12 | Bone or Joint Disease |
| 13 - 24 | Nerve/Brain Disorder |
| 25 - 35 | Skin Disease |
| 36 - 47 | Cancer |
| 48 - 59 | Respiratory Disease |
| 60 - 71 | Blood Disease |
| 72 - 83 | Stomach/Intestines Disease |
| 84 - 94 | Venereal Disease (V.D.) |
| 95 - 00 | Psychic Disorder or Magic Curse (Subtable) |
Roll twice
| Dice | Time |
|---|---|
| 01 - 02 | 1 hour |
| 03 - 05 | 1 day |
| 06 - 10 | 1 week |
| 11 - 16 | 2 weeks |
| 17 - 26 | 3 weeks |
| 27 - 42 | 1 month |
| 43 - 64 | 2 months |
| 65 - 00 | 4 months |
| Dice | Disease/Curse |
|---|---|
| 01 - 06 | Malicious Lesions (1-4 Tribes) |
| 07 - 13 | Degenerative Aura Contamination |
| 14 - 19 | Screaming ESP (Uncontrolled) |
| 20 - 25 | Chaotic Black Magic Syndrome |
| 26 - 32 | Magneton Clash (Those with Cranial Feelers Only) |
| 33 - 38 | Pestilence of Dark Withering |
| 39 - 44 | Recurring Psychometric Morbidity |
| 45 - 51 | Anger Motion Disease (Telekinetic) |
| 52 - 57 | Curse of Seven Hundred Minds |
| 58 - 63 | Inflamed Psionic Lobe |
| 64 - 70 | Death Chills (Spreads By Skin Contact) |
| 71 - 76 | The Pyrotic Plague (Spreads By Eye Contact) |
| 77 - 82 | Enmity of a Devil (74%) or Demon (19%) |
| 83 - 89 | Demonic Impregnation (Usually Women Only) |
| 90 - 95 | Curse of the Rotting Eye |
| 96 - 00 | Pyschosomatic Spontaneous Self-Transmogrify |
| Monster or Foe | Numbers | # ATT | ATT % | Damage | Hit Points | Save | Edible | % Lurk | $ Value | Special |
|---|---|---|---|---|---|---|---|---|---|---|
| Asteroid Worm | 1-20 | 1 | 60.00% | 1-20 | 5-30 | 29.00% | 17.00% | 27.00% | 80 | |
| Bee Girl | 3-24 | 1 | 34.00% | 1-4 | 2-8 | 29.00% | 10.00% | 18.00% | 30 | Sleeping poison, Psi Witch, Sexy |
| Bee Girl Queen | 1 | 2 | 90.00% | 1-4 | 4-16 | 45.00% | 81.00% | 54.00% | 480 | Per Bee Girl + |
| Blink Beast | 2-12 | 1 | 50.00% | 1-6 | 1-10 | 82.00% | 41.00% | 43.00% | 110 | They have 72% Sneak Attack |
| Cave Ooze | 1-2 | 1 | 100.00% | 2-40 | 2-40 | 93.00% | 93.00% | 72.00% | 360 | Transformation |
| Crater Lake Monster | 1 | 1-8 | 75.00% | 1-20 | 3-300 | 50.00% | 14.00% | 35.00% | 490 | Drag under water |
| Demon | 1-4 | 2 | 90.00% | 1-20/1-12 | 50-200 | 67.00% | 12.00% | 42.00% | 380 | Warlock and Psi Witch powers |
| Dragon of Darkness | 1 | 3 | 84.00% | 3-36 | 100-600 | 34.00% | 86.00% | 51.00% | 630 | Control of photons and phasics |
| Dragon of Fire | 1 | 3 | 93.00% | 2-20/1-100 | 100-800 | 41.00% | 11.00% | 36.00% | 510 | Breathe fire to 60" |
| Dragon of Wisdom | 2 | 3 | 80.00% | 2-20 | 30-100 | 32.00% | 77.00% | 47.00% | 570 | |
| Giant Ant | Lots! | 1 | 25.00% | 1-6 | 1-8 | 29.00% | 7.00% | 15.00% | 20 | |
| Giant Gold Spider | 1-4 | 2 | 80.00% | 2-26 | 4-80 | 40.00% | 64.00% | 46.00% | 360 | Midas venom, webs |
| Giant Sand Lizard | 1-10 | 1 | 52.00% | 1-8 | 2-12 | 29.00% | 15.00% | 24.00% | 60 | |
| Giant Serpent | 1-4 | 1 | 58.00% | 1-12 | 3-36 | 29.00% | 17.00% | 26.00% | 80 | As per crush |
| Giant Spider | 1-8 | 1 | 59.00% | 1-20 | 3-60 | 45.00% | 27.00% | 33.00% | 100 | Poison, webs |
| Giant, 1-Headed | 1-6 | 1 | 66.00% | 1-8 | 4-40 | 29.00% | 55.00% | 38.00% | 120 | |
| Giant, 2-Headed | 1-4 | 2 | 56.00% | 1-8 | 4-40 | 49.00% | 55.00% | 40.00% | 220 | |
| Giant, 3-Headed | 1-2 | 3 | 46.00% | 1-8 | 4-40 | 69.00% | 55.00% | 43.00% | 300 | |
| Gjenie | 1 | 1 | 77.00% | 2-16 | 44-56 | 45.00% | 35.00% | 39.00% | 150 | Warlock powers |
| Goblin | 10-40 | 1 | 50.00% | 1-4 | 1-6 | 29.00% | 15.00% | 23.00% | 60 | |
| Godzilla | 1-2 | 3 | 80.00% | 2-40/5-500 | 900-999 | 90.00% | 22.00% | 48.00% | 570 | |
| Haunted Quick Sand | 1 | 1-6 | 90.00% | 1-6+ | 42-64 | 98.00% | 1.00% | 47.00% | 320 | Drag into self |
| Hyperspace Gremlin | 2-9 | 2 | 50.00% | 1-6 | 1-4 | 29.00% | 29.00% | 27.00% | 140 | |
| Infernal Ape | 1-8 | 3 | 48.00% | 1-10/1-6 | 22-60 | 38.00% | 55.00% | 35.00% | 240 | |
| Jungle Flower | 1-6 | 1 | 45.00% | swallow | 2-24 | 10.00% | 5.00% | 15.00% | 30 | Disgorges when dead |
| Living Dead | 5-30 | 1 | 25.00% | 1-4 | 1-12 | 14.00% | 4.00% | 11.00% | 10 | Easily outrun in the open |
| Magic Statue | 1-4 | 2 | 50.00% | 3-18 | 30-120 | 70.00% | - | 30.00% | 160 | vulnerable to Military Pick |
| Manion Devil | 1 | 1-12 | 50.00% | 1-10 | 5-50 | 90.00% | 17.00% | 39.00% | 370 | Not very intelligent |
| Mega Turtle | 1-4 | 2 | 41.00% | 1-10/2-20 | 5-50 | 64.00% | 52.00% | 39.00% | 160 | |
| Mummy | 1-2 | 1 | 44.00% | 1-8 | 5-60 | 29.00% | 13.00% | 21.00% | 50 | Vulnerable to tanna leaves |
| Orc | 10-60 | 1 | 50.00% | 1-4 | 1-8 | 29.00% | 15.00% | 23.00% | 60 | Very high ROB on average |
| Phasic Wolf | 5-20 | 1 | 41.00% | 1-6 | 1-12 | 35.00% | 14.00% | 23.00% | 50 | Phasic in nature |
| Pyrexis Hounds | 3-36 | 1 | 66.00% | 1-6 | 1-8 | 50.00% | 17.00% | 33.00% | 110 | Carriers of the Fever Plague |
| Radioactor | 1-4 | 2 | 45.00% | 1-10/3-60 | 3-36 | 78.00% | 2.00% | 31.00% | 140 | Spits various nucler chemicals |
| Raider Rats | 2-40 | 1 | 55.00% | 1-6 | 1 | - | 10.00% | 10.00% | 30 | Diseases |
| Rogue Robodroid | 1 | 1 | 68.00% | 1-4 | 1-100 | 68.00% | - | 90.00% | 310 | Explosive |
| Ruin Slug | 1 | 1 | 40.00% | 2-16 | 61-80 | 66.00% | 26.00% | 33.00% | 70 | |
| Sky Piranha | 3-18 | 3 | 90.00% | 1-4 | 1-4 | 29.00% | 78.00% | 49.00% | 660 | Machine Friend 75% |
| Smog Monster | 1 | 1-10 | 50.00% | 2-20 | 100-600 | 90.00% | 11.00% | 38.00% | 440 | |
| Specteral Spirit | 1 | 1 | 50.00% | 1-20 | 1-100 | 98.00% | 49.00% | 49.00% | 120 | Saving throw only 29% vs energy and magical |
| Succubus Demon | 1-4 | 1 | 50.00% | 1-4 | 2-12 | 29.00% | 15.00% | 23.00% | 60 | ULTIMATE magic doxies. Deadly! |
| Tyrannosaurus Rex | 1-3 | 2 | 70.00% | 1-12 | 4-80 | 32.00% | 45.00% | 37.00% | 260 | Devours |
| Vampire | 1 | 2 | 75.00% | 1-10 | 51-62 | 60.00% | 90.00% | 56.00% | 420 | Blood drain, vampire magic |
| Whirling Dervish | 1 | 1-20 | 100.00% | 1-4 | 2-16 | 90.00% | 34.00% | 56.00% | 100 | Prefers weapons. Some use grenades. |
Monster Notes: