Académique Documents
Professionnel Documents
Culture Documents
Generating Statistics
Roll 2 x d100 and take the high roll 8 times (once per stat) assign each stat one of these 8 numbers, then change each stat
according to the racial modifiers chart. Alternately give each player 550% to spread amongst their characters 8 statistics.
Racial Modifiers
Statistic / Race
Strength (STR)
Constitution (CON)
Size (SIZ)
Dexterity (DEX)
Intelligence (INT)
Power (POW)
Charisma (CHA)
Sanity (SAN)
Human
0
0
0
0
0
0
0
0
Elf
-5
-5
-10
+5
+10
+5
0
0
Dwarf
+5
+10
-15
0
0
0
-5
+5
Halfling
-15
+5
-25
+10
0
0
+15
+10
Half Elf
0
0
-5
+5
0
0
0
0
Orc
+10
0
+10
0
-10
0
-10
0
Half Orc
+5
0
+5
0
0
0
-10
0
Troll
+30
0
+30
-15
-15
-15
-15
0
Derived Statistics
Hit Points (HP) = (SIZ + CON) /2 (Round Up)
Major Wound Threshold = HP /2 (Round Up)
Magic Points = POW
Magic Intensity = (INT + POW) / 2 (Round Up)
(Maximum number of points that can be put into a single spell without causing the caster damage)
Beginning Experience Points = POW x 2
Initiative (Dex + Int) / 2
Damage Bonus (STR + SIZ) /4 (Round Up)
D100 Rules
Racial advantages and Disadvantages
Human
None
Elf
Dwarf
Halfling
Light footed (30% bonus on hide and sneak rolls)
Feint hearted (-20% on any roll involving bravery or remaining conscious)
Half Elf
Dark Sight (half effects of darkness on scan and combat rolls)
Magic Sensitive 5 on POW vs. POW resistance rolls
Outcast: Accepted fully Neither by Humans or Elves
Orc
Half Orc
Bezerker Rage: -30% to any roll involving calmness when threatened or insulted
Outcast: Accepted fully Neither by Humans or Orcs
Troll
D100 Rules
Fantasy Career Paths
Choose a career path for your character and determine characters experience.
Roll 1d10 +2 for years of experience and add 16 for age. (All Careers Total up to x35 in modifiers)
Warrior Types
Barbarian / Nomad
Warrior
Fighter / Solider
Ranger / Bowman
Warrior Monk
Magical Types
Cleric
Druid
Wizard
Rogue Types
Bard
Thief / Rogue
Spy / Assassin
D100 Rules
Modern / Science Fiction Career Paths
Choose a career path for your character and determine characters experience.
Roll 1d10 +2 for years of experience and add 16 for age. (All Careers Total up to x35 in modifiers)
Combat Types
Soldier
Specialists
Hacker
Physical Security
Pilot / Driver
Scientist
Medic / Doctor
Fixer / Con / Corp
Cop / PI
D100 Rules
Character Advantages and Disadvantages.
A beginning character gets 1 free roll on the advantages column, if a player wishes to have more rolls on the chart they must
also roll 1 disadvantage per extra advantage rolled (Up to a maximum of 4 Advantages, 3 disadvantages). The GM my disallow
some results and ask for a re-roll.
d100 roll
01-03
04-06
07-09
10-12
13-15
16-18
19-20
21-22
23-25
26-27
28-30
31-33
34-35
36-38
39-41
42-44
45-46
47-48
49-50
51-53
54-55
Advantage
Local Hero: This character is well liked in his
home area and many of the locals will help him in
tough situations
Able Drinker: +15% con on tests involving alcohol
Square jawed: +15% con on tests involving being
knocked unconscious
Brushes up Well: Character gets +15 to Cha if they
are wearing expensive clothing and makeup, etc.
Iron Willed: +15% Pow / Int on tests involving
fear or being mentally manipulated
Firm Grip: The character gets +15% Str or Dex in
tests involving holding onto things.
Sure Footed: +15 Dex to tests involving staying
standing.
Strong Trait: +10 to characters highest stat, even if
it brings the statistic above racial norms.
Light Sleeper: Character is ready for action the
round he is awoken.
Extra Tough: Character gets +10 HP on his serious
wound threshold.
Animal Empathy: Character naturally gets on with
animals +30% to all rolls involving interaction
with natural animals.
Good Reputation: The characters name is known
as being trustworthy and honorable.
Lucky: This character can re-roll any one dice roll
per session.
Inheritance: Your character has inherited a single
item worth up to 5000 sp/$/, GM decides item.
Patron: You have a powerful patron who gives you
missions to accomplish and gifts you with
resources in return.
Connected: You are a member of a guild, cult, or
secret society and will be accepted and helped by
other members in return for your loyalty.
Manservant: You have a servant or slave who sees
to your every need.
Ambidextrous: Character gets no minus for using
the off hand.
Untapped talent: You could be a master in one art,
craft or science choose an appropriate skill, when
you reach 90% or more in that skill you will use
2d6 for skill increases instead of 1d6.
Casanova: You can have anyone you want and you
know it. + 50% on your seduction skill, and a
reputation to match.
Beautiful: +15 Cha
Disadvantage
Despised: The character is despised in their local area
most people would be glad to see harm befall the
character.
Lush: -15% con on tests involving alcohol
Glass jawed: -15% con on tests involving being knocked
unconscious
Mutton Dressed as lamb: Character gets 15% to Cha
unless they are wearing expensive clothing and makeup,
etc.
Weak Willed: -15% Pow/Int on tests involving fear or
being mentally manipulated
Weak Grip: The character gets 15% Str or Dex in tests
involving holding onto things.
Bad Balance: -15% Dex to tests involving staying
standing.
Weak Trait: -10% to characters lowest stat, even if it
brings the statistic below racial norms.
Heavy Sleeper: Character takes 3 Combat rounds to be
ready for action when he is woken.
Easily Hurt: Character gets 10 on his serious wound
threshold
Animal Antipathy: Animals dislike the character,
-30% to all rolls involving interaction with animals.
Bad Reputation: The character is known as being
untrustworthy and a dishonorable cad.
Unlucky / Murphys Law: If something bad is going to
happen to a member of the party it will be this character
90% of the time.
Theft: Your characters most expensive single item was
stolen, mark it off your character sheet.
Powerful enemy: You have made a powerful enemy
they will try to cause you grief at every turn.
Hunted: You have upset an important individual and
have had a price placed on your head.
Escaped Slave: You are an escaped Serf / Slave who is
on the run. If not applicable use the hunted result instead
Club Hand: The Characters off hand is useless.
Moment of Awe: You saw something once (a woman, a
great treasure, etc) and have dedicated yourself to
finding it again.
Betrothed: Your marriage has been arranged. When the
time comes you are expected to get married regardless
of how you feel.
Deformed: Obvious scars or burn marks 15% Cha
56-57
58-59
60-61
62-63
64-65
66-67
68-70
71-72
73-74
75-77
78-80
81-82
83-85
86-88
89-91
92-94
95-96
97-98
99-00
D100 Rules
Experience Points
At the end of an adventure a GM will award Experience points to the players. The following are guidelines.
Successful completion of an adventure 100 to 500 EPs
Amusing or Good Role-playing 0 to 300 EPs
Creative or Novel solutions to problems 0 to 300 EPs
Etc
A player should receive somewhere between 100 and 300 EPs per session.
Character Progression and Experience Points (EPs)
All characters begin with their POW x2 in experience points. These points can be spent in play to enhance rolls or can be spent
to increase a characters skills and statistics.
Skills cost the current level of the skill in experience points per d5 increase and Statistics cost 5 times this. Most statistics have
a maximum level of 100 plus racial modifiers except POW which has no upper limit.
Skill and Statistics Experience Costs
Skill
Statistic
Combat Maneuver
D100 Rules
Task resolution and success
Basic Tasks
The basic task resolution in the d100 system is this. GM picks a target number or a modifier (for opposed tasks) and the player
rolls d100 + appropriate skill or statistic and tries to beat it.
Example task difficulties
Difficulty
Easy
Average
Difficult
Extremely difficult
Heroic
Super heroic
Impossible
Target Number
80
100
120
140
160
180
200
Opposed Tasks
An opposed task is any task where an opponent is trying to stop you succeeding. A character must roll d100 plus the
appropriate skill (stealth). The opposing character must roll d100 plus his opposing skill (listen) and beat the first characters
total to hear him sneaking by. The level of success can be used by the GM as an indication of how easy the character is finding
his action to perform. EG: Crom the thief has a stealth skill of 70% and is trying to sneak by a guard. Croms player rolls d100 +
70 getting a total of 155 a good level of success. The guard has a listen skill of 50% but is tired, for which the GM assignes a
20% penalty the GM rolls d100 +30 for the guard getting a total of 80. Crom has beaten the guards roll by 75 meaning he can
sneak by at 75% of his normal speed.
Skill enhancement with Experience Points
Another aspect of task resolution is spending experience points. Experience points can be traded on a 1 for 1 basis for
percentage additions to a roll. The amount of xp to be spent on a roll must be declared before the roll is made and can never be
more than the characters current skill level. EG: Crom is about to jump a chasm the GM states it It looks further than you can
normally jump, target number 160, Croms player knows his jump skill is only 65% and so he would need a 95 or above to
make the jump. Croms player elects to spend 65 experience points on this action. This means that he now gets to roll d100 +
130. Croms player rolls 45 on the dice for a total of 175. Crom in a moment of extreme pressure leaps the chasm and by the fate
of the gods just makes it!!
Experience Points & Survival
All player characters and some NPCs have experience points. Each character begins play with a number of experience points
(EP) equal to POW x2 statistic rounded up,
A player may spend their EPs in the following manner (All at the GMs discretion):
To increase a skill in a tough situation, a character can up to double a single skill or a stat for the next round by
spending the appropriate number of experience points on a 1 to 1 basis.
Ignore the effects of one critical or fumble, must be spent before the critical or fumble result is rolled (Cost = 100 + the
opponents d100 critical roll result.
If a character has been put into a situation where they are likely to die and can do nothing to avoid the situation the
GM may spend 100 +d100 EPs to change the result to something that will allow the character to survive. EG: Falling
off the castle wall into a cart full of hay rather than breaking their neck on the rocky floor.
D100 Rules
Combat and Damage
Most weapons do damage to Hit Points (HPs) some do only knockout damage.
If HPs are reduced to 0 character is dieing. If HPs are reduced to 0 by knockout damage (KD) the character goes unconscious,
in either case the character needs to get back up to 15 HPs to wake up.
If Major wound threshold is reached in one attack character must roll on the major wounds chart, roll over 100 on d100
+current FPs to remain conscious, remaining FPs are lost at a rate of 5 per round until character goes unconscious.
Most weapons (Guns, swords, etc.) do normal killing damage; some weapons are designed to do knockout damage (Billy club,
fists, choking, etc.) and will be recovered form more quickly. Note that an experienced martial artist (Brawling or wrestling
skill of 101%+) can elect to do killing damage with an unarmed attack rather than knockout damage.
HPs are regained at a rate of 5 per day if resting, 10 per day if in a medical facility.
HPs caused by KD are regained at a rate of 5 per 10 minutes if resting, 5 per 30 minutes if unconscious.
Number of attacks
In normal situations a character can get 1 attack and 1 defense (parry or dodge) per combat round, characters with an attack
skill of 101% or more can have multiple attacks, splitting their weapon skill into two or more attack percentages each of at least
50%. Each defense after the first is at a cumulative 30% to their appropriate weapon skill.
EG: A veteran warrior has Sword attack of 130% and Shield parry of 110% he is being attacked by two orcs. He decides he will
have 2 attacks (70%, 60%) and it turns out he needs two shield parries also. His first attack is at 70%, the first parry is at the full
110% but the second parry is at 80% due to the 30% because it is his second defense, if he needed a third it would be at 50%,
and so on. His Second attack will be at the 60% he had decided on at the beginning of the round.
Success Level and Damage
The basic target number require to hit an unaware opponent in melee is 100, generally a target will be trying to defend himself.
For each % point a characters attack roll beats a defenders defense roll add 1 HP damage. EG: A character with sword skill of
85% attacks and rolls 50% the total being 135%, The defender (sword skill 60%) then rolls 50 for a total of 110. The damage
inflicted on the target is 25 (Success Level) + 30 (Sword Base Damage) + The Attackers Damage Bonus Armour Points
Criticals and Fumbles
A Critical occurs when a roll totals over 100 and has a value on the units dice of 1
When a Critical occurs the character has the following options to choose amongst:
Attack Critical
Attacker gets to call hit location
Double damage
Defense Critical
Damage attackers weapon 10+ Damage Bonus
Riposte at half normal weapon attack
Disarm attacker (attacker rolls Dex +d100 over 100 or drops weapon)
A fumble occurs when a roll total is under 100 and the units dice has a value on the units dice of 0
EG: A roll total of 80,90 or 00 is a fumble, a roll of 110 is not. 00 is always a fumble.
D100 Rules
Major Wound Effects.
d100 Roll
01 - 10
11 20
21 - 30
31 - 40
41 - 50
51 - 60
61 - 70
71 - 80
81 - 90
91 - 92
93 - 94
95 - 96
97 - 98
99
00
Note:
D100 Rules
Hand to Hand Fumbles Chart
D100 Roll
Description
01 - 06
Slip or Trip on rocks
07 - 12
Slip / Trip on large obstacle
13 - 18
Slip / Trip in pool of blood /
water, etc.
19 - 24
Sweat in eyes
25 - 28
29 - 32
33 - 36
Distracted
Drop Weapon
37 - 40
41 - 43
44 - 46
47 - 49
50 - 52
53 - 55
56 - 58
59 - 65
66 68
69 - 71
72 74
75 - 77
Effect
Lose next parry, foe may disengage.
Lose next attack, foe may disengage.
Loose next attack and parry, foe may disengage.
78 - 80
81 - 83
84 - 86
87 - 89
90 - 92
93 - 95
96 97
98 99
00
Effect
Cannot fire this round.
Breaks arrow or Spear / Drops Sling Stones. No fire this round.
Can Pick up and fire on last Dex rank.
Hits a random target on his side if possible for normal rolled damage.
No attack this round, takes 3 combat rounds to fix.
Roll d100 MPs in weapon to avoid this result.
Fumbler sees they have left most of the weapons remaining ammunition
unpacked, and this is the last available shot. If the ammunition source is
nearby it will take 2 rounds to fetch it and ready the ammunition.
SAB
NA
NA
NA
NA
-10%
-10%
-20%
-40%
-15%
-15%
-40%
-15%
-15%
-20%
-25%
Range (Yds)
50 / 150
100 / 400
50 / 150
50 / 250
40 / 100
50 / 150
50 / 200
50 / 250
50 / 150
50 / 150
10 / 50
100 / 400
100 / 400
100 / 800
100 / 1000
HPs
NA
NA
30
50
50
60
60
30
40
50
50
Cost
NA
NA
50+
150+
300+
500+
700+
150+
300+
50+
100+
Damage
30
50
30
40
30
40
45
50
40
40
3x20 or 50
50
50
60
70
Ammo
1
1
1
1
6 to 9
7 to 15
6 to 10
6
30 to 50
30 to 50
2 to 8
7 to 15
25 to 40
5 to 15
1 to 10
Cost
150
400
200
350
500+
500+
650+
750+
1200+
1200+
700+
1000+
1500+
2000+
3000+
Base %: starting skill with this weapon.Melee weapons start at (DEX + STR) /2 (Round Up), Ranged weapons start at Dex %
Accuracy: Each number represents the bonus to hit % per action spent aiming. EG: 0/+10/+20 means +10% for aiming 1 action
+20% for aiming 2 actions.
RoF (Rate of Fire): Represents the fire modes of each weapon, a straight number represents the number of shots that can be fire
per action each extra shot gets a to hit minus equal to the weapon SAB (Sustained auto burst) Modifier. EG: An assault rifle has
an RoF of 1 / *5, this means that it can fire 1 shot per action in normal mode or 5 shots per action in full auto mode. Some
weapons may also have a 3 round burst mode. Note all modern firearms have a equivalent speed of 4.
Speed denotes how quickly a weapon can be set up for the next strike. EG: A character with an initiative of 14 decides to attack
twice in a combat round with his broadsword (a speed 5 weapon), the first attack will be on 14 and his second will be on 9 (14
5 ) Note all modern firearms have a equivalent weapon speed of 4.
SAB (Sustained Automatic Burst): This is a penalty, which is applied to each shot from a weapon after the first until the
weapon is re-aimed at a target.
Range: The first number is the weapons medium range (0%), the second the weapons extreme range (-30%). All weapons have
a point blank range (+30%) equal to 3yds or less
Damage: The amount of HP and FP damage each weapon does.
Ammo: The number of shots a weapon can fire before reloading is necessary.
D100 Rules
Armour
Type
Light Leather
Hardened Leather
Ring Mail
Scale Mail
Chain Mail
Plate Mail
Vs Blades
15
20
25
25
30
40
Vs Blunt
5
15
15
20
25
40
Vs Missile
5
15
15
25
25
30
Encumbrance
None
-5% on Dex skills
-10% on Dex skills
-10% on Dex skills
-20% on Dex skills
-30% on Dex skills
Cost
150+
500+
1000+
1500+
3000+
5000+
Notes
Kevlar Vest
Kevlar With Plates
Hardened Polymers
Advanced Combat Suit
Dueling Force Shield
Assault Force Shield
Power Armour
5
20
25
45
25
65
80
15
20
25
45
45
65
80
35
40
50
65
65
65
80
None
-10% on Dex skills
-10% on Dex skills
-20% on Dex skills
None
None
-20% on Dex skills
600+
1k+
3k+
10k+
10k+
30k+
40k+
Military only
15 charges
50 Charges
48 hr power cell
Shield Barge (-50% on Shield) If successful the attacker gets to roll Str + Damage Vs Str to cause opponent
to be knocked back (Str + Damage / 50 yards), also opponent must make a Dex Vs Str + Damage roll to
remain standing.
o Bear Hug (-50% on Grappling) Attacker cannot be holding any weapon to make this attack. If successful the
attacker gets to roll Str + Damage Vs Str to cause opponent and his weapons to be wrapped up, also opponent
must make a Dex Vs Str roll to keep weapons held.
o Pommel Strike (-50%) If successful the attacker manages to use the but of his a long weapon as if it where a
short weapon and does 10 + DB to his opponent. Useful against those who close to very short range.
Dirty Fighting
o Throw Sand (-50% Brawling) It takes 1 action to gather up sand for this attack. May only be used if
opponent has exposed eyes, if successful opponent can only defend for d5 rounds.
o Trip (-30% Brawling) If successful opponent must make a Dex Vs 100 to remain standing and a Dex Vs 80
roll to keep weapon in hand
o Biting (-30% Brawling) May only be used on exposed skin does 5 + DB damage
o Head Butt (-30% Brawling) May only be used on enemy without helm, does 10 +DB damage and opponent
must make CON Vs 100 or have a broken nose (Can only defend for 2 rounds and 10 App till fixed).
Disarm
o Using Weapon (-30%) If successful make a Dex Vs Dex roll to determine if the weapon is taken from the at
defenders hands.
o Using Hands (-50%) If successful make a Dex Vs Dex roll to determine if the weapon is taken from the
defenders hands and ends up in those of the attacker.
Entangle Weapon
o Using Weapon (-50%) If successful the attacker gets to roll Str + Damage Vs Str to cause one of the
opponents weapons to be wrapped up, also opponent must make a Dex Vs 100 roll to keep weapons held.
o Using Cloak or Whip (-30%) If successful the attacker gets to roll Dex Vs Str each round to cause opponents
weapons to be wrapped up.
Impale
o With Blade (Lunge) (-30%) attacker forfeits his parry and halves his dodge for this round in order to add
twice his DB on this single attack. If successful the attacker must roll Str Vs Damage dome to extricate his
weapon form the target.
o With Spike / Rear of Axe (-30%) Add twice attackers DB on this single attack. If successful the attacker
must roll Str Vs Damage done to extricate his weapon form the target.
Riposte
o With Main Weapon (-50%) After a successful parry the defender gets to make another attack at half his
remaining attack skill.
o With off hand Weapon (-30%) After a successful parry the defender gets to make another attack with his
second weapon.
Set Defense (-30%) A set weapon gets to add the opponents DB to the damage as well as his own against charging
opponents.
Strike Vital Spot
o Strike Eyes (-50%) May only be used if opponent has exposed eyes, if successful opponent will be blinded
until medical attention is received.
o Strike Throat (-50%) May only be used if opponent has exposed throat, if successful opponent will begin to
choke, receiving 15 points damage per round due to suffocation, until medical attention is received.
o Strike Groin (-50%) May only be used if opponent has no form of groin protection, if successful opponent
will be unable to do anything but defend for 1d5 rounds.
Throw Weapon
o Large Weapon (Blades and Axes) (-70%) Thrown weapon does half normal damage, it can be dodged or
parried at half normal skill
o Small Weapon (Daggers, Etc) (-50%) Thrown weapon does normal damage, it can be dodged or parried at
half normal skill
Twin Weapons
o Double Attack (-50%) Second weapon can attack in same action at 50%, but defenders subsequent parries
are at 60% because of the two attacks rather than 30%.
o Wall of Metal (-50%) Defender can swing both weapons in defensive arcs about himself adding the second
weapon skill to the first for any parry rolls this round. If a fumble is made on the defense it is rolled at +50%
o
Time to learn
1 week per 5 MP of spell
3 days per 5 MP of spell
1 day per 5 MP of spell
Cost to learn
1000 sp per 5 MP of spell
500 sp per 5 MP of spell
500 sp per 5 MP of spell
Targets
NA
NA
NA
NA
NA
1 Person
2 People
3 People
4 People
5 People
6 People
7 People
8 People
9 People
10 People
11 People
12 People
13 People
14 People
15 People
16 People
17 People
18 People
19 People
20 People
21 People
22 People
Etc
Duration *
NA
1 Combat Round
1 Minute
2 Minutes
5 Minutes
10 Minutes
20 Minutes
40 Minutes
1 hour
2 hours
4 hours
8 hours
16 hours
1 Day
2 Days
4 Days
1 Week
2 Weeks
1 Month
2 Months
1 Season
2 Seasons
1 Year
2 Years
4 Years
8 Years
16 Years
Etc
Damage**
NA
NA
NA
NA
NA
0
5
10
15
20
25
30
35
40
45
50
55
60
65
70
75
80
85
90
95
100
105
Etc
Pow V Pow***
Mage v Target +40
Mage v Target +35
Mage v Target +30
Mage v Target +25
Mage v Target +20
Mage v Target +15
Mage v Target +10
Mage v Target +5
Mage v Target
Mage v Target 5
Mage v Target 10
Mage v Target 15
Mage v Target 20
Mage v Target 25
Mage v Target 30
Mage v Target 35
Mage v Target 40
Mage v Target 45
Mage v Target 50
Mage v Target 55
Mage v Target 60
Mage v Target 65
Mage v Target 70
Mage v Target 75
Mage v Target 80
Mage v Target 85
Mage v Target 90
Etc
Prep Time
1 Month
1 Week
1 Day
1 Hour
1 Minute
1 Round
1 Action
NA
NA
NA
NA
NA
NA
NA
NA
NA
NA
NA
NA
NA
NA
NA
NA
NA
NA
NA
NA
Etc
* Duration can only be modified on spells not marked Instantaneous, or concentration, duration also applies to the distanc einto
the past some spells can see and so on..
** Applies to both Damage and Armour/Healing spells.
*** Applies only to mind and spirit effecting or statistic / HP drain type spells.
Components:
Large Body of element,
Spoken Words, Small amount
of appropriate controlling agent.
Effect: Summons an elemental of 45 plus level of success Siz, elemental will do the casters bidding for
an hour if the caster can beat it in a POW vs. POW roll.
Name: Dismiss Elemental
Base Magic Points: 45
Casting Time: 1 Combat Round Range: 10 Yards
Type: Elemental
Duration: Instant
Effect: Dismisses a 45 plus level of success Siz Elemental.
Components:
Spoken Words, Small amount
of appropriate controlling agent.
Components:
Components:
Salve, Pure Water,
Chanted Words
Portal Spells Magic used for creating gates between places, worlds and planes. Can be used to summon and control
otherworldly creatures and also for teleportation.
Change (Transmutation) Spells - These spells can be used to change size, composition, appearance, etc of objects or
creatures. EG: change man to frog, change stone to mud, etc.
Copyright Notice: The d100 system is copyright of Dale Cunningham 2002, use of the d100 system in a commercial product
requires the written permission of the author (dalcun@hotmail.com) under the understanding that it will not be used in any
morally offensive or illegal way and that the author will receive a copy of the final product.