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1458968731584.Pdf Glossary of Abbreviated Terms ABF Attack Battle Factor: A measure of a character's ability to INT Intelligence: A measure of a character's raw reasoning ability; see physically attack an enemy in close quarters (melee). See p. 108 p. 22. INT is one of the two components of the Reasoning Factor and following. (RF). AC Armor Class: An obsolete measure of a character's armor; see MA Missile Attack: A measure of a character's ability to attack an Table 41 on p. 116 for conversion to Armor Value (AV), the new enemy at a distance with a physical projectile. See pp. 116 and measure of armor. following. AGIL Agility: A measure of sense of balance and sure-footedness; MB Martial Bonus: A value added to the ABF orMAto reflect extensive see p. 22. AGIL is one of the two components of the Coordination military training. See p. 108 for ABF application. See p. 116for MA Factor (CF). application. AR Advancement Rate: The rate at which Experience Levels (EL) MD Missile Defense: A measure of a character's ability to physically increase a character's Battle Factors (BF). See p. 108. defend against an enemy's projectile attack. See pp. 117 and AV Armor Value: A measure of a character's armor or hide thickness. following. It is one factor in determining the Defensive Battle Factor (DBF), MDP Missile Defense Penetration: A measure ofthe degree to which and is also the primary factor in computing the Missile Defense a firearm or other high-tech weapon can negate the component of (MD). See pp. 113-116. Missile Defense (MD) derived from armor (AV and/or SH) by BF Battle Factor; Base Battle Factor: As Battle Factor, refers to Attack penetrating the armor. See pp. 135-140. Battle Factors (ABF), Defensive Battle Factors (DBF), Missile MECH Mechanical Ability: A measure of a character's ability to un­ Attack (MA) and Missile Defense (MD), or some combination derstand and operate mechanical contrivances. See pp. 25-26. thereof, collectively. As Base Battle Factor, refers to a value used MRS Magik Resistance Score: A measure ofa character's resistance as the basisfor both the ABFs and DBFs of a character. In the latter to injurious or invasive magikal effects. See pp. 161-164. case, see p. 108. MV Missile Weapon Value: A value added to the MA to reflect the BP Brawl Points: A measure of the amount of temporary injury a attacking power of a particular missile weapon. See Table 38, character can sustain in a brawl before being knocked uncon­ beginning on p. 109. scious; see p. 143. NPC Non-Player Character: Any character controlled by the CF Coordination Factor: A measure of quickness and motor control. Gamemaster (GM), but SUbject to role play. Non-role-played CF is the basis for determining when and how often a character entities are called "Monsters." moves, and also has an impact on speed. It is also a component in the Base Battle Factor. It is the average of Dexterity (DEX) and OP Orderof Power: A measure ofthe difficulty of a spell orother magik Agility (AGIL). See p. 92. as it relates to the Experience Level (EL) of its user. See Chapter 1 of Book II for magiks listed by discipline in ascending OP order. CHAR Charisma: A measureof both physical beautyand the magnetism See p. 151 for the effect of an OP higher than the EL of the user of one's personality. See p. 25. of the magik. CON Constitution: A measure of a character's overall state of health. PC Player Character: Any character controlled, and whose role is CON is the basis forthe calculation of Hitpoints (HP).ltalso is the played by, a player. basis for determining resistance to poison and venom, resuscita­ tion chance, resurrection chance and in some cases is a factor in RCH Random Critical Hit: An attack that inflicts an incapacitating computing mana. See p. 22. injury to a victim and probably knocks him out of the fight. See pp. 118-121. CP Copper Penny: See pp. 172-174 for coinage values. RF Reasoning Factor: A measure of problem-solving ability. RF is the DBF Defensive Battle Factor: A measure of a character's ability to basis for determining whether a character can deduce anything physically defend against an enemy in close quarters (melee). from an incomplete set of facts. It is also a component in the Base See p. 113 and following. Battle Factor. It is the average of Intelligence (INT) and Wisdom DEX Dexterity: A measure of hand-eye coordination and sure­ (WIS). See pp. 91-92. handedness; see p. 22. DEX is one of the two components of the SAF Spell Attack Factor: A measure of a character's ability to attack an Coordination Factor (CF). enemy at a distance with a spell orsimilar projection. See pp. 152-153. D Die or Dice: The number and type of dice to be rolled in a particular SH Shield Value: A type of Armor Value (AV) attributable only to situation. This will generally be given in one of two formats: first, shields. Shields can increase a character's Defensive Battle xDy, meaning x Die or Dice of y sides (E.g., 2D4 =2 4-sided dice); Factor (DBF) when used with a compatible weapon. Shields will second, xDy+z, meaning x Die or Dice of y sides plus a fixed value also dramatically increase a character's Missile Defense (MD). z (E.g., 5D4+3 = 54-sided dice plus 3). See Table 39 on pp. 114-115 for specific values listed as AV. See EGO Ego: A measure of a character's sense of self. See p. 25. p. 113 for the effect on the DBF. See p. 117 for the effect on the MD. EL Experience Level: A measure of the degree to which a character SP Silver Penny: See pp. 172-174 for coinage values. has gained proficiency as a consequence of life experience. STR Strength: A measure of a character's muscle or mechanical Increases in EL tend to improve characters in a variety of ways. power. This is a component of the Base Battle Factor (BF). See p. See pp. 103-104. 22, and Table 3 on p. 24. EV Encumbrance Value: A measure of the degree to which an item STRB Strength BF Bonus or Penalty: A positive or negative compo­ encumbers a character. This may result in a reduction in the nent of the Base Battle Factor (BF); see Table 3 on p. 24. entity's speed. SWIM Swimming Ability: A measure of a character's ability to move FRP Fantasy Role Play: A game set in a universe with different through water or other liquids without drowning. See p. 26. physical laws than that of the real universe, where the players derive and adopt the personae of fictitious characters known as WC Weapons Class Training: This value reflects a character's training Player Characters (PC). with a particular weapon or class of weapons. It is added to the ABF and DBF if a melee weapon, or to the MA if a missile weapon. GM Gamemaster: The person who acts as both the umpire of the See pp. 112-113. game and the teller of the story. WIS Wisdom: A measure of a character's ability to synthesize life GS Gold Sovereign: See pp. 172-174 for coinage values. experiences and learn from them; see p. 22. WIS is one of the two HP Hitpoints: A measure of the amount of injury a character can components of the Reasoning Factor (RF). sustain before dying. It also is a measure of body size for the WV Weapon Value: A value added to the ABF to reflect the attacking purposes of susceptability to poisons or magik, or for determining power of a particular melee weapon. See Table 38 beginning on optional bonuses or penalties for Missile Defense (MD). See p. 91. p.109. THE COMPLEAT 1500lt t)n~: l~UI~G by David A. Hargrave Revised and edited by Mark Schynert Produced by Jim Mathis, Grimoire Games, San Diego, California Copyright © 1992 Grimoire Games First printing January, 1993 Cover artwork copyright © 1992 Frank Kelly Freas Interior illustrations copyright © 1992 Christopher Hockabout ISBN 1-881632-00-8 ISBN 1-881632-02-4 (2 Volume Set) P75.72 Executive Editor & Business Agent: Mark Schynert Book design and layout: Karen S. Voorhees Editorial Staff: Karen S. Voorhees, Rod Engdahl, Bill Proofreader: Cynthia Hilton Keyes, Bill Voorhees, Fran Bellows, Carolyn Savoy Cover art: Frank Kelly Freas Playtesters: Art Pruyn, Bill Keyes, Bill Voorhees, Teut Cover graphics: Thomas Morris, Morris Creative Weidemann, Karen Voorhees, Steve Henderson, Interior artwork: Roland Brown, Chris Hockabout, Carolyn Savoy, Peter Savoy, Ninon Kafka Veklerov, Michio Okamura • Steve Texiera, David Bennion, Michael Meagher, Allen Wallace, Michelle Lock, StephenShearer, Pamela Postscript™ graphics: Rod Engdahl, Mobius Kramer, Gordon Monson, Rod Engdahl. All rights reserved. No part of this book may be reproduced or transmitted in any form or by any means, electrical or mechanical, including photocopying, recording or by any information storage and retrieval system, without permission in writing from the publisher. The publisher does extend permission to photocopy the forms in Appendix II of Book Ifor personal use in connection with the game system set forth within the book. Your questions, comments and other communications about Arduin are welcome. Write to: Grimoire Games, P. O. Box 2054, Fremont, California 94536 If you wish a reply, please include a stamped self-addressed envelope. 1B~6ication These tomes have been an on-again, off-again project for close to six years now.
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