Ten Dead Rats in the Mud

Ten Dead Rats is a mashup of OD&D and Warhammer Fantasy Roleplay by Paul Siegel (which can be found here). This is my house rules for Ten Dead Rats.

CHARACTER GENERATION

Characteristics
Roll 3d6, you may re-roll one (1) of these dice - however if you do, you must keep the new roll even if lower than original roll. Assign the rolls in order for: Strength (S), Toughness (T), Agility (Ag), Intelligence (I), Will Power (WP), and Fellowship (Fel).

Find your stat bonus based on your score:
3-5   : -2
6-8   : -1
9-12  :  0
13-15 : +1
16-18 : +2
19-21 : +3
22+   : +4

Movement is a single digit value representing tens of feet per round, the standard for humans being 4 (40' per round). 

Weapon Skill (WS), Ballistic Skill (BS), and Wound ( W ) are dictated by your class (see below).

Languages
Everyone speaks Reikspiel (the common tongue). Your Intelligence Bonus (IB) dictates the number of additional languages you can speak. Of your IB is -1, you speak only broken Reikspiel with a limited vocabulary. If your IB is -2, you speech is very simple and fragmented.

Tests
Characteristic tests are performed by rolling d20, adding the appropriate characteristic bonus. A result equal or over the Target Number (TN) based on the difficulty indicates success.

Contested Rolls are made by both parties rolling a d20, adding the appropriate characteristic bonus, and the higher total winning. The GM will adjudicate the meaning of any ties.

Target Numbers
Difficulty  : TN
Moderate    : 10
Challenging : 15
Onerous     : 20

Saving Throws
Saving Throws are identical to characteristic tests, except the play also adds their level to the roll. Use the following examples to determine what characteristic to use:

SB:  Save vs : Paralysis, polymorph, entanglement, etc.  
TB:  Save vs : Poison, intoxication, disease, drowning, etc.
AgB: Save vs : Falling, getting knocked over, maintaining balance, etc.
IB:  Save vs : Illusions 
WPB: Save vs : Fear, terror, magical effects, etc.
FB:  Save vs : Mind control, hypnosis, snake oil salesman, etc.

Ones & Twenties
For all Tests, and Saves, a natural 1 on the die will always fail, and a natural 20 will always succeed.

Fate Points
Fate points represent the favor of the gods, or, more likely, the unwillingness of the gods to let you die until you have suffered further for their entertainment. Expenditure of Fate Points allows a player character to avoid otherwise inevitable death or a horrific critical injury. What happens instead of death or maiming is entirely up to the GM, although the words 'frying pan' and 'fire' should be meditated upon.

All characters being with 2 Fate Points. Once spent, Fate Points can never be regained. The GM may decide to award Fate Points for spectacular heroic endeavors.

LEVEL
Players gain levels through earning XP (experience points). Small But Vicious Dog only covered up to level 3. Here we include up to level 10, though we suspect few will survive beyond level 5. 

XP is awarded for gaining treasure, typically 1 XP per gold crown. What counts as treasure? Simply ask your self, "would a pirate bury it?"

GMs may also ask players and/or the party as a whole to invent ambitions or goals, and award XP bonuses for achieving them.

Ambition  Expected Duration  Example                                                     Bonus XP 
Personal  2 to 3 sessions    Purchase a firearm, make contact with thieves' guild, etc.     25     
Party     6 to 12 sessions   Travel from Altdorf to Kislev, find proof of Skaven, etc.     100

RACE
Players may choose their race from the list below, or roll randomly and gain 30 XP. Each race also modifies ability scores as indicated.

Roll (d20)  Race       Modifiers
1-15        Human      +1 Fate Point
16-17       Halfling   +2 Ag, +2 Fel
18-19       Dwarf      +2 S, +2 T, -1 Movement
20          Elf        +2 Ag, +1 Movement

CLASS
Your class is determined by your career, and dictates the following:

Academic
Armor   : None
Weapons : Dagger, Staff only
WS      : = level /2 + SB
BS      : = level /2 + Ag B
W       : = d4 + TB per level
Special : Read/Write Talent  

Ranger
Armor   : Light & Medium only
Weapons : Any
WS      : = level + SB
BS      : = level + Ag B + 1
W       : = d6 + TB per level

Rogue
Armor   : Light only
Weapons : One handed weapons
WS      : = level * 2/3 + SB
BS      : = level * 2/3 + Ag B
W       : = d6 + TB per level
Special : One free Skill Talent from any Career list.

Warrior
Armor   : Any
Weapons : Any
WS      : = level + SB
BS      : = level + Ag B
W       : = d8 + TB per level

CAREER
Roll for your Career on the table below and earn 20 XP. Or roll three times and pick your favorite and get 10 XP. Or just pick you favorite and gain no XP.

Roll (d20)
1  : Apothecary (Academic)             11 : Beggar (Rogue)
2  : Barber-Surgeon (Academic)         12 : Charlatan (Rogue)
3  : Engineer (Academic)               13 : Entertainer (Rogue)
4  : Wizard's Apprentice (Academic)    14 : Grave Robber (Rogue)
5  : Zealot (Academic)                 15 : Smuggler (Rogue)
6  : Boatman (Ranger)                  16 : Mercenary (Warrior)
7  : Bounty Hunter (Ranger)            17 : Pit Fighter (Warrior)
8  : Coachman (Ranger)                 18 : Protagonist (Warrior)
9  : Rat Catcher (Ranger)              19 : Sailor (Warrior)
10 : Road Warden (Ranger)              20 : Solder (Warrior)

TALENTS
Each Career has access to a list of Talents. Players can select 3 Talents at first level, then they gain 1 Talent each time they gain a level. Most Talents can only be taken once unless otherwise noted. GM may at their discretion all access to Talents outside a player's Career based on the state of the campaign.

Some Talents have names prefixed with "Skill", all of which is covered by the "Skill: X" Talent. Generally all "skills" are performed via characteristic tests, and any skill can be attempted by any character. The "Skill" Talent simply grants a bonus to such attempts. Activities gained by non-skill Talents (eg. Read/Write, Swim) cannot be attempted without the talent.

Talents By Career

Apothecary Talents 
. Coolheaded          . Read/Write         . Skill: Gossip          . Suave
. Hardy               . Savvy              . Skill: Medicine 
. Lightning Reflexes  . Skill: Chemistry   . Skill: Persuasion
. Magick              . Skill: Evaluate    . Spell

Barber-Surgeon Talents
. Fearless            . Savvy              . Skill: Perform         . Surgery
. Lightning Reflexes  . Skill: Gamble      . Skill: Sleight of Hand . Two-Weapon Fighting
. Orientation         . Skill: Gossip      . Strike Mighty Blow     . Very Resilient
. Read/Write          . Skill: Medicine    . Strike to Stun

Beggar Talents
. Beneath Notice      . Sneak Attack       . Skill: Gossip          . Skill: Sleight of Hand
. Doomed              . Skill: Athletics   . Skill: Perform         . Stone Soup
. Flee!               . Skill: Disguise    . Skill: Persuasion      . Suave
. Hardy               . Skill: Evaluate    . Skill: Pick Locks      . Strike to Stun
. Orientation         . Skill: Gamble      . Skill: Stealth         . Very Resilient
 
Boatman Talents
. Beneath Notice      . Lightning Reflexes . Skill: Evaluate        . Skill Repair
. Contortionist       . Mighty Shot        . Skill: Gamble          . Skill: Sail
. Coolheaded          . Orientation        . Skill: Gossip          . Stone Soup
. Disarm              . Rapid Shot         . Skill: Intimidate      . Swim
. Hardy               . Skill: Athletics   . Skill: Persuasion      . Very Strong

Bounty Hunter Talents
. Disarm              . Rapid Strike       . Skill: Gossip          . Two-Weapon Fighting
. Fleet Footed        . Read/Write         . Skill: Intimidate      . Very Strong
. Follow Trail        . Skill: Animal Care . Skill: Law
. Lightning Reflexes  . Skill: Athletics   . Skill: Ride
. Mighty Shot         . Skill: Disguise    . Strike Mighty Blow
. Rapid Shot          . Skill: Gamble      . Strike to Stun

Charlatan Talents
. Contortionist       . Savvy              . Skill: Gamble          . Skill: Sleight of Hand
. Doomed              . Skill: Animal Care . Skill: Gossip          . Sneak Attack
. Flee!               . Skill: Chemistry   . Skill: Medicine        . Suave
. Follow Trail        . Skill: Disguise    . Skill: Perform         . Surgery
. Read/Write          . Skill: Evaluate    . Skill: Persuasion      . Very Resilient

Coachman Talents
. Charge              . Lightning Reflexes . Skill: Evaluate        . Two-Weapon Fighting
. Coolheaded          . Mighty Shot        . Skill: Gamble          . Very Resilient
. Fearless            . Rapid Shot         . Skill: Gossip
. Flee!               . Rapid Strike       . Skill: Repair
. Follow Trail        . Skill: Animal Care . Skill: Ride
. Gunner              . Skill: Drive       . Skill: Stealth

Engineer Talents
. Fearless            . Mighty Shot        . Skill: Gamble           . Skill: Sleight of Hand
. Fleet Footed        . Rapid Shot         . Skill: Gossip           . Strike Mighty Blow
. Gunner              . Read/Write         . Skill: Medicine         . Swim
. Lightning Reflexes  . Savvy              . Skill: Perform

Entertainer Talents
. Beneath Notice      . Mighty Shot        . Skill: Gamble           . Skill: Stealth
. Contortionist       . Read/Write         . Skill: Gossip           . Skill: Sleight of Hand
. Disarm              . Skill: Athletics   . Skill: History          . Sneak Attack
. Fleet Footed        . Skill: Disguise    . Skill: Perform          . Stone Soup
. Magick              . Skill: Evaluate    . Skill: Persuasion       . Suave

Grave Robber Talents
. Charge              . Lightning Reflexes . Skill: Gossip           . Skill: Stealth
. Coolheaded          . Skill: Animal Care . Skill: History          . Sneak Attack
. Dodge Blow          . Skill: Athletics   . Skill: Law              . Suave
. Doomed              . Skill: Disguise    . Skill: Medicine         . Strike Mighty Blow
. Fearless            . Skill: Evaluate    . Skill: Pick Locks       . Surgery

Mercenary Talents
. Charge              . Hardy              . Skill: Gamble           . Two-Weapon Fighting
. Coolheaded          . Mighty Shot        . Skill: Gossip           . Very Strong
. Disarm              . Rapid Shot         . Skill: Ride
. Dodge Blow          . Rapid Strike       . Strike Mighty Blow
. Flee!               . Skill: Animal Care . Strike to Stun
. Follow Trail        . Skill: Athletics   . Swim

Pit Fighter Talents
. Charge              . Frenzy             . Skill: Gamble           . Very Resilient
. Disarm              . Hardy              . Skill: Gossip           . Very Strong
. Dodge Blow          . Lightning Reflexes . Skill: Intimidate
. Fearless            . Rapid Strike       . Strike Mighty Blow
. Flagellant          . Skill: Athletics   . Strike to Stun
. Fleet Footed        . Skill: Evaluate    . Two-Weapon Fighting

Protagonist Talents
. Disarm              . Rapid Strike       . Skill: Gossip           . Two-Weapon Fighting
. Dodge Blow          . Skill: Animal Care . Skill: Intimidate       . Very Strong
. Fearless            . Skill: Athletics   . Skill: Ride             . Very Resilient
. Hardy               . Skill: Evaluate    . Strike to Stun
. Lightning Reflexes  . Skill: Gamble      . Strike Mighty Blow

Rat Catcher Talents
. Beneath Notice      . Lightning Reflexes . Skill: Evaluate         . Two-Weapon Fighting
. Contortionist       . Orientation        . Skill: Gamble           . Very Resilient
. Doomed              . Rapid Shot         . Skill: Gossip
. Fleet Footed        . Skill: Animal Care . Skill: Pick Locks
. Follow Trail        . Skill: Athletics   . Skill: Stealth
. Frenzy              . Skill: Chemistry   . Stone Soup

Road Warden Talents
. Charge              . Orientation        . Skill: Gossip           . Surgery
. Disarm              . Rapid Shot         . Skill: Intimidate       . Two-Weapon Fighting
. Dodge Blow          . Rapid Strike       . Skill: Law
. Fleet Footed        . Skill: Athletics   . Skill: Persuasion
. Lightning Reflexes  . Skill: Disguise    . Skill: Ride
. Mighty Shot         . Skill: Gamble      . Suave

Sailor Talents
. Beneath Notice      . Lightning Reflexes . Skill: Gossip           . Very Resilient
. Contortionist       . Orientation        . Skill: Intimidate       . Very Strong
. Dodge Blow          . Rapid Shot         . Skill: Sail
. Doomed              . Rapid Strike       . Stone Soup
. Fleet Footed        . Skill: Evaluate    . Swim
. Gunner              . Skill: Gamble      . Two-Weapon Fighting

Smuggler Talents
. Charge              . Read/Write         . Skill: Evaluate          . Skill: Ride
. Contortionist       . Savvy              . Skill: Gamble            . Skill: Sail
. Flee!               . Skill: Animal Care . Skill: Gossip            . Sneak Attack
. Follow Trail        . Skill: Disguise    . Skill: Persuasion        . Suave
. Orientation         . Skill: Drive       . Skill: Pick Lock         . Swim

Soldier Talents
. Charge              . Gunner             . Skill: Gamble            . Very Resilient
. Disarm              . Hardy              . Skill: Gossip            . Very Strong
. Dodge Blow          . Orientation        . Skill: Ride
. Doomed              . Rapid Shot         . Strike to Stun
. Flee!               . Skill: Animal Care . Surgery
. Frenzy              . Skill: Drive       . Two-Weapon Fighting

Wizard's Apprentice Talents
. Coolheaded          . Read/Write         . Skill: Gamble            . Surgery
. Fearless            . Savvy              . Skill: Gossip            . Swim
. Fleet Footed        . Skill: Chemistry   . Skill: History           . Very Resilient
. Magick              . Skill: Evaluate    . Spell

Zealot Talents
. Coolheaded          . Frenzy             . Skill: Gossip            . Skill: Persuasion
. Doomed              . Magick             . Skill: History           . Spell
. Fearless            . Read/Write         . Skill: Intimidate        . Stone Soup
. Flagellant          . Savvy              . Skill: Law

Talent Descriptions
. Beneath Notice: You are generally ignored by those of higher status, and may make Stealth tests in plain sight when surrounded by your betters.

. Charge: You can charge head-long into combat moving your full movement and then making an attack with a damage bonus equal to your level if you hit.

. Contortionist: You can ben and manipulate your body in unusual ways, and squeeze through unlikely gaps.

. Coolheaded: Permanently increase your Will Power by +2.

. Disarm: After hitting your opponent you may attempt to disarm them instead of dealing damage. The opponent must make an Agility save or their weapon drops to the ground

. Dodge Blow: You can take 1 less damage from all melee attacks.

. Doomed: Your death was foretold at an early age. Write down the means of your impending death, and if your character dies in this fashion, your next character begins one level higher than normal.

. Fearless: You are immune to Fear and treat Terror as Fear.

. Flagellant: You can a bonus to your WS equal to the number of Wounds you have lost, up to a maximum of your TB.

. Flee!: When moving away from combat you gain +1 Move.

. Fleet Footed: You permanently gain +1 Move.

. Follow Trail: You can follow most ordinary tracks. An Intelligence test may be called for to find old or well concealed tracks, or to determine distance, number or type of quarry.

. Frenzy: You can spend a round working yourself up into a frothing rage. You gain +2 to Strength tests, WP tests, and damage rolls, but -2 to WS and Int tests. You must attack the nearest enemy and may not flee or retreat. This frenzied state lasts until the end of the combat.

. Gunner: You understand how to use black powder weapons.

. Hardy: You gain +1 wound per level. You do gain the extra wounds for levels achieved after taking this talent.

. Lightning Reflexes: Permanently increase your Agility by +2. 

. Magick: You may take this Talent multiple times, but no more than once per 3 levels of experience. So at level 4 it can be taken twice, at level 7 three times, etc. Each time you increase the number of dice you can use to cast spells. Upon gaining your first die, you also learn one spell for free (see Spell Talent below).

. Mighty Shot: You deal +1 damage with all ranged attacks.

. Orientation: You rarely get lost and always know where North is. 

. Rapid Shot: You may make an additional range attack each round.

. Rapid Strike: You may make an additional melee attack each round.

. Read/Write: You are literate and can read and write any language you are able to speak. You cannot take this Talent if your Intelligence modifier is below 0.

. Savvy: Permanently increase your Intelligence by +2.

. Skill: X: You are especially skilled in this given pursuit. Any ability test you make receives a bonus equal to your level if the GM can be convinced the skill applies.

. Sneak Attack: You deal double damage when attacking from an unseen position. This increases to triple damage at level 6.

. Spell: You learn an additional spell. You can take this Talent as many times as you like. You cannot learn spells of a level higher than half your current character level rounded up. This, a 5th level character can only learn spells of spell levels 1, 2, or 3. While a 4th level character is limited to only spell levels 1 and 2.

. Stone Soup: You can subsist on half the amount of food as others, and can resist starvation for 2 days longer.

. Strike Mighty Blow: You deal +1 damage with all melee attacks.

. Strike to Stun: After hitting with a melee attack, you may stun your opponent for 1 round instead of rolling damage.

. Suave: Permanently increase your Fellowship by +2.

. Surgery: Make an Intelligence test to heal the patient for a number of Wounds based on the chart below. Failing this roll causes the patient to take d4 Wounds of damage instead. Any given character may only benefit from Surgery one per combat or other Wound causing event. 
Int Roll  Wounds Healed
 10-14        1d6+1
 15-19        2d6+2
   20         3d6+3
Note that a single d6+1 of healing may instead be allocated to removing a Critical Injury. Eg. if a Surgeon rolls a 23 when healing a character with a Critical Injury, the injury may be removed and the character restores 2d6+2 Wounds.

. Swim: You are able to move through deep water at up to half your normal Move score without drowning.

. Two-Weapon Fighting: You can fight with a light weapon in your off hand, gaining either an additional attack, or a +2 AC if used to parry.

. Very Resilient: Permanently increase your Toughness by +2.

. Very Strong: Permanently increase your Strength by +2. 

Trappings
Each character begins play with below trappings:
. sturdy clothes
. boots (or shoes)
. cloak
. hood or hat
. sling bag (holds 20 lbs) or backpack (holds 25 lbs)
. blanket
. pewter tankard
. pewter cutlery
. tinderbox (flint & steel)
. flask of water
. small knife 
. 3d6 Gold Crowns.

Currency
1 Gold Crown (gc) = 20 Silver Shillings (s)
1 Silver Shilling (s) = 12 Brass Pence (d)

Encumbrance
Your carrying capacity is 40 lbs plus your SB X 10 lbs. You can carry up to double this at -1 Move, and up to triple at -2 Move. Anything more than triple your carrying capacity and you cannot move at all.

Armor
Armor Class (AC) is 9 when unarmored, or per the armor type worn, minus the wearer's Agility modifier. Shields further decrease the AC by 1. Thus a character with Chain Mail, Shield, and an Agility of 13 would have an AC 3.

. Armor               . Cost   . AC   . Weight
. None                . -      . 9    . -
. Leather/Padded/Furs .  2gc   . 7    . 20 lbs
. Scale/Chain Mail    .  6gc   . 5    . 40 lbs
. Plate & Mail        . 30gc   . 3    . 50 lbs
. Shield              .  2gc   .-1    . 10 lbs

Melee Weapons
Any weapon that can be carried in one hand (sword, mace, axe, club, pointed stick) is considered a "Hand Weapon".

. Melee Weapon             .  Cost    . Damage    . Weight
. Hand Weapon              .  1gc     . 1d6       .  3 lbs
. Dagger                   .  16s     . 1d4       .  1 lbs
. Great Weapon (2-Handed)  .   4gc    . 1d8       . 15 lbs
. Pole Arm (2-Handed)      .   2gc    . 1d10      . 15 lbs
. Staff (2-Handed)         .   3s     . 1d4       .  4 lbs

Ranged Weapons
Range value shows the maximum range the weapon can reach. Short range is up to half maximum and incurs no penalty, long range is anything above half maximum and suffers a -2 penalty.
 
. Range Weapon              . Cost   . Damage  . Range   . Weight
. Crossbow                  . 5gc    . 1d6     . 240'    .  4 lbs
. case of 12 bolts          . 5s     . -       . -       .  1 lbs
. Bow                       . 4gc    . 1d6     . 150'    .  2 lbs
. Long Bow                  . 5gc    . 1d6     . 210'    .  3 lbs
. quiver of 20 arrows       . 8s     . -       . -       .  3 lbs
. Sling                     . 1s     . 1d4     . 160'    .  -
. pouch of 10 sling stones  . -      . -       . -       .  1 lbs
. Thrown Dagger             . 16s    . 1d4     . 30'     .  1 lbs

Black Powder Weapons
Black Powder weapons can only be used by those with the Gunner Talent. They are expensive, fiddly, complicated, and prone to failure. They require a full round to reload. 

On a natural 1 when rolling to hit, roll a second d20. On a 1 the gun explodes, causing its normal damage to the wielder and destroying the weapon. Any other result and the gun jams, and cannot be used again until a successful Intelligence (Repair) test is performed to unjam the weapon.

. Black Powder Weapon      . Cost    . Range  . Weight
. Blunderbuss (2-Handed)   .   8gc   . *      .  5 lbs
. Firearm (2-Handed)       .  20gc   . 150'   . 10 lbs
. Hochland Long Rilfe (2H) . 100gc   . 210'   . 15 lbs
. Pistol                   .  50gc   . 150'   .  3 lbs
. Powder & Shot (12)       .   3s    . -      .  1 lbs

*A Blunderbuss fires in a 15' cone extending from the wielder. The wielder does not roll to hit - anyone in the area must make an Agility Save or take the damage. The wielder does still roll a d20 to check for misfire as above.

Other Gear
. Gear                       . Cost   . Weight
. Backpack                   .  10s   .  2 lbs
. Crowbar                    .  1gc   .  5 lbs
. Flask of oil               .   4s   .  1 lbs
. Garlic (3 cloves)          .  10s   .  -
. Grappling hook             .  3gc   .  4 lbs
. Hammer (small)             .   4s   .  2 lbs
. Holy symbol                .  3gc   .  1 lbs
. Holy water (1 vial)        .  3gc   .  1 lbs
. Iron spikes (12)           .   2s   .  8 lbs
. Lantern                    .  1gc   .  3 lbs
. Mirror (hand-held, steel)  .  10s   . .5 lbs 
. Pole, wooden (10')         .   2s   .  8 lbs
. Rations, Iron (1 week)     .  2gc   .  7 lbs
. Rations, Standard (1 week) .  10s   .  7 lbs
. Rope (50')                 .   2s   . 10 lbs
. Sack, Small                .   4s   . .5 lbs 
. Sack. Large                .   6s   . .5 lbs
. Saddle & Bridle            .  3gc   . 25 lbs
. Stakes (3) and Mallet      .   6s   .  3 lbs
. Thieves' Tools             .  3gc   .  1 lbs
. Tinder box (flint & steel) .   6s   .  -
. Torches (6)                .   2s   .  6 lbs
. Water/Wine skin            .   2s   .  4 lbs
. Wolfsbane (1 bunch)        .  1gc   .  -

Combat
At the start of combat, initiative is rolled as a group - the GM rolls d6 and the players nominate one of their number to roll a d6. The group with the higher value goes first, starting with either the GM or the player immediately to the DM's left or right, then proceeding around the table. 

Combat resolution uses Target 20 as OED. A hit is calculated as:

 d20 + Attacker's WS (or BS) + Target's AC >= 20

Natural 1's and 20's are automatic misses or hits with no additional effect, unless otherwise noted (eg. Black Powder Weapons have special rules for natural 1's).

Critical Injuries
Upon reaching 0 wounds a character suffers a critical injury. To determine the effect, roll for the location and severity of the injury. Any further damage will immediately kill the character. Healing that restores a die of wounds may instead remove a critical injury. Lost limbs cannot be restored.

Roll (d100)  . Location  
01-02        . Foot
03-07        . Shin
08-10        . Knee
11-20        . Thigh
21-22        . Groin [a]
23-33        . Gut [b]
34-40        . Hip
41-50        . Shoulder
51-70        . Chest [c]
71-73        . Hand
74-78        . Lower Arm
79-81        . Elbow
82-91        . Upper Arm
92-93        . Neck [d]
94-96        . Face [c]
97-00        . Head [f]

Severity
Roll (d8) . Severity                                 . a  . b  . c  . d  . e  . f
1-4       . Broken - will heal in d4+2 weeks         . S  . B  . P  . D  . I  . U
5-7       . Maimed - can only be healed magically.   . I  . O  . L  . X  . D  . D
8         . Severed                                  . I  . D  . D  . X  . X  . X

Special Notes
. S  . Stunned - cannot act for 1 round
. I  . Incapacitated - effectively unconscious
. U  . Unconscious
. P  . Pain from broken ribs, -2 to hit and damage
. L  . Punctured lungs, severe pain, -4 to hit and damage
. B  . Massive bleeding, death in d6 rounds without aid
. O  . Ruptured organs, internal bleeding, death in d3 rounds
. D  . Death in d6 rounds
. X  . Instant death

MAGICK
Standard OD&D spell lists can be used, though we recommend instead using the Book of Spells by Dan Collins.

Unlike D&D, spells are not memorized, but rather rolled for as in Warhammer FRPG. Each spell caster has a number of six-sided magic gidce and may choose to roll any number of them each time they cast a spell. The target number (TN) of any spell is based on the level of the spell. If the total rolled is equal to or more than the spell's target number the spell is cast successfully. 

If the roll is failed, the spell simply does not manifest. If a single die is used and a 1 is rolled, or if multiple of the same number are rolled (doubles, triples. etc.) the caster suffers a mishap. The details of any specific mishap are up to the GM to interpret with the following guidelines: 

. Minor Mishap (doubles, or 1 on single d6) - Caster glows with eldritch light for d10 rounds. Milk curdles. etc. 

. Major Mishap (triples) - Caster gains visible infernal mark lasteing 24 hours. Stunned for 1 round, minor demon appears, suffers magical burnout, etc.

. Critical Mishap (quads) -  Caster falls unconscious for d10 minutes, d6 dameons appear, caster takes random critical hit, etc. 

Note that is possible to roll a mishap and for the spell to still succeed. In this case resolve the mishap first, and then the effect of the spell. 

PSYCHOLOGY
Fear
When faced with something that causes Fear, characters must make a WP saving throw. Characters who fail this save will refuse to move towards or attack the fear causing object unless and until it attaks them. They also suffer a -1 penalty to all attack rolls, saving throws and characteristic tests for 3d4 rounds. Characters who succeed at this save suffer no ill effects.

Terror
When faced with something that causes Terr, characters must make a WP saving throw. Characters who fail this save immediately curl up into an unmoving ball. or may display other undesirable behavior as dictated by the GM. Regardless of success the character is affected as if they failed a Fear save (see above).

CORRUPTION

When a player comes into contact with something imbued with Chaos (warpstone, mutants, demons, etc)they may become corrupted. When this happens, the GM will ask the player to record a number of Corruption Points on their character sheet. The GM may decide to allow a WP Test to avoid the corruption, or to reduce the amount (for example from d3 Corruption Points to just 1). 

When a player reaches 5 or more corruption points, they must make a WP Test with a Target Number of 10 plus total corruption points. If they fail. remove 5 Corruption Points from their total and assign them a mutation.