Date: Wed, 9 Apr 1997 10:15:26 -0400 From: "Wyatt R. Lavigne"To: Multiple recipients of list Subject: Rolemaster Strength System
For years upon years my players kept asking me just how much their character could lift. I kept replying that I did not know or I would get back to them latter about it. A few year latter I had seen a few methods in the Rolemaster Companions which seemed to work fine until you dealt with exceptionally large Strength stats or the physical capabilities of non human characters. The methods that they presented usually broke down at that point. A few friends of mine by the names Sam DeGraff and Dan Seedhouse had showed me the Champions strength table, it looked pretty good and after I had played Champions for a bit it seemed to work very well. I decided then that Rolemaster needed a Strength System at least as good as the one Hero Games had. Here is the result of that work. It has been play tested extensively and it should not be unbalancing to existing Rolemaster Standard System Mechanics. Everything here is optional, if you don't agree with something just change it to suit you needs.
To use the below table you must know the being's Temporary Strength Stat, their Racial Strength Bonus and any Special Bonuses they may have which affects their Strength. Things that could affect their Strength could include Herbs, Spell, Talents & Background Options, Cybernetic Enhancements, Drugs if any etc...
If you don't know a being's Racial Strength Bonus you can grab them from the Shadow World Race Table for RMSS.
This can be found at the Shadow Site set up by Juha Juuso Vesanto at: http://www.funet.fi/~vesanto/citydes/shadoww/race.rmss.html
or
Troy `Trojan' Clark's Site at: http://www.tyco.net.au /~trojan/RoleMaster/Races/ShadowWorld.html
Some races may have two numbers listed for their Strength Bonus, you should use the value on the right (it's in brackets). The value on the left is their old Rolemaster value, it should be used to calculate their Offensive Bonus, not how much they can lift. The value on the right is used to calculate how much they can lift.
Option: The value on the right can also be used in lieu of their old Rolemaster Strength Stat Bonus for calculating the creatures Offensive Bonus. That option is for Gamemasters who feel that a big 22 foot Titan should be able to cleave through a knight's shield or knock his puny sword aside when he tries to parry the massive onslaught. Not all creatures should receive that bonus, if they are viewed by the Gamemaster to be too slow or too clumsy he can use the value on the left instead.
Step 1. Grab their Temporary Strength Stat. This is the value, not the bonus. You may have to roll this from scratch or assign one.
Step 2. Grab their Racial Strength Bonus (or make it up if the creatures statistics are lacking). If it lists two values, then use the one on the right, it should be in brackets.
Step 3. Grab their Special Strength Bonuses (if any).
Step 4. Add their Racial Strength Bonus and their Special Strength Bonuses together and divide by two and round down if necessary. This is the Shift Value. The Shift Value could be a positive or a negative number.
Step 5. Look up their Temporary Strength Stat value on the table. Then use their Shift Value to shift their Temporary Strength Stat an appropriate number of lines up or down.
Ie. A Shift Value three would cause a stat of 78 to be shifted to a value of 90-91. A shift value of negative six would shift a a Temporary Strength Stat value of 78 to a value of 46-50. A Shift Value of zero would leave it unchanged at 78.
Step 6. Go to the bottom of the table for more optional rules...
Maximum Lifting Capacity Damage bonus based on Stature Stat Kilograms Pounds Small Normal Large 1 15 33 x0.10 x0.25 x0.50 2-3 20 44 x0.15 x0.35 x0.60 4-5 25 55 x0.20 x0.45 x0.70 6-7 30 66 x0.25 x0.55 x0.80 8-9 35 77 x0.30 x0.65 x0.90 10 40 88 x0.35 x0.75 x1.00 11-15 45 99 x0.40 x0.85 x1.00 16-20 50 110 x0.45 x0.95 x1.00 21-25 55 121 x0.50 x1.00 x1.00 26-30 60 132 x0.55 x1.00 x1.10 31-35 65 143 x0.60 x1.00 x1.10 36-40 70 154 x0.65 x1.00 x1.10 41-45 75 165 x0.70 x1.00 x1.10 46-50 80 176 x0.75 x1.00 x1.20 51-55 85 187 x0.80 x1.00 x1.20 56-60 90 198 x0.85 x1.00 x1.20 61-65 95 209 x0.90 x1.00 x1.25 66-69 100 220 x0.95 x1.00 x1.25 70-74 105 231 x1.00 x1.00 x1.25 75-79 110 242 x1.00 x1.00 x1.30 80-84 115 253 x1.00 x1.00 x1.30 85-89 125 275 x1.00 x1.00 x1.30 90-91 175 330 x1.00 x1.00 x1.30 92-93 200 440 x1.00 x1.00 x1.40 94-95 250 550 x1.00 x1.00 x1.40 96-97 300 660 x1.00 x1.00 x1.40 98-99 350 770 x1.00 x1.00 x1.40 100 400 880 x1.00 x1.00 x1.50 101 450 990 x1.05 x1.10 x1.60 102 500 1,200 x1.10 x1.20 x1.70 103 700 1,540 x1.15 x1.30 x1.80 104 1,000 2,200 x1.20 x1.40 x1.90 105 1,300 2,860 x1.25 x1.50 x2.00 106 1,600 3,520 x1.25 x1.50 x2.00 107 1,920 4,224 x1.25 x1.50 x2.00 108 2,240 4,928 x1.25 x1.50 x2.00 109 2,560 5,632 x1.25 x1.50 x2.00 110 2,880 6,336 x1.25 x1.50 x2.00 111 3,200 7,040 x1.50 x2.00 x2.50 112 3,840 8,448 x1.50 x2.00 x2.50 113 4,480 9,856 x1.50 x2.00 x2.50 114 5,120 11,264 x1.50 x2.00 x2.50 115 5,760 12,672 x1.50 x2.00 x2.50 116 6,400 14,080 x1.75 x2.50 x3.00 117 7,680 16,896 x1.75 x2.50 x3.00 118 8,960 19,712 x1.75 x2.50 x3.00 119 10,240 22,528 x1.75 x2.50 x3.00 120 11,520 25,344 x1.75 x2.50 x3.00 121 12,500 27,500 x2.00 x3.00 x3.50 122 15,000 33,000 x2.00 x3.00 x3.50 123 17,500 38,500 x2.00 x3.00 x3.50 124 20,000 44,000 x2.00 x3.00 x3.50 125 22,500 49,500 x2.00 x3.00 x3.50 126 25,000 55,000 x2.25 x3.50 x4.00 127 30,000 66,000 x2.25 x3.50 x4.00 128 35,000 77,000 x2.25 x3.50 x4.00 129 40,000 88,000 x2.25 x3.50 x4.00 130 45,000 99,000 x2.25 x3.50 x4.00 131 50,000 110,000 x2.50 x4.00 x4.50 132 60,000 132,000 x2.50 x4.00 x4.50 133 70,000 154,000 x2.50 x4.00 x4.50 134 80,000 176,000 x2.50 x4.00 x4.50 135 90,000 198,000 x2.50 x4.00 x4.50 136 100,000 220,000 x2.75 x4.50 x5.00 137 120,000 264,000 x2.75 x4.50 x5.00 138 140,000 308,000 x2.75 x4.50 x5.00 139 160,000 352,000 x2.75 x4.50 x5.00 140 180,000 396,000 x2.75 x4.50 x5.00 141 200,000 440,000 x3.00 x5.00 x5.50 142 240,000 528,000 x3.00 x5.00 x5.50 143 280,000 616,000 x3.00 x5.00 x5.50 144 320,000 704,000 x3.00 x5.00 x5.50 145 360,000 792,000 x3.00 x5.00 x5.50 146 400,000 880,000 x3.25 x5.50 x6.00 147 480,000 1,056,000 x3.25 x5.50 x6.00 148 560,000 1,232,000 x3.25 x5.50 x6.00 149 640,000 1,408,000 x3.25 x5.50 x6.00 150 720,000 1,584,000 x3.25 x5.50 x6.00 151 800,000 1,760,000 x8.00 152 960,000 2,112,000 x8.00 153 1,120,000 2,464,000 x8.00 154 1,280,000 2,816,000 x8.00 155 1,340,000 2,948,000 x8.00 156 1,600,000 3,520,000 x10.00 157 1,920,000 4,224,000 x10.00 158 2,240,000 4,928,000 x10.00 159 2,560,000 5,632,000 x10.00 160 2,880,000 6,336,000 x10.00 161 3,200,000 7,040,000 x12.00 162 3,840,000 8,448,000 x12.00 163 4,480,000 9,856,000 x12.00 164 5,120,000 11,264,000 x12.00 165 5,760,000 12,672,000 x12.00 166 6,400,000 14,080,000 x14.00 167 7,680,000 16,896,000 x14.00 168 8,960,000 19,712,000 x14.00 169 10,240,000 22,528,000 x14.00 170 11,520,000 25,344,000 x14.00 171 12,500,000 27,500,000 x16.00 172 15,000,000 33,000,000 x16.00 173 17,500,000 38,500,000 x16.00 174 20,000,000 44,000,000 x16.00 175 22,500,000 49,500,000 x16.00 176 25,000,000 55,000,000 x18.00 177 30,000,000 72,600,000 x18.00 178 35,000,000 77,000,000 x18.00 179 40,000,000 88,000,000 x18.00 180 45,000,000 99,000,000 x18.00 181 50,000,000 110,000,000 x20.00 182 60,000,000 132,000,000 x20.00 183 70,000,000 154,000,000 x20.00 184 80,000,000 176,000,000 x20.00 185 90,000,000 198,000,000 x20.00 186 100,000,000 220,000,000 x25.00 187 120,000,000 264,000,000 x25.00 188 140,000,000 308,000,000 x25.00 189 160,000,000 352,000,000 x25.00 190 180,000,000 396,000,000 x25.00 191 200,000,000 440,000,000 x30.00 192 240,000,000 528,000,000 x30.00 193 280,000,000 616,000,000 x30.00 194 320,000,000 704,000,000 x30.00 195 360,000,000 792,000,000 x30.00 196 400,000,000 880,000,000 x40.00 197 500,000,000 1,100,000,000 x40.00 198 600,000,000 1,320,000,000 x40.00 199 700,000,000 1,540,000,000 x40.00 200 800,000,000 1,760,000,000 x50.00
The Maximum Lifting Capacity (MLC) is the maximum weight that an individual can lift to his or her waist, this value is obtained from the above table. To attain the maximum weight that an individual can press over their head, multiply their lifting capacity by 0.6. This assumes a humanoid build. For other builds use whatever value that seems appropriate.
So you have bought all those Weight-lifting ranks and you are wondering what to do with them, other than flexing your pectoral muscles at the beach.
For each rank bought in Athletic Brawn: Weight-lifting, your Maximum Lifting Capacity is increased by 1% for every two ranks you have bought if you make a Hard (-10) Weight-lifting maneuver. Use the following modifications to the roll... (Some of this is reprinted from Rolemaster Standard Rules) all values are accumulative.
Flat, level surface +5 Weight is unevenly distributed -20 Easy hand-holds +10 Extra prep round +10 Awkward to grab -30
Use the Athletic Endurance Static Maneuver Table T-4.8.5 to determine the results. In addition add the following to that table:
-26 down Spectacular Failure 25% 1.0 -50
You just manage to lift it to your knees when something pops! You drop what you are lifting and you take a B Stress Crit. Didn't some one say that one day you would hurt yourself. 20 Exhaustion Points where also used in the attempt.
-25 to -06 Absolute Failure 50% 1.0 -25 ->
You get the weight to your waist when you see spots before your eyes. You drop what you are lifting and take an A Stress Crit. 100 Exhaustion Points have been spent.
-05 to 75 Failure 50% 1.5 -10->
Arrrggghhh! It's just too heavy. You try to lift it past your waist but you just can't. You can let it drop if you want or you can burn 75 Exhaustion Points per round holding it.
UM 66 Unusual Event 100% 1.0 -25 ->
You just manage to lift it to where you want it, a muscle spasm begins... You take an A Stress Crit, in addition you also dropped the item. You must make a Fall/Crush Attack upon yourself with an Offensive Bonus equal to 1/2 the weight of the object you are lifting in pounds (Weight-lifting can be dangerous! The Gamemaster may decide to use the Breaking "150" rule on page 64 of Rolemaster Companion I). The attack may be reduce by good armor and your Quickness Bonus and perhaps and appropriate Instantaneous spell if the Gamemaster is in a really good mood. Sorry, no Adrenal Defence Ranks. You may make a light (+10) Moving Maneuver to avoid the object. Any result above Zero subtracts that amount from the attack as a percentage of the Attacks total OB. Oh, by the way 50 Exhaustion Points were spent.
76 to 90 Partial Success 100% 2.0 -10 ->
You manage to lift it... barely. 75 Exhaustion Points were spent with your efforts.
UM 100 Unusual Success 100% 0.5 +30 ->
You feel like Adonis, if only Hercules was as mighty as you. You gain an extra 20% to your Maximum Lifting Capacity from this attempt. Alternately if this is a very stressful situation you gained an extra 100% to your Maximum Lifting Capacity as your adrenaline kicks in. You only used 20 Exhaustion Points in this attempt. You still have half a round left to act.
91 to 110 Near Success 100% 1.5 -5 ->
You managed to lift it. 75 Exhaustion Points are blown out of your pores in the form of sweat.
111 to 175 Success 100% 1.0 +0 ->
With a big grunt you manage to push it over your head. If only math was this easy... 50 Exhaustion Points where used to lift it over your head.
176 up Absolute Success 100% 0.8 +5 ->
You are the picture of health. You take a deep breath forcefully exhale it as you easily mange to push the weight where you want it. You only used 35 Exhaustion Points to move the weight. In addition your Maximum Lifting Capacity is increased by 5% for this attempt.
Optionally: You may attempt lift more than you safely think you can. For each 1% you want added to your Maximum Lifting Capacity in addition to the ones you have gained from your Weight-lifting ranks, you must take a minus five penalty (-5) per additional 1% to the roll. In addition the maneuver is treated as Extremely Hard (-30).
The following values represent Exhaustion Points used per round in addition to any other activity that is currently being taken.
% of MLC Over head Held to waist Strapped on Back 100 50 40 20 90 40 30 15 80 30 20 10 70 20 10 5 60 15 5 3 50 10 3 2 40 8 2 1 30 4 1 1 20 2 1 0 10 1 0 0
Note: For objects being pressed over the person's head the MLC is 60% of it's regular value. The 100% is 100% of the 60% MLC value and so on.
The first thing to keep in mind when using this table is that all beings use the Large Stature damage multiple if they are in a position to use their strength to it's full potential. i.e. Pippin Took has a Temporary Strength Stat of 101 grabs the Troll by both arms and proceeds to pull the Troll's arms out of their sockets. (He hopes)
Beings from 3'11" and under use the Small Stature value in combat for their melee damage multiplier.
Beings from 4'0" to 7'11" use the Normal Stature value in combat for their melee damage multiplier.
Beings from 8'0 and over use the Large Stature value in combat for their melee damage multiplier.
The Gamemaster can of course feel free to pick whatever value seems appropriate for the being. A 3'2" Lead Golem could really pack punch, while a 14 foot Tissue Paper Monster won't due much damage at all.
Melee damage dose not increase after a stat of 150. The exception to this occurs only when they can bring all the necessary force to bear upon the target. Use the Large damage multiple when this occurs.
The damage multiplier gained from the Strength table replaces the beings normal Creatures & Monsters statistic for extra damage. They are NOT accumulative.
Note: The odd magic item (usually found on short Dwarves of Hobbits) has been known to root the wearer to the ground so that they never loose their balance even in a fight. The Gamemaster at his option could rule that items of that type may allow the bearer to make attacks as a Large Creature for Status Size.
Missile Damage: You can use the damage multiplier for a Large Creature if the Gamemaster says that the item reflects your present strength. A Sling and Crossbow cannot dish out the extra damage but a Bow can if it has been especially made to match your strength. This rule does not apply to Thrown Attacks (See below rules).
When you try to throw a ball far, the speed of your arm (Qu) and your technique (Ag) really determine how far it will travel. Your strength has very little to do with it. It is there to compensate for the weight of the object, it doesn't allow you to throw your arm any faster (effectively). If you are throwing an object that is heavy enough to slow you down, that is when a your power comes into play to help you overcome the object's greater inertia. As a general rule, almost all Major League Baseball stars can throw a baseball a heck of alot farther than a professional Power-lifter. On the other side of the coin, almost all Power-lifters can throw a very heavy weight further than a professional baseball player.
The below mechanics try to take into account the above factors, along with Newton's Law of F=m*v*v in a relatively simple rule mechanics. It will also address the system mechanics for making a ranged attack with a rock or other similar item. Their will be limits placed so that a really powerful creature cannot throw some 10,000 lbs rock, some 500 feet or more when he only weighs a mean, lean 150 lbs. It will also address damage dealt in an attack from a really heavy object.
To use these rules you must do the following mechanics. Step 1. The first thing you must do is figure out the being's weight. There are some very good rules in Rolemaster Companion I, page 66 for doing this. Step 2. Grab their Temporary Agility and Quickness Stats. This is the value, not the bonus. You may have to roll this from scratch or assign one. Step 3. Add the Temporary Stats together and then divide by two, rounding up. This will be your Temporary Throwing Stat. Step 4. Grab their Racial Agility and Quickness Bonuses and add them together. (You may have to make their Racial Bonuses up if the creatures' statistics are lacking.) Grab their Special Agility and Quickness Bonuses (if any) and add those together with their Racial Bonus. Step 5. Divide that number by four, rounding off. This is the Shift Value. The Shift Value could be a positive or a negative number. Step 6. Look up their Temporary Throwing Stat value on the table. Then use their Shift Value to shift their Temporary Throwing Stat an appropriate number of lines up or down. That will give you their Throwing Stat. Ie. A Shift Value three would cause a stat of 94 to be shifted to a value of 100. A shift value of negative four would shift a a Temporary Throwing Stat value of 94 to a value of 80-84. A Shift Value of Zero would leave it unchanged at 94. Step 6. Look at their Throwing Stat, look at the value under the Large Stature column. That will be their Throwing Stat Value (TSV). Note: All creatures regardless of stature use the Large Stature value for all the Throwing Rules. Step 7. Read the next set of rules... Thrown Attacks & Ranges
To work out how far an object can be thrown you need to have three things handy. Their Maximum Lifting Capacity (MLC), their weight in pounds and their Throwing Stat Value (TSV).
It is assumed that the thrower will only ever use a maximum of 60% of their Maximum Lifting Capacity (MLC) to make a ranged attack with an object. This is because you must raise the object to around head height to get a good throw in. Likewise, balance is a big factor when throwing large objects, if it is too heavy, the thrower may fall over trying to throw it, even if he has the strength to easily heft it.
You may throw any object 1-10 feet as long as it weighs no more than 60% of your MLC. You must use the 41%-60% value on the below table to determine the range modifications.
If you wish to throw a large, heavy object 11-30 feet then you must use these rules. The object that is being thrown can weigh no more than 60% of your body weight and no more than 40% of your MLC. You must use the 21%-40% value on the below table to determine range modifications.
The rest of the table goes like this. Determine the weight of the object as a percentage of your own body weight. Determine the weight of the object as a percentage of your MLC. You must use the higher of the two percentages on the below table as a limiting factor to the range.
All of the below ranges should be multiplied by the Throwing Stat Value (TSV) to obtain the thrower's range.
Max Values Ranges 1'-10' 11'-30' 31'-50' 51'-100'101'-300' 41%-60%* -90 na na na na 21%-40%** -70 -120 na na na 6%-20% -50 -90 -120 na na 3%-5% -40 -70 -100 -140 na 2% -30 -50 -90 -150 -200 1% -20 -40 -70 -100 -150 * Unless the rock is already in hand, ready to throw, this attack can only be made as a deliberate one due to the time it take to hoist the rock up. ** Unless the rock is already in hand, ready to throw, this attack can not be declared as a Snap Action due to the time it take to hoist the rock up.
Ie. Chakka the Cleaver has gone Troll hunting. After years and years of training with the Xiosians he is the picture of health, he is death come to life. The GM has determined that he weighs some 742 lbs. A friend by the name of Fiuhrel had found a potion almost two decades earlier. He deduced that if affect the imbibers strength somehow. He decide in the end to give it to Chakka. Chakka drank it and it nearly killed him as his once powerful frame wasted away to a paltry 70 lbs. Once the potion had run it's course he found that he was extremely hungry and extremely strong. He ate and ate, in time his strength grew to be almost god like. He can press about 20 tons over his head without really trying. He feels a Troll walking near, he reaches out with his left hand and grabs a fairly large boulder. He stands to throw it at the Troll who is some 220 feet away but he almost falls backwards as the boulder weighed a little more than him. He decides to pick a smaller rock, it only weighs some 35 lbs. He takes careful aim, then he hurls the rock at the Troll. The rock is only 0.07% of his MLC but it is 4.7% of his body weight. He must use the 3%-5% ranges and Modifications to his throw. Normally the Troll would be too far away but his TSV is 2.5 so the normal maximum range of 100 feet (-140 to hit) is increased to 250 feet (-140 to hit). The Troll is in big trouble, poor Troll.
All beings use the Large Stature no matter what their size is for determining the extra damage multiplier.
Step 1. Roll the attack. Apply any of the appropriate Range Penalties from the above Thrown Attacks & Ranges section to the roll. Add and subtract all of the regular Arms Law, Spell Law and Rolemaster modifications to the roll. (Thrown OB, Defender's DB, Deflections, Terrain, Cover Modification, Adrenal Defence, Magic Items, Good Armor, Quickness Bonus, etc...)
Step 2. Take the final result and look up the total on the Fall/Crush Attack Table using the appropriate AT. If a 0 hits result is obtained, it is assumed that the attack completely missed the target. If just hits are delivered or an A Critical is obtained, then it is assumed that the attack grazed the target. If a B result or higher is obtained, you add the weight of the object (in lbs) to the final result.
The Gamemaster may at his option use the Breaking "150" rules in Rolemaster Companion I on page 64. This will be exceptionally deadly if the rocks that are being hurled are fairly large.
Step 3. No matter what result was obtained, you multiply the damage delivered in the attack by their Throwing Stat Value (TSV).
Rock in lbs Maximum Result 0-1 Small Attacks 2-5 Medium Attacks 6-20 Large Attacks 21-50 Huge Attacks 50-oo No Maximum (Use Breaking "150" Rules)
Note: The odd magic item (usually found on short Dwarves of Hobbits) has been known to root the wearer to the ground so that they never loose their balance even in a fight. The Gamemaster at his option could rule that the person's weight restrictions may be waived from the above rules. This would allow him to put his full force behind his throw and not become unbalanced.
If the Gamemaster allows it, certain creatures may use the attack tables from Castle & Ruins to attack Castles and other large structures or annoying adventures that get in the way.
At the very minimum the creature must be at least as big and as strong as one of the following creatures: Cloud Giant, Frost Giant, Mountain Giant, Storm Giant, Cyclops, Ettin, Mature Dragon, Old Dragon, Arcane Drake, Dragonlord, Magedrake, Silverscale or a Titan. A Ruechei lacks the mass to throw a huge spear or boulder with the necessary force and not be unbalanced, they do have enough strength to tear down Castle Walls.
If you do allow this option then I suggest that the above entities must use the following rules. (This is really, really mean to a player's character, so unless your are really running a high powered campaign.)
To use the Ballista Attack Table they must be using a spear, pole or rock (50 lbs) that is at least 2x the size of a regular Ballista Spear. It is developed normally as a Thrown Weapon. When attacking small (under eight feet) and quick targets, the attack suffers a -100 penalty to hit. (Use the above rules for thrown weapons for range and to hit penalties.)
To use the Ram Attack Table the being must be using a fair sized tree trunk. This is developed as a 2-Handed Weapon. If they are really, really large, they may develop it as a 1-Handed Concussion Weapon. When attacking small (under eight feet), quick targets, the attack suffers a -100 penalty to hit. Alternately they may attempt to rip the Castle apart with their bare hands. This is treated as a Brawling Attack, existing Brawling Ranks (Martial Arts: Striking, Wrestling) my be used. The Castle gets a +100 DB (maybe more to alot more if it is magically fused together vs this attack. (Treeherds (Ents), Slowroots (Huorns) negate the Castles' DB bonus). Creatures like the Ruechei may develop this attack.
To use the Catapult Attack Table the being must be able to lob at least 300 lbs rocks at the Castle. The skill is developed as a Thrown Weapon Attack. They may attempt to hit small, fast moving targets with a big rock, but they suffer a -100 penalty to hit. This attack must meet any and all requirements under the Thrown Weapon Rules above.
Big Bob don't like mean old King in Castle who sends little snacks in hard shells to wreck Big Bob's home. Big Bob now go trash little King's home.
If you are wondering why I made the table to 200 instead of the regular 100, 110 or 150 it is because I ran into two beings on Kulthea with a Strength Stat that was more than 150. One of them was a 200 and a play of mine has a 200 St Stat (darn Book of Gates).
I hoped you liked these rules. If you have any questions or comments then please e-mail me at wq121@freenet.victoria.bc.ca
Wyatt
Copyright 1995,1997 by Wyatt Roger Lavigne. All Rights Reserved.