Judges Guild Universal System

The Judges Guild Universal Role Playing Adventures are designed for use with all game systems. They require a separate rules system for use. The categories of statistics listed here are carefully selected to be directly applicable to the majority of the published rule systems but should not be considered the only statistics open for use. Should the particular game mechanics employed require the use of an additional term or statistic not found in this format, the Judge is encouraged to add it to the list. All unused categories may be ignored. The values of the statistics given assume that the natural span of human characteristics ranges between one and twenty with the normal person averaging out at ten. Since adventurous characters are above average, their beginning characteristics are generated with 3D6 to give a range of three to eighteen. A comparison chart is provided below to permit the Judge to quickly convert values on the 1D6, 2D6, 3D6, 1D20, and %D ranges from one to the other. Interpolation may be necessary with some figures, but the Judge should keep in mind that these are suggested values only and may be modified to best suit the tone of the campaign he or she is moderating.

The basic assumptions on the rationale for Magic vary so widely from one game system to another that one set of statistics cannot cover the field adequately. Therefore, each spell or magical effect is given a general name such as Stop Person or Invisibility. Unusual effects or articles are described in the text where first encountered or in a special section at the end. The Judge can then assign an equivalent spell or effect from the specific game system being used.

During the initial reading of a Universal product, the Judge should note the quantities and distribution of the treasure and artifacts. Each game system and even each campaign within a game system tends to run at a level of reward unique unto itself. The Judge is reminded to adjust the amount of treasure available by adding or deleting to correspond with the campaign he or she moderates.

CHARACTERS: Game "Characters" are given varying amounts of description depending upon the importance of the character to the adventure. Minor individuals are listed where first encountered in the text and have only the most cursory details given. Major in­dividuals are listed where first encountered and have as much detail given as is desirable for their intended role. In addition to the text listing, an alphabetical listing of the characters and their game statistics may be given in chart form at the end of the product. The explanation of the complete list of possible character statistics follows in the order given.

CLS:Class - an indication of the character’s profession or main occupation. Abbreviations are explained on a following table.
ALN:Alignment - an index of a character’s predisposition toward moral or ethical choices to be made during the game. Alignment is abbreviated in descending importance from left to right. The third letter indicates only a suppressed desire.
LVL:Class Level - an index of the experience and skill acquired in the character’s main occupation or profession. The first two numbers indicate the actual class level of the profession while the last indicates the total number of occupations in which the character has gained skill.
HTK:Hits to Kill - the number of hit points necessary to render a character unconscious when reduced to zero or to slay the character when reduced to a negative amount equal to the character’s CON.
ARM:Armor Type - a summary of the amount of damage it is possible for the character to absorb due to the protection of worn armor or clothing. Wearing a lot of armor will lower the Agility (AGL) and Speed (SPD) of the character. During normal combat, the amount of damage which can be absorbed per round is equal to one-tenth the Armor Type (ARM) with all decimal amounts dropped. For instance, ARM: 022 would provide 02 points of protection per round. The Armor Type (ARM) is the sum of the pieces of armor listed in the chart below. Each individual piece can be referred to by a three-letter abbreviation in which the first letter is the construction material and the last two letters indicate the specific item.
PSL:Personal Social Level - an index of the social standing. The first two digits indicate the level in the area in which the character resides and the third number indicates the level of notoriety within a twenty mile radius.
STR:Strength - an index of the character’s ability to apply physical force. The first two digits indicate the actual Strength of the character and the last number indicates the number of times per day this characteristic may be tested without checking for damage due to stress.
INT:Intelligence - an index of the character’s reasoning power, learning ability, concentration, and memory. The first two digits indicate the actual Intelligence, and the last number indicates the number of times per day that this characteristic can be tested to the utmost without checking for stress damage.
WIS:Wisdom - an index of the character’s intuitive judgement and knowledge gained from experience. The first two digits indicate the actual Wisdom, and the third indicates the number of times per day the characteristic can be tested to the utmost without checking for stress damage.
CON:Constitution - an index of the character’s ability to withstand pressure and physical hardships without permanent harm as well as the recuperative or self-healing powers of the character. The first two digits indicate the actual Constitution of the character, and the third number is the number of times per day this characteristic can be tested without checking for stress damage.
DEX:Dexterity - an indication of a character’s coordination and manipulative ability. The first two numbers are the actual Dexterity rating, and the third is the number of times per day that the characteristic can be tested without checking for stress damage.
CHA:Charisma - an index of the character’s personal magnetism and persuasiveness. The first two numbers are the actual rating, and the third number is the number of times per day the characteristic can be tested without checking for stress damage.
END:Endurance - a measure of the amount of physical stress to which the character can be subjected. The first two numbers indicate the actual rating, and the third number indicates the number of times per day that Endurance can be tested without checking for stress damage.
AGL:Agility - an index of the character’s ability to maneuver the entire body. The first two digits are the actual rating, and the third is the number of times per day this characteristic can be tested without checking for stress damage.
LED:Leadership - an index of the character’s ability to command the respect of subordinates, motivate others, and boost morale. The first two numbers are the actual rating, and the third is the number of times per day that this characteristic can be tested without checking for stress damage.
LCK:Luck - an index of the character’s relationship with the forces that control that character’s fate and his relationship to the fate of all others. The first two digits are the actual rating, an the third is the number of times this charac­teristic can be tested without incurring the "wrath of the gods."
PSY:Psionic Ability - an index of the character’s ability to channel and use psionic powers. The first two numbers in dicate the actual rating, and the third number indicates the number of times per day this ability can be tested without checking for stress damage.
WPN:Weapon - an indication of the weapon commonly carried and most likely to be used in combat. Abbreviations are explained on a following table.

MONSTERS: Game "Monsters" are given only a cursory treatment where first encountered in the text. Individual variations in statistics or equipment are also given here. The total game statistics are listed in the special section at the end of the product where a typical monster is described in detail. The information given, in order, is:

CodeMeaningCodeMeaningCodeMeaning
NAPNumber  AppearingARM Armor TypeMRTMagical  Resistance
NOA Number In LairPF%% of FemalesSPASpecial Abilities
HIT Hit DicePY%% of YoungWPNWeapon
HTKHits To KillINTIntelligenceRADResist Radiation
NOANumber Of AttacksGESGestation Period   PORPoison Resistance
DPADamage Per AttackGRPGrouping NameHABNatural Habitat
SPDSpeedCLSClassFODFood Or Prey Eaten
SIZSizeLVLClass LevelLIFNatural Life Span
ALN AlignmentPSYPsionic AbilityCOLPredominant Color
DOMType Of Lair/Domicile 

CLASS
ALCAlchemist
AMZAmazon
ANMAnimal Trainer
ARMArmorer
ASNAssassin
BEGBeggar
BERBerserker
BARBarbarian
BRDBard
BUFBuffoon
CHLChild
CLRCleric
DEMDemon
DRDDruid
FTRFighter
ILLIllusionist
NKTKnight
MAGMagic User
MNKMonk
PALPaladin
RGRRanger
SAGSage
SAMSamurai
THFThief
VALValkyrie
VIKViking
WITWitch

BODY
1Shoulder Guards
2Belt
4Girdle
6Breastplate
8Tunic
10Coat

ARM
1Gloves
2Braces
3Armbands
4Vambrace
5Half Sleeve
6Sleeve

LEG
1Leggings
2Boots
3Shinguards
4Greaves
5Cuisses
6Chauses

HEAD
3Hood
4Turban
5Cap
6Helm
9Basinet
11Heaume

HEAD MODIFIERS
1Cheekguard
1Neckguard
1Nasalguard
2Visor

SHIELD
4Parry Weapon
5Buckler
6Target
7Heater
8Aspis
9Kite
12Tower

CONSTRUCTION
 MaterialReinf.
Modifier
1Silk, Linen, Cloth
2Soft leather, Soft Wood
3Felt, Light Fur
4Wicker, Heavy Fur+1
5Hard leather, Clay+1
6Hard Wood, Horn,
Bone, Onyx
+2
7Gold, Copper, Marble,
Jade
+2
8Electrum, Silver, Bronze+3
9Platinum+3
10Iron+4
11Steel+4
12Admantite,
High Chrome Steel
+5

CONSTRUCTION METHOD
0Open
1Ringmail
2Chainmail
3Formed Plate

PROBABILITY COMPARISON CHART

1D61111122345566666
2D6223345677891011111212
3D63456789101112131415161718
1D20111234-56-78-1011-1314-1516-171819202020
%D123-56-1011-1718-2728-3839-5051-6263-7374-8384-9091-9596-9899100

ARMOR COMPOSITION:
AAdamantite
BBronze
CCopper
DDamascus Steel
EElectrum
FFelt or Fur
GGold
HHardened Wood
IIron
JJasper Or Jade
KCloth
LLeather
MMithril
NNetting
OOrichacum or Onyx
PPlatinum
QQuartz
RRock
SSilver
TTin
UEarth or Clay
VMarble
WWood
XUnidentified
YPaper
ZZircon

ARMOR TYPE
CTChain Mail Tunic
RTRing Mail Tunic
CDCoat of Defense
MCCoat of Mail
BRBreastplate
BCBody Corselet
BABanded Armor
CAClemal - Armor
JKJack
SLStudded Leather
KKKulah Khud
GNGorget Neck Armor
CGCamail Guard
BBBaldric Belt
ADArming Doublet
AGArming Girdle
AHArming Hose
ASArming Spurs
SASpiked Armlet
GBArcher's Guard Braces
DGDueling Gauntlet
FNFalconer's Gauntlet
MGMail Gauntlet
FAFalconer's Glove
LGGreaves
CHClosed Helm
HCHelm Crest
FGFace Guard
EGEar Guards
PBPlate Barding
CRChain Barding
SHShield
BSBuckler
SUSurcoat
XDCloak or Robe

WEAPON COMPOSITION
AAdamantite
BBronze
CCopper
DDamascus Steel
EElectrum
FFlint
GGold
HHardened Wood
I Iron
JJade
KCursed
LLeather
MMithril
NNetting or Rope
0Orichalcum
PPlatinum
QQuartz
RRock
S Silver
TTin
UPoison Treated
VMagic
WWood
XUnidentified
YMagicum
ZZircon

WEAPON TYPE
SWSword
MGMain Gauche
TKThrowing Knife
DKDirk
DGDagger
SSShortsword
FLFalchion
SCScimitar
BSBroadsword
LSLongsword
CSCane Sword
RSRapier
HSBastard Sword
TSTwo-handed Sword
JVJavelin
SPSpear
LALance
PKPike
PAPole Arm
CPCatch-pole
BPBerdiche
SIBill
FSFeather Staff
GPGuarded Awl Pike
FCFauchard
GIGuisarme
GVGuisarme-Voulge
GLGlaive
GGGlaive-Guisarme
HLHalberd
LHLucern Hammer
MFMilitary Flail
PTPartizan
RNRanseur
TRTrident
VLVoulge
AAAdz-Axe
ADParrying Adz
CACarpenter’s Adz
ANAnkh
AKAxe-Knife
HAHand Axe
BABattle Axe
MPMilitary Pick
DHDwarven Hammer
HMHorse Mace
FMFoot Mace
HWHoly Water Sprinkler
MSMorning Star
CLClub
TCTruncheon
BLBludgeon
QSQuarter Staff
PCPacho
SBShortbow
CRComposite Bow
HRHorse Bow
LBLong Bow
ARArbalest
KBHeavy Crossbow
MBMultiple Crossbow
PBPellet Crossbow
RBRepeating Crossbow
DRDart Blowgun
STSpear Thrower
SLSling
SFStaff Sling
DTDart
THThrowing Star
BRBoomerang
CECestus
KNKnuckle Duster
WHWhip
NTNet
BOBolas
WFWar Fan
FAFang
CTCaltrop
BTBallista
BMBattering Ram
CUCatapult
MAMangonel
ONOnager
SGSpringald
TBTrebuchet