The 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 in dividuals 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 judgment 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 charac teristic 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 indicate 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:
 
Code Meaning Code Meaning Code Meaning
NAP Number  Appearing ARM Armor Type MRT Magical  Resistance
NOA Number In Lair PF% % of Females SPA Special Abilities
HIT Hit Dice PY% % of Young WPN Weapon
HTK Hits To Kill INT Intelligence RAD Resist Radiation
NOA Number Of Attacks GES Gestation Period POR Poison Resistance
DPA Damage Per Attack GRP Grouping Name HAB Natural Habitat
SPD Speed CLS Class FOD Food Or Prey Eaten
SIZ Size LVL Class Level LIF Natural Life Span
ALN Alignment PSY Psionic Ability COL Predominant Color
DOM Type Of Lair/Domicile        
 
Class
ALC Alchemist BUF Buffoon MNK Monk
AMZ Amazon CHL Child PAL Paladin
ANM Animal Trainer CLR Cleric RGR Ranger
ARM Armorer DEM Demon SAG Sage
ASN Assassin DRD Druid SAM Samurai
BEG Beggar FTR Fighter THF Thief
BER Berserker ILL Illusionist VAL Valkyrie
BAR Barbarian NKT Knight VIK Viking
BRD Bard MAG Magic User WIT Witch
 
Body
1 Shoulder Guards 4 Girdle 8 Tunic
2 Belt 6 Breastplate 10 Coat
 
Arm
1 Gloves 3 Armbands 5 Half Sleeve
2 Braces 4 Vambrace 6 Sleeve
 
Leg
1 Leggings 3 Shinguards 5 Cuisses
2 Boots 4 Greaves 6 Chauses
 
Head
3 Hood 5 Cap 9 Basinet
4 Turban 6 Helm 11 Heaume
 
Head Modifiers
1 Cheek guard 1 Nasal guard    
1 Neck guard 2 Visor    
 
Shield
4 Parry Weapon 7 Heater 9 Kite
5 Buckler 8 Aspis 12 Tower
6 Target        
 
Construction
  Material Reinf. Modifier   Material Reinf. Modifier
1 Silk, Linen, Cloth +0 7 Gold, Copper, Marble, Jade +2
2 Soft leather, Soft Wood +0 8 Electrum, Silver, Bronze +3
3 Felt, Light Fur +0 9 Platinum +3
4 Wicker, Heavy Fur +1 10 Iron +4
5 Hard leather, Clay +1 11 Steel +4
6 Hard Wood, Horn, Bone, Onyx +2 12 Admantite, High Chrome Steel +5
 
Construction Method
0 Open 2 Chainmail    
1 Ringmail 3 Formed Plate    
 
Probability Comparison Chart
1d6 2d6 3d6 1d20 1d100
1 2 3 1 1
1 2 4 1 2
1 3 5 1 3-5
1 3 6 2 6-10
1 4 7 3 11-17
2 5 8 4-5 18-27
2 6 9 6-7 28-38
3 7 10 8-10 39-50
4 7 11 11-13 51-62
5 8 12 14-15 63-73
5 9 13 16-17 74-83
6 10 14 18 84-90
6 11 15 19 91-95
6 11 16 20 96-98
6 12 17 20 99
6 12 18 20 100
 
Armor Composition
A Adamantite J Jasper or Jade S Silver
B Bronze K Cloth T Tin
C Copper L Leather U Earth or Clay
D Damascus Steel M Mithril V Marble
E Electrum N Netting W Wood
F Felt or Fur O Orichalcum or Onyx X Unidentified
G Gold P Platinum Y Paper
H Hardened Wood Q Quartz Z Zircon
I Iron R Rock    
 
Armor Type
CT Chain Mail Tunic CG Camail Guard LG Greaves
RT Ring Mail Tunic BB Baldric Belt CH Closed Helm
CD Coat of Defense AD Arming Doublet HC Helm Crest
MC Coat of Mail AG Arming Girdle FG Face Guard
BR Breastplate AH Arming Hose EG Ear Guards
BC Body Corselet AS Arming Spurs PB Plate Barding
BA Banded Armor SA Spiked Armlet CR Chain Barding
CA Clemal - Armor GB Archer's Guard Braces SH Shield
JK Jack DG Dueling Gauntlet BS Buckler
SL Studded Leather FN Falconer's Gauntlet SU Surcoat
KK Kulah Khud MG Mail Gauntlet XD Cloak or Robe
GN Gorget Neck Armor FA Falconer's Glove    
 
Weapon Composition
A Adamantite J Jade S Silver
B Bronze K Cursed T Tin
C Copper L Leather U Poison Treated
D Damascus Steel M Mithril V Magic
E Electrum N Netting or Rope W Wood
F Flint O Orichalcum X Unidentified
G Gold P Platinum Y Magicum
H Hardened Wood Q Quartz Z Zircon
I Iron R Rock    
 
Weapon Type
SW Sword HL Halberd LB Long Bow
MG Main Gauche LH Lucern Hammer AR Arbalest
TK Throwing Knife MF Military Flail KB    Heavy Crossbow
DK Dirk PT Partizan MB Multiple Crossbow
DG Dagger RN Ranseur PB Pellet Crossbow
SS Shortsword TR Trident RB Repeating Crossbow
FL Falchion VL Voulge DR Dart Blowgun
SC Scimitar AA Adz-Axe ST Spear Thrower
BS Broadsword AD Parrying Adz SL Sling
LS Longsword CA Carpenter’s Adz SF Staff Sling
CS Cane Sword AN Ankh DT Dart
RS Rapier AK Axe-Knife TH Throwing Star
HS Bastard Sword HA Hand Axe BR Boomerang
TS Two-handed Sword BA Battle Axe CE Cestus
JV Javelin MP Military Pick KN Knuckle Duster
SP Spear DH Dwarven Hammer WH Whip
LA Lance HM Horse Mace NT Net
PK Pike FM Foot Mace BO Bolas
PA Pole Arm HW Holy Water Sprinkler WF War Fan
CP Catch-pole MS Morning Star FA Fang
BP Berdiche CL Club CT Caltrop
BI Bill TC Truncheon BT Ballista
FS Feather Staff BL Bludgeon BM Battering Ram
GP Guarded Awl Pike QS Quarter Staff CU Catapult
FC Fauchard PC Pacho MA Mangonel
GI Guisarme SB Shortbow ON Onager
GV Guisarme-Voulge CR Composite Bow SG Springald
GL Glaive HR Horse Bow TB Trebuchet
GG Glaive-Guisarme