STATS
Roll 4d6 and reroll 1's.  Keep the highest 3.  Place on the stat of your choice.
INIT.
Each battle, roll 1d10 and add your pluses or minuses in.  The tell the DM/
FUMBLE: (NO MORE ATTACKS THIS ROUND)
Roll 1d20 and tell the DM.
------------------------------------------------------------------------------------------
CRITICAL HIT: (EXTRA FREE SWING)
SAVE VS DEATH MAGIC--
SAVE = DOUBLE DAMAGE
FAIL = DOUBLE MAX DAMAGE, AUTO KNOCKDOWN, SAVE VS PARALYZATION OR STUNNED 1D4 ROUNDS
----------------------------------------------------------------------------------------
SPECIALIZATION
(the levels listed below are for hand held meele weapons)
SPECIALIZED = +1 HIT  +2 DAM
WEAPON MASTER = 5th level or above, +3 HIT/DAM 
HIGH MASTER = 7th level or above, +3 HIT/DAM , -3 on weapon speed, critical hits on
              natural 18 or 19 if hit 5 over AC needed, bonus damage can do 2 more points
GRAND MASTER = at 12th level or higher, +3 HIT/+3 more allowed on bonus damage,
               1 extra atk per round, -3 on speed,
               critical hits on natural 17-19 if hit 5 over AC needed,
               damage dice of weapon moves up 1 dice-- ie: longsword 1d8 1d12 becomes 
               1d10 1d20, YOUR REPUTATION DRAWS ALL KINDS OF CREATURES READY TO PROVE
               THEY ARE BETTER THAN YOU.  
WEAPON LORD = at 17th level or higher, must have a +5 weapon, 2 extra atk per round above
              specialized amount, +4 hit, +4 more allowed on bonus damage
              -4 on speed, critical hits on natural 18-20,
              damage dice of weapon moves up 1 dice  
ONLY SINGLE CLASSED FIGHTERS CAN PROGRESS ABOVE WEAPON MASTER.
TRAINING COSTS: 1,000 GP PER YOUR LEVEL FOR  WEAPON MASTER,HIGH MASTER
                GRAND MASTER 20,000 GP AND A USEFUL MAGIC ITEM
                WEAPON LORD--   KILL THEM AND LIVE
NO SPECIAL REQUIREMENTS TO BECOME SPECIALIZED.
TO BECOME A WEAPON MASTER YOU ARE REQUIRED TO SPEND 1 MONTH OF INDIVIDUAL TRAINING.
TO BECOME A HIGH MASTER YOU MUST FIND A HIGH MASTER OF YOUR WEAPON TYPE.
TO BECOME A GRAND MASTER YOU MUST TRY AND FIND ONE WHO WILL BE WILLING TO TRAIN YOU,
   ALL OF THEM MAKE YOU FIGHT THEM AT THE END OF THE 6 MONTHS OF TRAINING TO GRADUATE,
   IF YOU FAIL IT TAKES ONE MORE MONTH FOR EACH FAILURE-- USING NORMAL WEAPONS.
TO BECOME A WEAPON LORD YOU MUST KILL THE CURRENT LORD, (THERE CAN BE ONLY ONE)
if current lord is killed by another creature the status goes to the next person
in line if or when they have a +5 weapon, the power is granted by tempus-lord of battles.
when someone reaches 17th lvl and gets a +5 sword they automatically know who the current
weapon lord is, BUT NOT WHERE.
----------------------------------------------------------------------------------------------------------------------
MOVEMENT (MOVEMENT IS IN TENS OF YARDS OUTDOORS, TENS OF FEET INDOORS)
YOU CAN WALK 2X YOUR MOVEMENT RATE IN MILES PER DAY ON SEMI-FLAT OPEN GROUND.
YOU CAN JOG 2X YOUR MOVEMENT RATE IN YARDS PER ROUND, EQUAL TO YOUR CON SCORE IN
ROUNDS, AFTER THIS A CON CHECK EACH ROUND TO KEEP JOGGING, ONCE FAILED MUST STOP
AND REST FOR A NUMBER OF ROUNDS EQUAL TO TIME SPENT JOGGING.
YOU CAN RUN 3X YOUR MOVEMENT RATE IN YARDS PER ROUND, ROLL A STR CHECK AT -4 TO START
RUNNING, EVERY ROUND SPENT RUNNING IS A CON CHECK WITH A -1 FOR EACH ROUND SPENT RUNNING,
( -2 ON SECOND ROUND, -3 ON THIRD ROUND, ETC:)
4X MOVEMENT RATE WITH A -6 STR CHECK
5X MOVEMENT RATE WITH A -8 STR CHECK
------------------------------------------------------------------------------------------
MOVEMENT DURING COMBAT
Move half your normal movement and still get all attacks.
Charge your full normal movement and get 1 attack, attack first when get there.
One square of free movement each round.
Mounted combat while moving get 1 attack per round, except with bows that get
    normal 2/1 attacks.
------------------------------------------------------------------------------------------
REGENERATION
Finger/Toe         30 rounds
Small chunks       35 rounds
Hand/Foot           1 hour
Forearm             2 hours
Arm                 4 hours
Leg                 8 hours
Head                1 day
Body from a small piece      1 week
---------------------------------------------------------------------------------------
HP VALUE PENALTY (rounded down)
At 3/4 your hit points :  -2 movement, make a constitution check or -2 hit an damage.
At 1/2 your hit points :  -3 hit an damage , -2 on AC , -4 movement
At 1/4 your hit points :  -4 hit an damage , -4 on AC , -6 movement , -2 on saves
---------------------------------------------------------------------------------------
BLOCKING
Use one of your attacks to block.
You roll to hit AC:4 , opponent rolls to hit your AC.
The one with the lower d20 roll wins.
You miss ac:4 and opponent hits your ac, you get hit.
Both miss, nothing happens.
You hit ac:4 and opponent misses you, nothing happens.
You still lose the attack slot no matter the outcome.
---------------------------------------------------------------------------------------
HIT POINT LOSS VALUES AND PENALTIES:
at 3/4 hp: -2 on movement , make a constitution check or -2 hit/dam
at 1/2 hp: -3 hit/dam, -2 on AC, -4 movement
at 1/4 hp: -4 hit/dam, -4 on AC, -6 movement, -2 on saves
we will use this instead of fatigue points, if you have the endurance non-weapon
proficiency then the numbers are 1 less than listed above.
---------------------------------------------------------------------------------------