Table A: Affecting Bodily Form In Gross
| 01 |
Extra Head (INT and POW as for race). When being used to divide spell fire, attacks, etc. roll on the Coordination skill (as Parry skill, ignore POW, Base 25%). Failure causes both actions to fail; a fumble causes
both actions to fumble (even spells). For general actions, make a POW roll for each head. Best result wins; a draw means indecision. Keep 2 sets of skills - 1 per head. Left head controls left arm and leg, right head controls right arm and leg. |
| 02-08 |
Head becomes bestial. Roll d10: 1 = Goat (as broo), 2 = Fly, 3 = Bat (sonar sense), 4 = Horse, 5 = Rat (as wererat), 6 = Wolf (as werewolf), 7 = Lizard (heat sense), 8 = Eagle (as wereagle), 9 = Elephant, 10 = Cat (d6 bite) |
| 09-11 |
Rams Horns. Roll d6: 1-3 = d6 damage, 4-5 = d8 damage, 6 = d10 damage. Can crush. Helms are double cost. |
| 12-14 |
Unicorns Horn. Roll d10: 1-4 = d4+1 damage, 5-7 = d6+1 damage, 8-9 = d8+1 damage, 10 = d10+1 damage. Can impale. Helms are double cost. |
| 15-17 |
Deer Antlers. Roll d10: 1-4 = d6 damage, 5-7 = d8 damage, 8-9 = d10 damage, 10 = 2d6 damage. Can slash. No Helm may be worn. Natural 3 point head armour. |
| 18-20 |
Snakes for hair. Each round they may attack d3 melee opponents, for a d3 damage. They may impale and are venemous. Attack at DEX x 5%. Cannot be surprised from behind. Cannot wear a helmet. |
| 21-27 |
Eyes warped. Roll d10: 1 = Chameleon (+20% to hit with a missile weapon. Spot hidden limited to base plus bonuses), 2 = Spider (8 eyes), 3 = Insect, 4 = Owl (affected by sunlight as troll, but nightvision as Darksee), 5 = Crab (on stalks - can see around corners), 6 = Catseyes (as owl but no drawbacks), 7 = Eagle eyes (permenant farsee), 8 = Normal eyes bu start
watersense skill, 9 = Cyclops Eye (Missile attacks @ -10%, -20%, -30% @ short, medium, long ranges, 10 = Blind but gains sonar sense. |
| 28-34 |
Nose warped. Roll d10: 1 = Elephant trunk, 2 = Elephant Seal trunk, 3 = Long probing proboscis (Smell Analysis skill), 4 = Large pink proboscis, 5 = Flat snuffler schnoz (Track by Scent skill), 6 = 2 normal noses on face, 7 = second nose on a random location, 8 = Large bloated nose, very sensitive, may wear no armour on head, any hit on location #19
results in incapacitation for d3 rounds, 9 = normal nose, but can 'sniff' runes, 10 = no nose (cannot smell). |
| 35-41 |
Ears warped. Roll d10: 1 = Fox (+20% listen), 2 = Elephant (no heavy helm), 3 = Rabbit (good directional hearing), 4 = Donkey, 5 = Trumpet, 6 = Bat (sonar sense), 7 = Lop ears down to waist, 8 = Normal, but unreliable (Listen base 5%, 76+ fumble), 9 = Feathery antennae (hearing as Windwords), 10 = No ears. Deaf. |
| 42-48 |
Mouthparts warped. Roll d10: 1 = Gnat (bloodsucking, painless d4 bite), 2 = Fly, 3 = Sabre toothed (d8 bite, impales), 4 = Crocodile (d10 bite, slashes), 5 = Hooked beak (d8 bite, impales), 6 = Finch beak (d8 bite, crushes), 7 = Thrush beak, 8 = Anteater, 9 = Beetle, 10 = Butterfly (eat only sweet liquids). |
| 49-55 |
Wings. Roll d10: 1 = Bat, 2 = Angel, 3 = Dragon, 4 = Butterfly, 5 = 1 pair of insect wings, 6 = Pterosaur, 7 = useless small wings, 8 = Ostrich (may use as shield, 8 point armour, free extra parry / round), 9 = 2 pairs of insect wings, 10 = 1 pair of insect wings beneath beetle elytra (6 pt back armour). |
| 56 |
Bloated gas bag body. No bones. d6 total hit points. Only count ½ SIZ towards damage bonus. When dead collapses to empty skin. Falling damage limited to 2d6. |
| 57 |
Body back to front. Cannot bend over forwards. |
| 58 |
Detachable body parts. Each can be controlled while dismembered. No damage taken to total hits. Only head hits are fatal to the character. Each part must be destroyed separately. |
| 59-65 |
Hands and feet. Roll d10: 1 = Suckers (permanent Monkeyclimb), 2 = Webbed (+40% Swimming), 3 = Talons (d6 damage), 4 = Octopus tentacles (Move 4), 5 = Insect limbs, 6 = Bird of prey (wings and taloned feet), 7 = Reptilian, 8 = Stilt legs and gangling arms (½ locational hp, x2 SIZ for SR, stealth, parry, and defence), 9 = No normal limbs but dozens of small insectoid appendages down front of body, 10 = No limbs. |
| 66-72 |
Hands warped. Roll d10: 1 = Crab claws (d10 damage, crush), 2 = Praying Mantis claws (d10 damage, slash), 3 = Bird claws (d6 damage, impale), 4 = Tiger claws (d8 damage, slash), 5 = Bear claws (d8 damage, crush), 6 = Eagle wings, 7 = Penguin wings, 8 = Duck wings, 9 = Jabbers (as Bagog Runespell), 10 = Octopus tentacles. |
| 73-79 |
Extra limbs. Roll d10: 1-2 = middle leg, 3-4 = right arm, 5-6 = left arm, 7 = two extra arms, 8 = two extra arms and one extra leg, 9 = janus faced, 10 = face in chest, no head. |
| 80-82 |
Large permanent erection, if male. No armour on abdomen.
Enormous breasts, if female. No armour on chest. |
| 83-89 |
Tail. Roll d10: 1 = scorpion (as scorpion man), 2 = rat, 3 = lion, 4 = lizard, 5 = fish, 6 = peacock, 7 = lobster, 8 = rabbit tuft, 9 = fox's brush, 10 = whiplash. |
| 90-92 |
Prehensile tail. Roll d10: 1-4 = short (holds things but not otherwise useful), 5-7 = long (can be used to dangle - limited use), 8-9 = long with fingers (effectively an extra arm), 10 = long with extra eye at tip. |
| 93-99 |
Feet warped. Roll d10: 1 = cloven hooves, 2 = baboon feet, 3 = horses hooves, 4 = elephant legs, 5 = no legs, slug body, 6 = insect legs, 7 = eagle legs, 8 = no legs, seal tail, 9 = duck legs, 10 = no legs. |
| 00 |
Something really wierd! |
Table C: Affecting Appearance Superficially
| 01-07 |
Hair of unusual colour. Roll 1d10: 1 = White, 2 = Red, 3 = Green, 4 = Blue, 5 = Purple, 6 = Orange, 7 = Grey, 8 = Brown, 9 = Black, 10 = All. |
| 08-11 |
Roll d10: 1-4 = Totally hairless, 5-7 = Very hirsute, 8-9 = Very patchy hair growth, 10 = Hair grows in clumps of curls. |
| 12-15 |
Shiny metallic skin. +2 armour points. |
| 16-22 |
Skin of unusual colour. Roll 1d10: 1 = White, 2 = Red, 3 = Green, 4 = Blue, 5 = Purple, 6 = Orange, 7 = Grey, 8 = Brown, 9 = Black, 10 = All. |
| 23-24 |
Hypnotic skin. If naked then SIZ attacks INT of any unguarded observer and all melee opponents. |
| 25-31 |
Thick horny skin. Roll d10: 1-4 = +d4 armour, 5-7 = +d6 armour, 8-9 = +2d6 armour, 10 = +3d6 armour. +1 on SIZ and -1 on DEX per d6 armour. |
| 32-35 |
Extremely conspicuous and distinguished. +2d6 Charisma. |
| 36-39 |
Extremely ugly and stinks, warts, pustules and horrible voice. Charisma = d4, racial maximum = 5. |
| 40-43 |
Totally silent. Cannot talk. |
| 44-47 |
Extremely quiet when moving. +20% to move quietly. |
| 48-51 |
Extremely noisy when moving. Crashes, guffaws, farts giggles, etc. |
| 52-55 |
Glows in the dark. |
| 56-59 |
Invisible at will. |
| 60-66 |
Visage warped. Roll d10. 1 = aged and worn, 2 = skeletal, 3 = twisted, features in disarray, 4 = vampiric, black hair, pale face, 5 = baby faced, 6 = pustuled and rotten, 7 = angelic, 8 = inverted, 9 = demonically crazed, 10 = skinless, no eyelids etc. |
| 67-73 |
Appearance confusing. Roll d10: 1-4 = +20% defence, 5-7 = +30% defence, 8-9 = +40% defence, 10 = +50% defence. |
| 74-80 |
Valuable gems on body. Rol d10: 1-2 = Ruby nails (d6 or +2 damage), 3-4 = Daimond teeth (bite, d6 or +2 damage), 5 = Jewelled skin (add d3+1 armour, hide in cover halved), 6-7 = Sapphire eyes (permenant farsee, +20% on visual perception bonus), 8 = Opal in forehead (d8+1 Power store, d3+1 spell store), 9 = Black gem in forehead (Fearshock ray once per round),
10 = Emerald in forehead (Sapsuck ray once per round). |
| 81-84 |
Appears completely harmless. Opponent believes he has an easy fight and will ignore if other opponents are to hand. He will not waste magic or power on this feeble enemy. |
| 85-86 |
Is completely harmless. Treated as above but can do no damage physically, whatsover. May use missiles. |
| 87-90 |
Appears invincible. Appears totally unhurt until dead. |
| 91-92 |
Is invincible. As above but life force is in gem at random d20 location. Cannot be harmed, save at that location. |
| 93-96 |
Appears extremely dangerous. Obviously menacing from any distance. Upon every attack appears to nearly beat guard, and drive in a killing blow. POW x 5% or else just parry. |
| 97-98 |
Is extremely dangerous, but roll a d100 every round. 1-5 = automatic, unparriable, critical, special attack to a random hit location. |
| 99 |
Takes on essence of Form Rune. Can Speak with form as permanent Rune spell. Roll d10: 1 = Plant, 2 = Insect, 3 = Fish, 4 = Newt, 5 = Reptile, 6 = Bird, 7 = Beast, 8 = Man, 9 = Undead, 10 = Roll twice. |
| 00 |
Something really wierd! |
Table D: Conferring Special Attacks
| 01-20 |
Free Battle Magic once per round. Roll d20: 1-2 = Befuddle, 3 = Binding, 4 = Curdlev, 5-6 = Demoralize, 7 = Dispel Magicv, 8-9 = Disruption, 10 = Dullbladev, 11 = Extinguish, 12 = Fanaticismv, 13 = Gluev, 14-15 = Harmonize, 16 = Ignite, 17 = Invisibilityv, 18 = Mindspeechv, 19-20 = Revulsion. For variable spells (marked v) roll d10: 1-3 = 1 pt, 4-5 = 2 pts, 6-7 = 3 pts, 8 = 4 pts, 9 = 5 pts, 10 = 6 pts. |
| 21-25 |
Curse as Klute Rune spell, d6 times per day. Roll d10: 1 = Blindness, 2 = Clumsiness, 3 = Deafness, 4 = Dumbness, 5 = Feebleness, 6 = Ugliness, 7 = Weakness, 8 = Burn, 9 = Needle, 10 = Deathtrance. Roll d10 for duration: 1-4 = 1 day, 5-7 = 1 week, 8-9 = 1 season, 10 = until attacker is killed. |
| 26-28 |
Delusion as Selene Rune spell. Roll d10: 1-4 = 1/week, 5-7 = 1/day, 8-9 = d3/day, 10 = d6/day. |
| 29-31 |
Fear as Zorak Zoran Rune spell. Frequency as above. |
| 32-34 |
Free Ghost as Azrael Rune spell. Frequency as above. |
| 35-37 |
Phantasm as Selene Rune spell. Frequency as above. |
| 38-40 |
Sapsuck as Zadok and Banuril Rune spell. Frequency as above. |
| 41-43 |
Turn Undead as Humakt Rune spell. Frequency as above. |
| 44 |
Mindblast as Selene Rune spell. 1/day. |
| 45 |
Moonscape as Selene Rune spell. 1/day. |
| 46 |
Moonstrike as Selene Rune spell. 1/day. |
| 47 |
Sever Spirit as Azrael Rune spell. 1/day. |
| 48 |
Time Bolt as Chronos Rune spell. 1/day. |
| 49-51 |
Permanent Hammerhead as Klute Rune spell. Roll d10: 1-4 = 1 pt, 5-7 = 2 pts, 8-9 = 3 pts, 10 = 4 pts. |
| 52-54 |
Permanent Hellroar as Lowbrow Crazynerk Rune spell. |
| 55-57 |
Permanent Wounding as Zadok and Banuril Rune spell on natural attacks |
| 58-60 |
Immolate as Phoenix Rune spell. 1/day. |
| 61-70 |
Gaze attack. Start at 25% + perception bonus. Roll d10: 1 = Hypnotic (POW vs POW), 2 = Drain d3 hp, 3 = d3 CON drain, 4 = d3 INT drain, 5 = d3 POW drain, 6 = Delusion as Selene Rune spell (POW vs POW), 7 = Heart attack (CON x 5% to survive), 8 = Fearshock (POW vs POW), 9 = d3 STR drain, 10 = Petrification (POW vs CON). Nos. 1, 7, 10 are permanent; 2, 6, 8 recover normally, others regain at 1 point per week. |
| 71-75 |
Spit Acid. d6/day. Roll d10 for damage: 1-4 = d6, 5-7 = 2d6, 8-9 = 3d6, 10 = 4d6. Governed by spit attack skill, base 25%. |
| 76-80 |
Breathe Fire. d6/day. Damage as above. Governed by breath attack skill, base 25%. |
| 81-85 |
Noxious breath attack. 1 opponent / round. Roll CON x 5% or be incapacitated, vomiting on the floor. Governed by breath attack skill, base 25%. |
| 86-88 |
Poison breath attack. 1 / round. Potency = 1. Governed by breath attack skill, base 25%. Roll for random type (see Demosthenes cult). |
| 89-91 |
POW drain touch as vampire, see Christos Farlae cult. |
| 92-94 |
Missile teeth. Shoot d3 teeth per round, d3 damage, natural attack. Teeth grow back in 22-CON days. |
| 95-99 |
Spirit attacks killer after death. Roll d10: 1-4 = to destroy, 5-7 = to possess, 8-9 = haunt in combat, 10 = haunt to frighten. |
| 100 |
Something really wierd! |
Table E: Conferring Passive Abilities
| 01-03 |
Immune to all poison. |
| 04-06 |
Indetectable by magic, save for Blueface spell Detect Chaos. |
| 07-11 |
Defence bonus improved. Roll d10: 1-4 = +5%, 5-7 = +10%, 8-9 = +15%, 10 = +20%. |
| 12-16 |
Regenerate until dead in location of choice. Roll d10: 1-4: 1 pt/MR, 5-7 = d4 pts/MR, 8-9 = d6 pts/MR, 10 = d10 pts/MR. |
| 17-18 |
Permanent Chameleon as Faerie Rune spell. |
| 19-23 |
Gem inside creature. Roll d10:
- a diamond skull (double hit points in head),
- rune metal heart,
- truestone in brain (roll d10 for size: 1-4 = 1pt, 5-7 = 2pts, 8-9 = 3 pts, 10 = 4 pts),
- warped crystal bearing second chaos feature in random location,
- emerald in testicles or breasts (permanent Potency as Klute battle magic and Fertility Rite as Matar Rune spell),
- rune metal skeleton,
- rune metal nerves,
- body fat is aromatic incense,
- mixed small gems in random internal organ. Roll d10: 1 = brain, 2 = heart, 3 = lungs, 4 = liver, 5 = spleen, 6 = gall bladder, 7 = kidneys, 8 = stomach, 9 = intestines, 10 = bladder.
- blood dries into crystals. Roll d10: 1 = clear diamonds, 2 = red rubies, 3 = green emeralds, 4 = blue sapphires, 5 = black jet, 6 = yellow topaz, 7 = purple amethyst, 8 = milky pearls, 9 = multicoloured opals, 10 = roll again on full table but double size, value and power of crystals.
For rune metal roll d8: 1 - bronze, 2 - lead, 3 - tin, 4 - copper, 5 - quicksilver, 6 - gold, 7 - silver, 8 - iron. |
| 24-26 |
Roll d6: 1-3 = Never surprised, 4-6 = Always surprised. |
| 27-29 |
Acid blood. Any damage to creature inflicts (equal damage - d6) on weapon. Heavy hits cause splash. |
| 30-31 |
Acid sweat. As above but does full damage to armour of metallic nature and cannot splash. |
| 32-36 |
Proof against element, elementals, and Rune magic. Roll d8: 1 = dark, 2 = water, 3 = earth, 4 = air, 5 = fire, 6 = moon, 7 = iron, 8 = all. |
| 37-41 |
Vulnerable to element, elementals, and Rune magic. Roll as above. Take double damage or defend with half POW. |
| 42-46 |
Absorb spells. Roll d10: 1-4 = 1 pt battle magics, 5-7 = 2 pt battle magics and 1 pt Rune spells, 8 = 3 pt battle magics and 1 pt Rune spells, 9 = 4 pt battle magics and 2 pt Rune spells, 10 = all spells. |
| 47-51 |
Reflect spells. Roll as above. |
| 52-54 |
Attract all offensive spells within ... Roll d10: 1-4 = 20m, 5-7 = 40m, 8-9 = 80m, 10 = 160m. |
| 55-56 |
Attract all spells. Roll as above. |
| 57-58 |
No spell resistance. All spells hit on 01-95. |
| 59-71 |
Phobia of ... Roll d20: 1 = mirrors, 2 = Death rune, 3 = sunlight, 4-5 = fire, 6-7 = running water, 8-10 = dead things, 11-13 = violence, 14 = small furry animals, 15 = night air, 16 = heights (see Jack), 17 = cowardice (see Viking), 18-19 = chaos-reavers, 20 = all non-chaots. (Nos. 1-7 see Christos Farlae, 8-15 see Ishtar) |
| 72-76 |
Insanity. Roll on Engariel Brain Fever table. |
| 77 |
Fluid appearance. Assume racial physical stats over time periods. Roll d10: 1-4 = d6 days, 5-7 = d6 hours, 8-9 = d6 minutes, 10 = d6 rounds. |
| 78 |
Surrounded by a permanent Moonscape, as Selene Runespell, but able to recognize reality on an INT x5%. |
| 79-83 |
Asymptomatic disease carrier. Roll on Engariel table. |
| 84-85 |
Surrounded by permanent poison gas cloud. Potency = 1. Roll d6 for type (see Demosthenes). |
| 86-88 |
Infected with ghoulishness, with full effects. |
| 89 |
Becomes intelligent undead immediately. Roll d10: 1-6 = wight, 7-9 = lyche, 10 = vampire. (1-9 see Wraithe, 10 see Christos Farlae). |
| 90-92 |
Becomes undead upon death. Initially a zombie then rotting to skeleton. |
| 93-94 |
Becomes intelligent undead on death. Roll d10: 1-6 = wight, 7-9 = lyche, 10 = vampire. (1-9 see Wraithe, 10 see Christos Farlae). |
| 95-96 |
Highly inflammable. The slightest spark causes ignition. Body is completely destroyed in one round. Others within 1m take 3d6 damage, 2m take 2d6, 3m take 1d6. |
| 97-99 |
Upon death, explodes with damage ... Roll d10: 1-4 = 1d6, 5-7 = 2d6, 8-9 = 3d6, 10 = 4d6. Damage is at one metre, reduce by 1d6 for every extra metre away. |
| 100 |
Something really wierd! |
Table F: Conferring Active Non-Offensive Abilities
| 01-06 |
Chaos Creature Table - Roll d100
| 01 | Basilisk |
| 02-17 | Chaos Bat |
| 18 | Cockatrice |
| 19-26 | Dragon Snail |
| 27-34 | Ghoul (2d6 INT) |
| 35-36 | Chaos Ghost |
| 37-52 | Gorp |
| 53-68 | Chaos Rat |
| 69-76 | Wight |
| 77-92 | Chaos Snake |
| 93-100 | Lyche |
Allied spirit in the form of an awakened animal. Creature will have INT and POW of the client's race. Roll d20: 1-7 = roll on the accompanying table, 8-13 = see table in Dorob-Drobor cult, 14-16 = a chaos bird (see Phoenix Rune spell Summon Chaos Bird), 17 = roll on Neibelung cult Deepings table, 18-19 roll on Zadok table, 20 = roll as for a player character.
All familiars roll d100 for Chaos Features:
- POW x 1% = 3
- POW x 3% = 2
- POW x 5% = 1
The familiar acts in all ways as a friend and ally. If killed, a new familiar will turn up in ... Roll d10: 1-4 = 1 season, 5-7 = d6 weeks, 8-9 = d6 days, 10 = d6 hours. If the previous familiar was treated badly, the new one will be treacherous. INT and POW remain the same.
If the chaot has a cult allied familiar, the two familiars will be intensely
jealous and will require constant attention to prevent them from fighting.
|
| 07-12 |
Tied to an element. Can use the associated Rune metal as if a Rune level and can summon an elemental. This is usually small but is medium in season or on day, and large on day in season. Roll d20 for element: 1-6 = Darkness, 7 = Water, 8-10 = Earth, 11 = Air, 12-14 = Fire, 15-20 = Moon. |
| 13-18 |
Roll d6: 1-3 = +d6 Move, -1 SR, immune to Binding; 4-6 = 1/2 Move, +1 SR, immune to Mobility. |
| 19-21 |
Speaks in tongues. Can speak any language, when heard, as if at mastery, but only in the presence of the speaker. |
| 22 |
Stores any offensive spell cast at self and can recast next round at target of choice. |
| 23-28 |
Leaping ability governed by jumping skill. Roll d10: 1-4 = 5m, 5-7 = 10m, 8-9 = 15m, 10 = 20m. Half the distance may be travelled vertically. |
| 29 |
Can assume the physical form of any living individual by touch. The transformation takes d6 rounds. |
| 30 |
Can assume the physical form of any dead individual by eating their flesh. The transformation takes d6 rounds. |
| 31-33 |
Can turn to smoke as a vampire (see Christos Farlae). |
| 34-36 |
Can bite as a vampire, sucking blood with a CON v. CON attack and gaining a CON tick. |
| 37-42 |
Spit Chaos Slime, governed by spit attack skill (Base 25%), d6 times per day. The victim must make a CONx5% and remove the slime immediately or suffer chaos poisoning (see Demosthenes). The slime hits the victim's
face, causing a suffocating sensation. |
| 43-45 |
Always Berserk in combat. |
| 46 |
Permanent Nightwarden as Lowbrow Crazynerk Rune spell. |
| 47-52 |
Permanent Potency as Klute battle magic spell. |
| 53-58 |
Permanent Speak to Animals. Roll d10: 1 = Beast, 2 = Bird, 3 = Reptile, 4 = Newt, 5 = Insect, 6 = Plant, 7 = Undead, 8 = Spirit, 9 = Elemental, 10 = Demon. |
| 59 |
Beautiful voice, +d6 CHA. Can Lure as Pan Rune spell at will. |
| 60 |
Discorporate at will. |
| 61-63 |
Nightblend as Stygia Rune spell at will. |
| 64 |
Trapjam as Jack Rune spell at will. |
| 65-67 |
Foxtroll as Selene battle magic at will. |
| 68-70 |
Farsee at will. |
| 71-73 |
Smallsee as Demosthenes battle magic at will. |
| 74-79 |
Command Chaos as Primal Chaos Rune spell once per day. |
| 80-82 |
Shadowport as Jack Rune spell at will. |
| 83 |
Teleport as Rhadamanthus Rune spell at will. |
| 84-86 |
Command Undead as Wraithe Rune spell once per day. |
| 87 |
Walk through Walls as Ma Fear Rune spell once per day. |
| 88-90 |
Disguise as Selene Rune spell once per day. |
| 91-96 |
Digests knowledge.Roll d10: 1-6 = Ingest Scroll at will, 7-9 = Devour Book at will, 10 = Consume Mind once per day. The latter requires a day-long ritual. See Thanatar cult for Rune spell descriptions. |
| 97 |
Raise undead by touch. Roll d10: 1-4 = once per week, 5-7 = once per day, 8-9 = once per hour, 10 = at will. |
| 98 |
Image as Selene Runespell once per day. Roll d10: 1-4 = 1pt, 5-7 = 2pts, 8-9 = 3pts, 10 = 4 pts. |
| 99 |
Illusion as Selene Rune spell once per day. Roll d10: 1-4 = 1pt, 5-7 = 2pts, 8-9 = 3pts, 10 = 4 pts. |
| 00 |
Something really wierd! |