Bilharn-The Challenges Game System
by Tom Moldvay
Introduction
The Challenges Game Systemoffers an easy-to-play alternative
to fantasy game systems which are becoming increasingly complex.
Allof the basic information needed for play is organized into 8 pages,
instead of scattered among hundreds of pages of several expensive
books.
The Challenges Game Systen®is intended to be a foundation,
Game Masters and players can add whatever they like to the system.
They can change any rules they want, But the 8 page guide wil stil
remain a basic reference aid, a place where essential information
‘can be quickly found,
The Challenges Games Systen’can be especially useful when
playing or Game Mastering any of the various fantasy role-playing
adventure modules published by Challenges International, Inc.
Abbreviations
Ars Armor Rating jue That Is
At: Attack LP: Life Points
Base: Score needed to hit an Luck: Luck Roll Score:
armor rating of 0 Mi: Morale
CHAR: Charisma Score MUS: Muscle Score
D: Damage My: Movement
d: Dice itype of die used) sp: Silver Piece
DEX: Dexterity Score STA: Stamina Seore
‘eg For Example
GM: Game Master
4p: Gold Piece
initiative Bonus
WILL: Willoower Score
WIS: Wisdom Score
XPr Experience Points
Character Information
Each player character (Le. assume one roll is always a 6) has
six ability scores: Muscle, Dexterity, Stamina, Willpower, Wisdom,
and Charisma. The scores are generated by random die rolls based
fon 36 per score (ie.3-18). Player characters are heraes,not average
individuals. To generate the six ability scores it is suggested that
players roll 2d6 +6 (Le. assume one roll is always a 6) nine times
and choose the best six rolls. Players can assign the rolls to any ability
Scores they choose. If any score of 18 was ralled then the player
should roll percentage dice to further modify the roll
Muscle-(MUS): Muscle is a measure of overall muscular ability
and physical prowess. It is sometimes called “steength’”. It is the
prime requisite for the Warrior profession,
Dexterity-(DEX): Dexterity is 2 measurement of basic agility and
manual dexterity. It is the prime requisite of the Thief profession,
Stamina-(STA): Stamina is a measure of general health and
physical well-being. Stamina is sometimes called “constitution”.
Willpower-(WILL}: Willpower is the basic ability to influence
the environment by sheer force of will. Willpower is sometimes
called “intelligence. tis the prime requisite of the Sorcerer Mirager
profession.
Wisdom-(WIS): Wisdom is a measurement of intuition and
subconscious intelligence. It is the prime requisite of the Cleric
profession.
‘Charisma-(CHAR): Charisma is a measurement of the effect a
ppetson has on others. Charisma can be related to physical looks,
but does not have to be.
‘The six ability scores can modify various aspects of role-playing
‘To see haw ability scores affect role-playing consul the Ability Score
Adjustment Table, Player characters will mainly be concerned with
the effects of above average