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- :INTRO
-
- ALL MATERIAL INCLUDED WITH THIS PACKAGE, EXCEPT THAT WHICH IS SPECIFIC
- TO THE GREYHAWK CAMPAIGN WORLD, ARE COPYRIGHT (C) 1992 BY JOSEPH TELLER
- AND IS NOT USABLE FOR COMMERCIAL MEANS OF ANY KIND. THIS IS A BETA
- RELEASE VERSION AND MAY CONTAIN ERRORS - EVERYTHING WILL BE UPDATED IN
- THE FUTURE.
-
- If you have never played a roleplaying game, this system will not
- appear to be complete - its created with an experienced player in mind.
- The system does not uses classes, it is purely skill based with a
- combination of randomness and design to produce a balanced effect.
-
- This is a skill and not a class based system - that is players choose
- from a variety of skills and not a single controlling class that will
- manipulate their capabilities. Simple conversion tables will be made for
- AD&D equivalents, but players should be warned that a character from
- this system will not be easily translated back into AD&D terms.
-
- This is also a GROWING system - that is it is designed with the
- concept that one must tinker with a basic system in order to find
- perfection, it can be improved by player suggestions and play results
- into a more vibrant system that is playable and fun. It is not meant to
- be stagnent!
-
- :Apprenticeship
-
- Because of the nature of human society it is likely that a player
- character has at one time their youth been an apprentice or trainee in
- a particular trade. Humans, and the Half-Human race variants thus have a
- chance to have been partially trained in a field in their youth. The
- chance for such for PC's is 25%, if they have then they get a roll on
- the following table:
-
- ROLL SKILL GAINED
- 01-23 Agriculture
- 20-24 Animal Handling
- 25-35 Carpentry
- 36-39 Cobbler
- 40-49 Sailing
- 50-55 Tracking
- 56-59 Pocket Picking
- 60 Bowyer
- 61-64 Cooking
- 65 Engineering
- 66-68 Fishing
- 69-70 Hunting
- 71-75 Leatherworking
- 76-79 Mining
- 80-81 Seamstress/Tailor
- 82-83 Stonemasonry
- 84-85 Weaponsmithing
- 86-90 Weaving
- 91-95 WheelWright
- 96-00 WoodCarving
-
- :Armour
-
- Armour cushions a weaponed attack (and some magical attacks) reducing
- or eliminating the damage inflicted to the character. Armour thus has a
- maximum absorption rate for a blow, but it can also wear out, and thus
- has a Damage Capacity rating, which is lowered by the amount of damage
- that is absorbed in each combat.
-
- Damaged armour can be repaired with the right tools, skills and
- supplies, so long as the armour has at least 1 point of Damage Capacity.
-
- Armour has a drawback in that it reduces ones Prowness defensively
- against attacks, depending on its weight and design.
-
- ARMOUR ABSORBS DMG CAP PROW MOD. COST
- ------ ------- ------- --------- ----
- Heavy Clothing 2 6 1 n/a
- Soft Leather boots 2 10 0 4 sm.
- Soft Leather Jacket 2 10 1 6 sm
- Soft Leather trousers 2 10 1 8 sm
- Soft Leather Cloak 2 10 1 8 sm
- Soft Leather Headgear 1 10 0 2 sm
- Quilted Armour Suit 6 20 4 20 sm
- Hard Leather Boots 2 16 0 8 sm
- Hard Leather Suit 10 40 5 35 sm
- Ringmail Suit 12 60 8 40 sm
- Chainmail Suit 12 120 9 60 sm
- Doublemail Suit 15 150 10 80 sm
- Scale Mail Suit 15 180 12 100 sm
- Splint Mail Suit 15 210 15 130 sm
- Plate Mail Suit 20 240 20 300 sm
-
- Note - leather cloaks can be added to ANY suit of armour. Boots and
- leather headgear can be added to Quilted armour suits.
-
- :Background
-
- Characters background is often left entirely up to a player. If a
- character is Human, 1/2 Human, Elven or Dwarvaen, the following
- section will help flesh out some basic background:
-
- A) Legitimate - important in male dominated societies,
- 01-75 Legit 76-00 Illegitimate
- 1) If Illegitimate was the character raised under
- the same roof as father's family (Child of a
- servant, etc): 01-50 Yes 51-00 No
- 2) If Illegitimate and NOT raised under fathers roof
- was the PC raised by mother (01-50) placed into a
- fosterage (51-90) or raised by a charity group
- orphanage (91-00)?
- B) If the Child was Legitimate or was raised by a natural
- parent if illegitimate, number of siblings:
- 01-25 None
- 26-50 One
- 51-65 Two
- 66-75 Three
- 76-85 Four
- 86-95 Five
- 96-00 Six!
- For each sibling (if any) roll on the following:
-
- ROLL Sex Older? Alive?
- 01-05 F Y Y (S means a Twin)
- 06-15 M Y Y
- 16-24 M N Y
- 25-36 M N N
- 35-49 M Y N
- 50-59 F N Y
- 60-74 F Y N
- 75-79 F N N
- 80-85 F S N
- 86-89 F S Y
- 90-95 M S Y
- 96-00 M S N
-
- Parents have a 50% chance each of still being alive.
-
- If a Character is the eldest male child AND is Legitimate,
- and both parents are dead, the Character gets +5 Wealth for
- an inheritance. If eldest male, legitimate and father is
- dead then Character gets +3 Wealth. If character is illegitimate
- and living under fathers same roof, Character gets +1 Wealth.
-
- :BackStab
-
- A backstab is, in simplest terms, an attack from behind. In
- actuality it means any attack that an opponent can't directly see
- coming for some reason. Such an attack gains the attacker a 20%
- chance to strike addition over normal (Does NOT apply to magic!)
-
- Backstab does NOT increase damage as some game systems infer, only
- the above increase in potential to strike.
-
- :Combat
-
- Physical combat primarily involves a skill roll with the weapon or
- attack mode by the assailant, whoose chance is the percentage of skill
- less the Prowness of the target being attacked. Certain modifiers come
- into play upon the GM's discretion to add to or subtract from this
- chance to hit.
-
- A struck target receives the damage inflicted by the weapon* minus
- the damage absorption of their armour* (if any). If the armour absorbs
- more damage than the weapon inflicts then the result means the attacker
- takes damage from making the attack... an example, for realists, is the
- person who tries to punch a man in plate armour with a bare fist - the
- puncher takes the damage not the man in armour. If the attack is with
- a weapon then there is a 50% chance that the weapon breaks from the
- action (25% if the weapon is magical).
-
- Missile* attacks are handled based on the idea of target coverage.
- A target using natural cover or a shield gets a reduction beyond the
- natural prowness factor from hitting. On the other hand a target hit by
- a missile gets no reduction from armour in regards to damage.
-
- A 96-00 is a CRITICAL_MISS and the [Fumble.#01] table should be
- consulted when such occurs. Likewise a roll of 01-05 is a CRITICAL_HIT*.
-
- :Critical_Hit
-
- When an attack roll is made and a 01-05 is rolled, this is an
- automatic hit and also one that has CRITICALED and will do extra
- effect (roll on following table):
-
- ROLL RESULT
- ---- ------
- 01-25 Double Damage
- 26-50 Double Damage & Target must roll vs Hardiness or
- is knocked unconscious for 1d10 rnds.
- 51-75 Double Damage, Target is Stunned for next round.
- 76-95 Triple Damage, Target losses a limb (01-75) or eye (76-00)
- and must roll vs Hardiness or unconscious 2d10 rnds.
- 96-00 Instant Kill
-
- :Experience
-
- Experience is actually broken into TWO types in the Oerth Campaign.
- The first is Standard Experience points, the Second is Training
- Experience points.
-
- The GM will award these points separately, dependent on activity and
- action. Basically Training experience points are ONLY for the learning
- of new Skills, or the learning of Totally New Spells (Research).
-
- Standard Experience Points are used to improve skills that are
- already possessed. These are from lessons learned from doing. These
- can be used to improve ones RANK* in a known spell (cost = 500 exps.
- per rank bought) or to gain skill levels in a particular skill
- based on your current Education Level in that skill, as per the
- following chart (an education level adds 10% to success with a skill):
-
- Current Skill Levels Experience need for next skill Level
- ------------------------ -----------------------------------
- 1 (10%) 250
- 2 (20%) 500
- 3 (30%) 1000
- 4 (40%) 2000
- 5 (50%) 3000
- 6 (60%) 5000
- 7 (70%) 7500
- 8 (80%) 10000
- 9 (90%) 15000
- 10 (Or greater) (100%+) 20000
-
- This means that it gets harder to get better in a skill you are
- already well trained in, and that there is an advantage to more
- specialization at the beginning of one's career then to generalization.
-
- One final usage for Standard experience Points is to improve one's
- Statistics. 250 points can be spent to add 1 point to Hits-to-Kill,
- making it harder to kill the character.
-
- An increase to HTK* does NOT increase one's hardiness as was stated
- in the early versions of these rules, else everyone would be body
- builders by the time thinks finished.
-
- Once an experience point is spent it is gone - don't make the mistake
- of thinking this is like TSR's AD&D game where one keeps a running
- total!
-
- Training Experience Points are used to purchase NEW skills or NEW
- spells (for mages). To learn a new skill you NEED to have access to a
- teacher, have 1000 training points saved up and in many cases need to
- pay for the teachers skills at teaching. This will give you 1 (one)
- skill level in the skill (10%) plus your BASE in the skill to perform
- it.
-
- A New Spell can be bought with training points from a trained
- teacher for 500 Points (If You go to a GUILDHOUSE to learn the spell you
- must also PAY for the teachers time for a day to teach you the spell).
- And will be able to cast it at your normal level in that guild. OR if
- you wish to develop a NEW spell or learn one without a teacher 1000
- points are needed in the training pool.
-
- :Gems
-
- Commonly used for magic, decoration and alternatives to currency.
- A D10 Roll determines which of the 10 tables to use, and a 1d10
- is generally used for Karats (though upto 1d30 can be used).
-
-
- Roll Gem Result Silver Marks /Karat
- ---- ---------- -------------------
- 01-05 Amethyst (Pale Purple) 20
- 06-10 Amethyst (Deep Purple) 25
- 11-20 Aquamarine (Pale Blue-green) 40
- 21-25 Azurite (Deep Purple, pure) 40
- 26-30 Azurite (Deep Purple, mottled) 20
- 31-35 Banded Agate (Opaque) 2
- 36-40 Black opal (Smoky Black) 400
- 41-45 Black Sapphire (Black-blue) 100
- 46-50 Bloodstone (Dark green w/red specks) 10
- 51-60 Blue Quartz (Pale Blue) 5
- 61-75 Blue Quartz (Medium Blue) 10
- 76-80 Carnelian (Translucent) 1
- 81-85 Carnelian (Opaque) 2
- 86-90 Carnelian (yellow-brown) 2
- 91-95 Carnelian (brownish red) 5
- 96-00 Chalcedony (Blue Grey) 5
- [This is one of 10 gem files!]
-
- ROLL GEMSTONE Silver Mark/Karat
- ---- -------- -----------------
- 01-05 Chalcedony (Pale Blue) 10
- 06-10 Chalcedony (Blue-white) 15
- 11-15 Chalcedony (Opaque) 2
- 16-20 Chrysoberyl (Trans. Greenish yellow) 3
- 21-25 Chrysoberyl (Transparent Green) 5
- 26-30 Chrysoberyl (Greenish yellow w/catseye) 10
- 31-35 Chrysoprase (Translucent -apple green) 10
- 36-40 Chrysoprase (Dark Green) 15
- 41-45 Chrysoprase (Dark Green w/brown veins) 10
- 46-50 Citrine (Trans. pale yellow) 5
- 51-60 Citrine (Trans. medium yellow) 10
- 61-65 Citrine (Trans. Clear yellow-brown) 15
- 66-70 Diamond (off white) 25
- 71-75 Diamond (Clear White) 35
- 76-80 Diamond (Blue White) 40
- 81-00 Emerald (Bright Green, Deeply Flawed) 10
-
- ROLL GEMSTONE Silver Marks/Karat
- ---- -------- ------------------
- 01-05 Emerald (Bright Green, Flawed) 15
- 06-10 Emerald (Bright Green, Slight Flaw) 25
- 11-15 Emerald (Bright Green, unflawed) 90
- 16-25 Eye Agate (Banded, Agate in eye form) 10
- 26-30 Fire Opal (orange Transparent) 25
- 31-35 Fire Opal (Orange-red, transparent) 35
- 36-40 Fire Opal (True Red) 75
- 41-50 Garnet (Purplish red) 15
- 51-55 Garnet (Red-Brown) 5
- 56-60 Garnet (Black) 10
- 61-65 Garnet (Green) 20
- 66-70 Garnet (Violet) 35
- 71-80 Hematite (reflective grey) 75
- 81-85 Jacinth (Trans. orange) 20
- 86-90 Jacinth (Trans. red-orange) 25
- 91-00 Jacinth (Trans. Fiery red-orange) 50
-
- ROLL GEM RESULT SM/Karat
- ---- ---------- ------------
- 01-05 Jade (Translucent Green) 10
- 06-10 Jade (Translucent White) 15
- 11-15 Jade (Transparent Bright-green) 25
- 16-20 Jade (Dark Green) 5
- 21-25 Jade (Yellow) 10
- 26-30 Jade (Spinach Green) 40
- 31-35 Jade (Cinnabar Red) 25
- 36-40 Jade (Earth Brown) 10
- 41-45 Jade (Black) 10
- 46-50 Jade (Lavender) 60
- 51-60 Serpentine (Yellow) 5
- 61-65 Amazonite (Crystalline, translucent) 10
- 66-70 Halite (Crystalline, light green) 15
- 71-75 Quartz (White) 5
- 76-85 Quartz (Pink) 10
- 86-90 Quartz (Rose) 15
- 91-00 Apatite (Crystalline, yellow) 1
-
- ROLL GEM RESULT SM/Karat
- ---- ---------- ------------
- 01-05 Apatite (Crystalline, white) 3
- 06-10 Apatite (Crystalline, brown) 3
- 11-15 Apatite (Crystalline, green) 5
- 16-20 Apatite (Crystalline, violet) 10
- 21-25 Apatite (Crystalline, blue) 15
- 26-30 Jaspar (Opaque, oily Blue) 10
- 31-35 Jaspar (Opaque, oily black) 15
- 36-40 Jaspar (Opaque, oily brown) 20
- 41-50 Jaspar (Opaque, oily red) 30
- 51-55 Jaspar (Opaque, oily green) 40
- 56-60 Jaspar (Opaque, oily yellow) 50
- 61-70 Jet (Glossy opaque black - coal base) 3
- 71-90 Lapis Lazuli (dense, opaque blue) 75
- 91-00 Malachite (Banded greens) 10
-
- ROLL GEMSTONE RESULT SM/KARAT
- ---- --------------- ------------
- 01-10 Moonstone (translucent white) 50
- 11-20 Moss Agate (greenish Grey) 10
- 21-25 Onyx (Opaque Black) 5
- 26-30 Onyx (Opaque White) 20
- 31-40 Opal (Pale Blue) 100
- 41-45 Opal (Pale Blue-white) 75
- 46-50 Opal (Pale Blue-white w/red highlights) 125
- 51-55 Opal (Pale Blue-white w/green highlights) 150
- 56-70 Pearl (Grey) 5
- 71-80 Pearl (Off White) 20
- 81-85 Pearl (True White) 30
- 86-90 Pearl (Yellow) 35
- 91-95 Pearl (Pale Rose) 40
- 96-00 Pearl (Deep Black) 200
-
- ROLL RESULTING GEM SM/Karat
- ---- ------------- ------------
- 01-05 Peridot (Clear yellow-green) 20
- 06-10 Peridot (Near-emerald green) 40
- 11-15 Peridot (Olive Green) 30
- 16-20 Opal (Transparent) 10
- 21-25 Rhodochrosite (Medium red) 20
- 26-30 Ruby (Moderate Red) 200
- 31-40 Ruby (Deep Red) 300
- 41-50 Sapphire (Moderate clear blue) 50
- 51-60 Sapphire (Moderate clear blue cats eye)150
- 61-70 Sapphire (Deep clear blue cats eye) 200
- 71-80 Sardonyx (Opaque white) 35
- 81-90 Smoky Quartz (Transparent gray-brown) 10
- 91-00 Smoky Quartz (Transparent brown-black) 5
-
- ROLL GEM RESULT SM/Karat
- ---- ---------- ------------
- 01-10 Spinel (Gray-green) 5
- 11-20 Spinel (Deep Blue) 15
- 21-35 Fluorite (Crystalline, violet) 5
- 36-40 Star Rose Quartz (translucent pink) 40
- 41-45 Star Ruby (Translucent,white star) 1000
- 46-50 Star Sapphire (Deep blue) 1200
- 51-70 Tiger Eye (Golden brown w/yellow) 30
- 71-75 Topaz (Transparent yellow) 10
- 76-80 Topaz (Transparent gold) 20
- 81-85 Topaz (Pink) 30
- 86-90 Topaz (Transparent Blue) 40
- 91-95 Topaz (Opaque Blue) 10
- 96-00 Turquoise (Opaque blue) 15
-
- ROLL GEM RESULT SM/karat
- ---- ---------- -------------
- 01-10 Turquoise (Opaque greenish blue) 5
- 11-20 Turquoise (Transl. Sky-blue) 25
- 21-25 Zircon (pale Blue-green) 5
- 26-30 Zircon (Orange red) 10
- 31-35 Zircon (Brownish-yellow) 10
- 36-40 Zircon (Reddish-brown) 10
- 41-45 Zircon (Green) 15
- 46-50 Zircon (Purple) 25
- 51-60 Salarvyanian Amethyst Cats-eye (RARE) 500
- 61-65 Salarvyanian Emerald (Glows in dark) 700
- 66-70 Salarvyanian Golden Topaz 90
- 71-75 Amber (Pale Gold) 10
- 76-80 Amber (Near Black) 5
- 81-85 Amber (Deep Gold) 20
- 86-90 Amber (transparent) 30
- 91-00 Amber (W/insect or leaf) 250
-
- ROLL GEM RESULT (SPECIALS) SM/KARAT
- ---- ----------------------------- ------------
- 01-25 Magestone (Clear with pulsing red 350
- heart-beat. Holds 1d100
- of spell points within)
- 26-50 Lifestone (Clear, changes to green 150
- if touches poison until
- it drys)
- 51-75 Starstone ???
- 76-90 Saa Turquoise (Looks like ordinary 1000
- turquoise but denser. Will
- regenerate wearer 1 hp/rnd.
- but not after death!
- 91-00 Blackstone (Prevents teleports 25' rad) 25
-
- :Head_Damage
-
- In the event a character receives damage to their HEAD that is 75%
- or more of their entire HTK the character will suffer effects of such
- damage as outlined in the [Insanity.#01] file.
-
- :HTK
-
- This is a non-starting Statistic. At start a character receives their
- Hardiness score for their HTK score. Later, as experienced is gained,
- HTK is increased thru the spending of Standard Experience* points.
-
- It takes 250 experience points to increase one's HTK by 1 point.
- There is no maximum of HTK on a character.
-
- Previously Hardiness was used to represent HTK but by doing so this
- also caused all PC*'s to become massive body builders, a silly concept
- and result when you think about it.
-
- :Initiative
-
- Initiative in non-combative situations is purely at GM's discretion.
- In combat initiative is decided by each involved individual rolling 1d10
- and adding this to their Prowness. Highest goes first, and then
- downwards in numeric order to lowest. If two match they have simo
- action.
-
- :Magic
-
- Magic is, within game terms, the transformation of energy or matter
- into a new state or form. The primary catalyst varies based upon the
- desired effect, but always involves the will of an intelligence, the
- tapping of natural energies and/or matter. Nothing can be generated from
- a void.
-
- Spellcasters gather and hoard energy, for without it they cannot
- cast. Each spell has a base cost in points, which then can be modified
- by several factors such as range, duration, targets to effect etc.
-
- The primary means of generating or acquiring energy known to most
- mages are as follows. Not all practice the particular forms involved,
- much depends on their actual training and preferences. Remember that
- there are some plants, gems and creatures that may produce Magical
- energy as well for a knowledgeable mage...
-
- Blood : Not an actual power source, but a means of transforming
- something into a source, on occasion a cast may find themselves without
- energy to cast a needed spell and need to improvise. By cutting
- themselves they can utilize the cut as a means of drawing from their own
- life force. That is, they can convert their own Hardiness into Spell
- points in an emergency, at a ratio of 1:1. The problem, of course, is
- possible death if they fail to remember to bind the wound or fail to
- calculate properly and draw off too much blood and lifeforce and die
- from the wound.
-
- Death : Ritual murder can produce great power for the
- unscrupulous or the desperate. As with any ritual it must be done with
- great care and under Spellcast_Ritual* rules. If the victim is
- non-sentient the murderer receives one Spell point for their bank per
- Hardiness (Hit Point) the victim possessed. If the victim is Sentient
- they receive the victim's Intuition value in Spell points (and if the
- victim is also a mage ALL the victim's remaining spell bank). Some say
- that Ritual murder can have dire consequences for the caster's karmatic
- life. A KNOWN side-effect is that ritual murder weakens the area where
- the murder took place so that in a 10' radius of the body it becomes one
- level lower on the Power_Level* Scale. Since ritual magic always works
- as a source of power even in a barren area there are certain magical
- sects that practice it regularly in a single spot (or altar) to supply
- them.
-
- Eating : The simplest means to generate magic energy is to do so
- internally by consuming a meal. Eating transforms food into other forms
- of matter and into energy and the energy of magic is also generated when
- food is consumed by a mage. This is why oftentimes a mage after casting
- a powerful spell may suddenly feel hungry - the body realizes there is a
- void to be filled and a certain amount of the nutritional value of any
- recent meals has been lost in the process of casting. Each meal eaten
- will generate 1 energy point per pound of food intake (1-2 pounds is the
- average consumed by most humans at a meal). This also explains why most
- mages fall into two categories - extremely thin from having been heavy
- casters or extremely overweight from overcompensating their food intake
- to generate magic.
-
- Full Moon : The Full Moon is a source of power itself, for as poetry
- has always said, the Moon IS magic. Drawing energy from the moon
- requires a ritual of sorts (See SpellCast_Ritual*) which can only be
- performed once per full moon. This ritual will generate D100 of energy,
- divided equally among those involved in the ritual (NOTE that if a
- being is a non-mage the energy they would receive is lost in the process
- and cannot be used by the mages present).
-
-
- Meditation: Meditation is the practice of attuning ones body and mind
- with the forces of the Universe, reducing stress and separating emotion
- from the decision process. Meditation also, in the process, allows the
- drawing from the universe its background energies that lie in many
- places. This does not work within magically Barren areas, but in normal
- magic leveled areas it functions reasonably well, generating 2 points
- per hour of uninterrupted meditation. Unlike many power raising
- practices, Meditation does not increase its results in High Magic zones.
- A meditation is broken if the mage is injured, physically touched,
- forced to move or forced to defend themselves. Meditation is NOT a
- replacement for sleep.
- Taking the Skill of Meditation will double the rate of power that
- is generated. Meditation is a Non-Leveled Skill (you only have to buy
- one skill level of it).
-
- Sex : The performance of a sex act between two or more
- persons produces a lot of excess energy. Normally this is purely
- channeled into the attempted creation of a new life form, but in the
- hands of mages sexual energies can be rerouted from this purpose into
- the production of magical energies. It takes special training to
- understand how to tap this production, but the trained can generate a
- random amount of energy pleasurably thru this activity. For each being
- a 1d10 is rolled for energy production - if only one of the involved is
- a magic user then that one alone gets the total in points, else the
- total points is divided evenly between the involved mages. Certain
- circumstances and locales may add or subtract from the generated result,
- by GM's decision.
- Tantrics skill can, when applied successfully, improve the result.
- A successful Tantrics roll will add 1d10 to the resulting power result.
- A Critical Tantrics Roll will add 2d10 to the resulting power result
- beyond the normal levels generated.
-
- Starstone : This is recent meteoric rock that has fallen from the
- skys and has magical properties gained during passage thru the
- atmosphere. A star stone is good for 50 energy points per ounce of
- weight to it, and can be drained thru ritual for this power. Once
- emptied a starstone has nearly no value and cannot be recharged in
- any way. Starstone is rare and thus valuable.
-
- Storms : Major storms, be they thunderstorms, hurricanes,
- blizzards or Ice storms are natures way of balancing magic levels in
- the world. The energy of magic accumulates along with water droplets
- in the clouds, and so when precipitation occurs it causes an outpouring
- of accessible magic at its start. It is said that the particles of magic
- or the molecules it clings to are heavier then water, and so some of the
- most High Magical areas in the world are the bottoms of the seas and
- of the rivers, where centuries of such energy compounds. A mage may,
- by standing within the fury of a storm exposed to the elements, absorb
- 4d10 of energy. This can be done only once per storm.
-
- :Magic_Guilds
-
- In order to become a mage one must be trained in the concepts and
- processes and rituals of magic. There are many institutions and
- organizations that one may learn magic in, but all magic falls into
- certain categories which are generically called 'Magic Guilds' or 'Magic
- Schools' (depending where in the world you are at the time). One can
- belong to more than one Guild of this sort, and they are not guilds as
- craftsmen might belong to. Again these are GENERIC terms, true guilds,
- brotherhoods, Universities etc use these as categories for
- understanding.
-
- BLUE - Influencers of Change, Transition and alteration
- EBON - Necromancy, Death and afterlife
- GREEN - Life and Living Things
- ORANGE - Summoning from elsewhere & Illusions
- PURPLE - Peacekeeping and Warmaking
- RED - Blood & Bone (Healers)
- SILVER - Divination & Information
- YELLOW - Flame & Air
-
- Each Guild a character wishes to belong to is a separate skill to
- utilize, and to learn each a would-be mage must also give up a Wealth
- point at start as it is expensive to be a mage.
-
- Mages will know 5 spells per guild plus one spell for each additional
- education point invested in the skill at starting point. These are
- randomly rolled on their Guild Tables. Additional spells and increased
- ranks on known spells will be gained thru experience, experiments and
- discoveries.
-
- Spells may be Bought from a Guildhouse by a mage separately, but prices
- must be negotiated for the particular spell.
-
- For More on Spells see : [Spells.#01]
-
- :Magic_Range
-
- ~RANGE~ adds to the cost of a spell. All spells are range 0 (Touch)
- at start, unless energy is placed into the spell. The following chart
- gives the costs based upon range as compared to those produced by game
- weapons etc. Normally Line of Sight is needed to target with a spell
- unless special area effects or categories are involved in the spell.
-
- ⁄ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ¬ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒø
- ≥RANGE CLASSIFICATION ≥ADDITIONAL COSTS≥
- √ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≈ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ¥
- ≥Touch (Requires RTH) ≥ none ≥
- ≥Short (Dagger) 30' (10y)≥ 1 ≥
- ≥Medium (Spear) 60' (20y)≥ 3 ≥
- ≥Long (Bow) 90' (30y)≥ 5 ≥
- ≥Far (Crossbow) 120' (40y)≥ 10 ≥
- ≥Extreme (Ballista) 360'(120y)≥ 15 ≥
- ≥Anything LOS beyond 360' ≥ 20 ≥
- ¿ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ¡ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒŸ
-
- (See also : Spellcasting_Blind* )
- :Magic_Targets
-
- ~TARGETS~ adds to the cost if multiple beings are to be targeted by
- a spell. Each additional being after the first adds another 5 points to
- the spell cost and calls for a separate casting roll to affect each of
- the involved targets (so that all get defensive factors). Range,
- Duration etc do NOT have to be paid for a second time.
-
- :Magic_Duration
-
- ⁄ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒø
- ≥DURATION COST ADDITION≥
- √ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ¥
- ≥additional Round after 1st 1 ≥
- ≥10 minutes (60 rounds) 3 ≥
- ≥1 hour (60 mins, 360 rounds) 5 ≥
- ≥1 day (24 hours, 8640 rounds) 10 ≥
- ≥1 week 30 ≥
- ≥1 month 50 ≥
- ≥1 year 75 ≥
- ≥10 years 200 ≥
- ≥(each additional 10 years beyond)+ 100 ≥
- ¿ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒŸ
-
- Under this duration system there is no such things as an eternal
- magic item, simply VERY long lived ones.
-
- :Military
-
- Humans, and the 1/2 Human crossbreeds, have a 25% chance of having
- been drafted into the military forces of their home country for a year
- at one point or another (Player characters are notoriously BAD at staying
- in due to independent mindsets and thus wouldn't stay in the military
- for more than that). If this is true then the player adds 1 year to
- their age and adds (roll three times):
-
- 01-05 Reading & Writing their native tongue
- (1 Level) of Training
- 06-25 Riding, groundbased (horses etc), 1 level.
- 26-30 Foraging, 1 Level
- 31-35 Climbing, 1 Level
- 36-40 Dagger Use, 1 Level
- 41-45 Quarterstaff Use, 1 Level
- 46-75 Shortsword, 1 Level
- 76-80 Animal Handling, 1 Level
- 81-85 Intimidation, 1 Level
- 86-90 Spear, 1 Level
- 91-95 Crossbow, 1 Level
- 96-00 Cooking, 1 Level
-
- :Missile
-
- Missiles are weapon attacks that consist of throwing or firing
- a propelled object at increased velocity where 50% of the damage or
- more is caused by the velocity. Ranges are considered for 'accuracy'
- in the following information and are NOT necessarily the maximum range.
- If an attempt to use a missile is at a Longer range than below, subtract
- 25% from the users chance to hit target for EACH additional range class
- increase. One Missile attack per round is possible unless a character
- has 10 skill levels or more with the weapon, in which case ONE
- additional attack can be accomplished with the missile on the same
- target. This does NOT apply to Crossbows, Slings, Spears or Javelins.
- Crossbows and Prods take 1 full round to reload unless they are the
- 'repeating' design style found in some oriental cultures.
-
- SHORT = 30' MEDIUM = 60' LONG = 90' FAR = 120' Extreme = 360'
-
- ⁄ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ¬ƒƒƒƒƒƒƒƒƒƒƒƒƒƒ¬ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒø
- ≥ WEAPON ≥ DAMAGE ≥ RANGE CLASS ≥
- √ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≈ƒƒƒƒƒƒƒƒƒƒƒƒƒƒ≈ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ¥
- ≥Axe,hand (hatchet) ≥ 1d10+6 ≥ SHORT ≥
- ≥Bow, Compound Light ≥ 2d10+4 ≥ LONG ≥
- ≥Bow, Compound Heavy ≥ 2d10+8 ≥ FAR ≥
- ≥Bow, Long ≥ 1d10+8 ≥ FAR ≥
- ≥Bow, Short ≥ 1d10+6 ≥ LONG ≥
- ≥Crossbow, Heavy ≥ 2d10+10 ≥ FAR ≥
- ≥Crossbow, Light ≥ 1d10+8 ≥ LONG ≥
- ≥Crossbow, Repeating ≥ 1d10+8 ≥ MEDIUM ≥
- ≥Dagger, Throwing ≥ 1d10+4 ≥ SHORT ≥
- ≥Dart ≥ 1d10+3 ≥ SHORT ≥
- ≥Javelin ≥ 1d10+4 ≥ MEDIUM ≥
- ≥Prodd ≥ 1d10+3 ≥ LONG ≥
- ≥Sling ≥ 1d10+1 ≥ LONG ≥
- ≥Spear ≥ 1d10+6 ≥ MEDIUM ≥
- ≥Throwing Stars ≥ 1d10+3 ≥ SHORT ≥
- ¿ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ¡ƒƒƒƒƒƒƒƒƒƒƒƒƒƒ¡ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒŸ
-
- NOTE : 2 Throwing stars can be thrown in one round normally, 3 if
- trained at 10 skill levels (100%) or better
-
- The repeating crossbow is an expensive and relatively
- rare device. It holds a clip of 5 bolts and allows them
- to be lever loaded, so that no time is lost between shots
- in reloading as in a standard crossbow. Of course when the
- 5 shots are gone then it DOES take 2 rounds to fully reload
- the clip.
-
- When firing it is necessary for a character to roll, after hitting, a
- target's body locale that the missile enters, on the following table.
- They can then apply the SPECIFIC armour absorption for that area to the
- damage, but not their overall armour absorption.
-
- If a character has bought a 'suit' of armour then they will get 1/3
- of the suits absorption value to the specific missile attack. Chart is
- for humanoids ONLY.
-
- :Missile_Hit_Locale
-
- ROLL LOCATION
- ---- --------
- 01 Eye (target is Blinded in that eye!)
- also must save as if head hit.
- 02-05 Head (target MUST save vs Hardiness or
- fall unconscious)
- 06-25 Upper Body - will reduce all attacks that
- call for arm usage by 10% accuracy and will
- prevent usage of all 2 handed weapons. Roll
- save vs Hardiness or punctured lung for
- additional 10% skill reduction.
- 26-50 Lower Abdomen - save vs Hardiness or Stun
- for one round. Save vs Hardiness or spend
- additional round vomiting stomache's contents.
- 51-60 Left Arm - unusable if damage more than
- 10% of characters HTK sustained.
- 61-70 Right Arm - unusable if damage more than
- 10% of characters HTK sustained.
- 71-80 Left Leg - unusable if damage more than
- 10% of character HTK sustained.
- 81-90 Right Leg - unusable if damage more than
- 10% of characters HTK sustained.
- 91-92 Genitals area hit. Stunned for 2d10 Rnds
- and in severe pain. If sustained at
- 50% of characters HTK character is unconscious
- for 1d10 hours. Loses usage of such for 1d10
- days from damage even if healed afterwards
- (but recovers fully from regeneration). If
- damage was 50% or more then roll save vs
- Hardiness or damage leaves unable to reproduce
- without a fertility spell.
- 93-95 Buttock hit. Stun 1 round. Unable to ride a
- horse for 1d10 days.
- 96-00 Tail hit - ONLY for humanoids with tails, wings
- and other extra appendages. Effect based on
- appendage. Otherwise the damage locale is
- considered a non-essential hit and has no special
- effects.
-
- :NPC
-
- Shorthand term for 'Non-Playing Character' in the game. NPC's are
- all characters NOT played by an actual player but utilized by the
- Gamemaster in the adventure for plot, roleplay and combat.
-
- :PC
-
- Shorthand for 'Player Character' in this game, that is a character
- run by a player in the game, in contrast to NPC* a character played
- by the Gamemaster as part of the adventure occurring.
-
-
- :Power_Levels
-
- Magic power levels fluctuate in the world, some places are great
- pools of resources and others are nearly barren of energy. A mage
- may find great difficulty if trying to do magic in a place with low
- or no natural occurring magic sources.
-
- In magic barren place there are very few ways a mage may actually
- recover their spent energy. Except for ritual murder (usually frowned
- on in most cultures) or draining stored energy from other beings or
- from a magical device there is no known means of energy recovery
- within a barren place.
-
- A low magic area allows recovery of mana thru most normal means,
- but except for the above means, they work at half normal efficiency.
-
- Average Magic areas are those the system is designed based on and
- all normal point recovery means work at normal in them.
-
- High Magic areas are rare, but a few may exist, often at dimensional
- nexus points or holy places, and they cause normal energy generation
- to work at twice the levels of an average area.
-
- :Races
-
- Race is one of the areas of character creation that is decided
- randomly in this system, to add variety and realism to the design.
- Players can choose to be purely human or can roll on the Race table.
- To be fair players who roll receive 2 chances on the race table.
-
- ROLL Race & Notes
- ---- ------------
- 01 1/2 Human, 1/2 Godsblood. Child of one of the Gods or Goddesses
- of the world, destined for greatness or great treachery.
- +2d10 (rolled separately) to EACH of the 6 stats at start.
- See Gods* for info on birthrights etc.
- 02 1/2 Human, 1/2 Demonsblood. Regenerates 1 Hardiness each round
- unless reduced to 0. If a Mage begins with twice as much energy
- on hand as normal.
- 03-06 Gray Elf : +5 Prowness, Appearance, Education & Intuition.
- Hardiness -5. Immune all Sleep & Charm oriented spells.
- Infravision 60'. Automatic skill levels in one sword type
- (players choice) and one bow type (except crossbow).
- 07-10 High Elf : +5 Prowness, Appearance & Intuition. Hardiness -5.
- Immune to all Sleep & Charm spells. Infravision 60'.
- Automatic skill level in Stealth, One Guild of Magic,
- one bladed weapon type, riding.
- 11-15 Wood Elf : +10 Prowness, +5 Intuition. Hardiness -5.
- Immune to all Sleep & Charm Spells. Infravision 60'.
- Automatic skill levels in Stealth, Wilderness Survival,
- Climbing, Quarterstaff, one bow (except crossbow).
- 16-18 Aquatic Elf : +5 Prowness, Intuition. Hardiness -5. Immune
- to all sleep & Charm spells. Infravision 60'. Amphibious.
- Automatic Skill training level in Swimming, fishing, spear.
- 19-20 Dark Elf (Drow) : +5 Prowness, Education. + 10 Intuition.
- Immune to all Sleep & Charm spells. Infravision 60'.
- Automatic skill levels in Stealth, One Guild of Magic,
- one bladed weapon type, one bow type (except crossbow),
- Mining.
- 21-25 Dwarf : height 4-4.5 feet. Infravision 60'. +5 Hardiness,
- Wealth; -5 Intuition, Appearance. One automatic skill level
- in Mining & Gemcraft. Lifespan of 350 to 450 years.
- Dwarves Get to add Their HARDINESS to their INTUITION for
- defense against magical attacks or when a Magic save is
- needed vs Intuition. Dwarves are 90% protected against
- poisons.
- 26-30 Gnome : +5 Hardiness, Education, Prowness. One automatic
- skill level in mining and one guild of Magic. Infravision 60'.
- Lifespan of about 600 years. Cousins of the Dwarves, they
- do not share their magic defenses, but DO share their poison
- protection (but at 75%).
- 31-35 Halflings : +5 Prowness, -5 Appearance. One automatic skill
- level in sling, Stealth and cooking. Infravision 30'.
- Lifespan of about 150 years.
- 36-38 1/2 Orc 1/2 Human : -10 Intuition, -5 Education, -5 Appearance,
- +5 Hardiness. Infravision 30'. Automatic skill in one weapon
- (players choice) at 3 levels.
- 39-54 1/2 Elf, 1/2 Human : +5 Intuition, Appearance, Prowness.
- Lifespan of about 250 years. Infravision 60'.
- 55 Foxari : +5 Intuition, +5 Prowness, -5 Wealth. The Foxari are
- shapeshifting foxes who can take on humanoid form as well as
- their birth form of a fox. They are descendant from a Fae-Folk
- Fox crossbreeding experiment. In both forms they retain their
- reddish brown fur, animal ears and tail. They have their own
- spoken language and often hide among human and Elven
- communities. Unlike a normal Fox their lifespan is about human
- average and if they breed with an elf or human blood being the
- resulting offspring (if any) is ALWAYS Foxari.
- 56 Changeling : +5 Intuition, -5 Hardiness, -5 Wealth. The
- changelings are a race of humanoids with natural shapeshifting
- abilities. They are a hidden race, as most of humanity now
- believes them either mythical or extinct. It is said they
- were once human, a subrace created by a mage to serve as
- spies in the old wars for the Crown of the Great Kingdom.
- Changelings can, at will, change their appearance, able to
- take on any humanoid form between 2' and 7' in height with
- an apparent mass to fit, of any race within those ranges.
- They do NOT modify their actual stats, but can manipulate
- their appearance to appear less or more attractive as needed.
- They are so complete in their changes as to be able to
- even change their sex to suit a need. They are able to
- breed with other races, but the offspring are 90% true to
- their mates race and 10% become full changeling (their are
- no half-blooded ones!). If trained in Disguise they can
- take the shape of SPECIFIC persons, based on that skill roll.
- 57 Deryni : +20 Intuition. The Deryni are nearly human in
- appearance and nature, and tend to be a 'secret race'
- among the people of this world, due to persecution after
- an ancient war. Since Psionics and Magic within this system
- are assumed to be nearly identical they are for all purposes
- considered extremely magically adept. It is said by some that
- the Deryni came from another Dimension to conquer this one and
- failed - others claim they are descendant from demons. They
- have natural magical abilities so that they can AUTOMATICALLY
- reduce the spell point cost on spells they cast by half. A
- Deryni character will be trained in at least one Magic Guild,
- with an automatic 10% in such, but cannot be trained in Ebony
- magic. Deryni have their own, hidden culture that involves
- its own rituals and concepts of honor.
- 58 Wemic : +10 Hardiness, -5 Appearance. The Wemic are a
- grasslands/plains nomadic people, their lower half that
- of a lion, their upper torso, head and arms being human,
- basically a lion-centaur. Wemics do NOT get along with
- ordinary centaurs. They get automatic skill level in
- Hand-to-Hand combat (Claw attacks by them do 1d10+6 dmg)
- tracking, and javelin. They can jump 10' upward and
- 30' forward. Unlike Centaurs they WILL use magic. The
- prides are male-dominated and females are NOT allowed
- to carry weapons, but can fight HTH. A female using
- weapons would probably be an outcast driven out of her
- pride for such an offense.
- 59 Quickling : +10 Prowness, +5 Intuition, -5 Hardiness.
- Aprox 2' in height these are a Fae race similar to brownies,
- but with very thin bodies and keen hearing. Quicklings have
- the advantage of extreme speed, they can act twice in each
- combat round, always the first to act and also the
- very last action in a round. In natural cover they are
- unable to be seen when not moving, unless being searched
- for specifically (and even then are 50% prowness modifier
- for being attacked physically due to camouflage.
- Automatic skill level in Elvish spoken language.
- Lifespan of 15 years is average.
- 60 Korred : +5 Intuition, Prowness, Hardiness. -5 Appearance.
- Aprox 3' in height, the Korred are wild, dance loving folk.
- Automatic skill level in Weaving, Club, Dancing, barbering.
- Rolling vs weaving they can create ropes and snares with
- hair they carry in pouches. Their laugh must be saved
- against by all in earshot (roll vs Intuition) or it stuns
- for 3 rounds. Korred Warriors and mages are feared by many.
- Each week the Korreds have a holiday when they dance and
- play music. Those who interrupt such must save vs Intuition
- or dance themselves, losing 1d10 hardiness in wounds until
- dead, restrained or the korreds flee.
- 61-65 Brownie : Divide Hardiness by 2 and take the removed points
- and add then to Intuition. Add 5 to Prowness. Brownies
- automatically get a level in training in Blue Magic. All
- brownies suffer from an allergy to Rhubarbs and sneeze when
- with 50' of them uncontrollably. Height 4-6". Believe that
- all life centers around shoes. Gets 3 automatic levels in
- cobbling skills at start.
- 66 Ogre : +30 Hardiness, -10 Intuition, -5 Appearance,
- -10 Prowness. Height 8-10'. Nightvision 60'.
- 67-69 1/2 Ogre, 1/2 Human : +20 Hardiness, -5 INTUITION, -5 Appearance
- -5 Prowness, -5 Wealth. Height 7'-9'.
- 70 Ogrillion (1/2 Orc 1/2 Ogre) : +15 Hardiness, -5 Intuition,
- -5 Appearance, -5 Wealth. Infravision 30'. Height 6-7'
- 71-72 Kasheen : (Warrior Felines) +10 Prowness. 5-5 1/2' in height.
- Natural claws do 1d10+6 damage. Tails usable as extra limb.
- Humanoid in Shape. 1 Level climbing, 3 levels HTH Combat to
- start.
- 73-79 Centaurs : Equine/Human Crossbreeds caused centuries ago
- in one Wizard-kings attempt to breed a better calvary. The
- Centaurs are highly individualistic, yet tribal. Hardiness +5
- Appearance +5, Wealth -5. Automatic skill level in one bow
- type (except crossbow). Centaur Mages are driven out of their
- tribes as being unethical, even Red Mages. 3 Levels HTH combat
- to start (using own limbs etc).
- 80-81 Satyr or Nymph : aprox 5' tall humanoids. The males (Satyr)
- have hoofed feet and backwards bending knees and are fairly
- hairy. The females are human appearing but lack body hair
- except on the head (various shades). Nightvision equal to
- their day vision. Prowness +5, Appearance +5 (For Nymphs ONLY)
- Hardiness -5, Wealth -5.
- 82-84 Ultharian : (Shapeshifting Cats) These are descendants of
- magical beasts from the plane of Dreams that mated with
- humanoids and Kasheen thousands of years before, developing
- a new race. They are shapeshifters with three forms, one
- much like a normal housecat, one of mostly humanoid form (most
- different visible points are feline eyes, fine body hair,
- and a tail), and one true cat like form of a panther,
- lion or wildcat with all the natural abilities of that form.
- 85-88 Winged Folk : Humanoids, 4-5' tall with great feathered
- wings and a very slight frame. Flight speed is based on
- locale winds and gliding conditions but does not exceed
- human running speed. Hardiness -5, Intuition +5.
- 89 Shado : Descendants of the dimensional travelers known once
- as Shadowlords. They are RARE in the reality now and their
- blood thinned over centuries of crossbreeding. 5-6' tall
- swarthy humanoid males and pale light-haired females of
- 4'9-6' in height. +5 to ALL Stats. Infravision 60'.
- Do not appear to age beyond 25. Immune to all known diseases.
- 90-95 Wolfen : Canine Humanoids, militaristic and more prolific
- than humans they threaten to one day outnumber man.
- Hardiness +10.
- 96 Booka : Fae Folk, about 9-12" tall humanoids with leathery wings,
- the booka are cousins of Pixies. -10 Hardiness, +10 Prowness,
- +5 Intuition, -5 Appearance. Infravision 120'. Can become
- invisible at will in ANY setting. Get 1 automatic Level in
- BLUE magic. Cannot Learn EBONY or PURPLE Magic.
- 97-98 Pixies : fae folk, about 9"-12" tall humanoids. -5 Hardiness.
- +5 Prowness +5 Intuition. Infravision 60'. Can become
- invisible in natural settings (woods, fields etc) at will
- for +50% Prowness defensively.
- 99 Leprechauns : Fae Folk. about 2' tall humanoids. -5 Hardiness
- +10 Prowness. Natural language ability lets them speak and
- understand ANY language. Love to drink alchol.
- 00 Sysop Special
-
- :Ranks
-
- Ranks are a way to apply ordinary experience points. A rank is bought
- with a particular Spell by a mage, which can increase the effect of the
- spell (as described in the details of the spell in the spell listings).
- Not all Spells allow additional ranks. The advantage of a rank is
- usually increased effect (like MORE damage dice) without increased
- spell energy costs.
-
- :Relationships
-
- Player characters have existed for some period of time before the
- game and MAY have developed some romantic relationships over this time
- that would fall into the characters history. This section is optional.
-
- ROLL RESULT
- ---- ------
- 01-05 Virgin with NO physical relationships or emotional ones
- ever in lifetime up to now.
- 06-15 Platonic emotional relationship in the past that ended
- in sorrow.
- 16-20 Character (IF living with Parent - See Background*)
- was the victim of undesired incest.
- 21-25 Character (If Living with Siblings) had experimental
- sexual involvement with sibling.
- 26-35 Character had sex only once in a casual encounter.
- 36-40 Character had sex only once in a PAID casual encounter
- 41-50 Character had a regular sexual relationship that didn't
- last beyond a year with one individual.
- 51-55 Character had a sexual relationship with a teacher or
- person they were apprenticed to.
- 56-75 Character had a long-term sexual relationship with a
- peer that lasted longer than a year.
- 76-80 Character had a long-term sexual relationship that
- ended due to the death of the partner.
- 81-90 Character has had several regular sexual relationships.
- 91-95 Character has an illegitimate child from a long-term
- relationship (Does not APPLY if character is not heterosexual)
- 96-00 Character has had to resort to selling sexual favors
- in order to survive poverty at one point in life.
-
- :Religions
-
- There are many religions in the universe, some connected with
- deities, some with magic, some with natural forces and others with
- codes of behavior. A religion may utilize magic as part of its
- teachings, but the practice of magic has little to do with religion
- within the terms of the games, save when magic is presented directly
- into a situation by a divinity.
-
- A Player who wishes to run a Priestess/Priest or other clergy should
- be prepared to pay for the benefits of the position. The GM will present
- a collection of ethical beliefs/rules that the character must follow to
- remain in the good graces of the religion and its divinity (if any) and
- had best be prepared to follow them to avoid loss of benefits.
-
- Benefits begin with 15 extra education points, 1 extra Wealth point,
- and if a mage, the ability to recover 1 magic energy points for each
- 8 hours spent on holy ground of the religion involved (which can be also
- compounded with any normal means to recover energy).
-
- Other benefits and restrictions will be mentioned under the specific
- religion in the [RELIGION.#01] file.
-
- :ROUND
-
- A Combat round is 6 seconds of real time activity, there are 10
- rounds to the minute. Combat in real time tends to be fast paced and
- often lasts only a minute or two in many situations before a conclusion
- occurs.
-
- :Shields
-
- SHields allow a character to possibly deflect entirely an incoming
- missile attack. A roll is made vs the character's Prowness and if
- successful then the missile was knocked aside instead of hitting.
- The shield ONLY applies if the character can see the attack coming
- in.
-
- :Specials
-
- The specials table is used in character generation to add more
- individuality to ones character. Some of its entries are special
- abilities, others are simply unique modifiers. A Player Character gets
- one roll on this table at start :
-
- 01-05 Natural Linguist! +3 to Base on ALL language skills.
- 06-10 Subnormal body temperature, 5% improvement to save vs
- cold based attacks/spells, 5% decrease to save vs fire
- and heat based attacks/spells.
- 11-20 Chronic Insomniac (reroll if an elf!) +25% to chance to
- save vs sleep spells and effects.
- 21-30 Fear Competent - unaffected by all fear-based effects.
- 31-40 Book Competent - can learn new skills just by reading!
- 41-45 Excessive Pheromone production. +5 Appearance to members
- of the opposite sex within 15' radius.
- 46-50 Snake Competent. Never attacked by snakes unless trying
- intentionally to do them harm. Able to befriend and
- train them easily.
- 51-60 Perfect Balance - never thrown from riding animals.
- +25 to chance to succeed for Tightrope, Trapeze,
- Tumbling and Tumbling skills.
- 61-70 Naturally invisible to lower forms of Undead (Zombies,
- skeletons, Wraiths, ghouls, Shadows and Spectres).
- 71-75 Natural Musical talent. Gets +10 to base for Singing,
- PLaying Musical Instruments and Dance.
- 76-80 Shock Resistant. Gets only 1/2 damage from all electrical
- attacks and spells.
- 81-85 Natural Immunity to ALL diseases, even magical ones!
- 86-90 Reincarnated by some divine act but has no memory of
- past life. Knows one Ancient Language (GMs Choice)
- fluently!
- 91-95 Mind Shielded! Cannot be charmed, telepathically
- read or conversed with, cannot be teleported against
- own will or feebleminded in any way.
- 96-98 Photographic memory. Able to remember word for word any
- words in a language they can read/write in.
- 99-00 Spirit receptive : can see ghosts, disguised and
- hidden gods, demons, nearby ethereal and astral travelers.
-
- :Spell_Casting
-
- Spell Casting is NOT an instantaneous or simple process. Magic takes
- time to work, requires concentration and effort and isn't done without
- price. A spellcaster can APPEAR to be as fast as a fighter only by
- pre-planning ahead of time.
-
- The easiest means is to cast properly, which means the usage of a
- ritual casting that takes time. A mage in the field doesn't always have
- the time to set up a ritual, and thus spellcasting is risky business on
- some levels. A spellcasting roll of 96-00 always means EXTREME failure
- or what we call KLUTZ* results.
-
- IT takes two full rounds of preparation to cast a spell 'on the fly'
- during which the mage cannot receive damage, exert themselves with more
- physical effort than a walk or perform any other functions. During this
- time a mage is at 1/2 normal prowness for defenses.
-
- So, on one round the player announces to the GM that they are
- 'preping' a spell, and on round two they continue this. On Round three
- the spell goes off.. presuming they haven't been interrupted.
-
- In an emergency a mage MAY attempt to 'Rush' the casting of a spell
- so that it takes less than 3 rounds. For every round they try to reduce
- the casting time by in this way they decrease their casting success
- by 20%. This is why mages often train themselves beyond the 100% level,
- in order to compensate for the speed factor.
-
- :Spell_Defense
-
- Any sentient being gets a defensive modifier when attacked by a spell
- if they are conscious. Their own INTUITION level is subtracted from
- the mage's spell success chance, unless they are willingly submitting
- to the spell's affect.
-
- Certain spells also act as defenses against other spells, and of
- course these may also be connected to a magical device of some sort
- to protect the non-mage.
-
- :Spellcasting_Blind
-
- This is the term used when a mage needs to cast at a target that
- they cannot see line of sight when casting. This may be caused by
- actual blindness, a physical object being between the caster and the
- target (ex: A Wall), the target being invisible etc. The result is the
- spell caster doesn't have an exact form to aim the spell at or even
- an exact direction.
-
- The spellcaster must be able to give some sort of idea of who or
- what they wish to aim the spell at. Be it 'The space directly behind
- this wall on the other side' or 'Whoever it is hiding in that doorway
- in the shadows' or 'The Person who stole my purse' or 'The goblin
- following behind me'.
-
- A blind spell cast reduces the chance of success by 25%. Such a
- cast also will fail if the mage fails to put enough energy in for the
- range the target is actually at. On the other hand, this gives the
- mage the opportunity to succeed that an archer or other fighter can't
- do at all - a balancing of potential with difficulty.
-
- :Spellcast_Ritual
-
- Rituals are used by mages to uplift their mental states to the proper
- level to access their energy sources and memories in the production of
- spells, devices etc. The Ritual differs from mage to mage but usually
- includes the cleaning of a space physically, placing themselves within
- that space, protecting the area psychically and then performing those
- elements needed to prepare themselves, items, and draw forth the results
- sought.
-
- Oftentimes rituals are used to combine energies with several different
- mages within the space in order to cast a more powerful version of a
- known spell or to attempt to create a new spell from their combined
- knowledge and experience. Mages rarely will do this with persons who
- they do not trust entirely - because within a casting space they cannot
- lie unto each other without being caught in such a lie and they cannot
- use combat magics of any type against someone they invited within the
- space. The Space is referred to as a circle.
-
- Spectators may be present at a spellcasting in circle to assist
- the mages in raising energy etc - spectators are usually required to
- chant, hold light sources or perform mundane protection against any
- intrusion on the circle from mundane means. Each spectator adds one
- point to the available pool in spellcasting, even if they are a
- non-mage, merely by their involvement.
-
- A full ritual casting takes an hour, that is 360 combat rounds,
- and raises the chance of successfully casting by 25% plus 1% per
- caster involved and each spectator involved. In many cases this makes
- spells nearly foolproof, except for the potential 96-00 failure.
-
- Many mages choose to experiment with a new spell only by setting
- up a ritual, to increase their success to cast correctly the first
- time they try a new spell or try a new Spell_Stacking idea.
-
- :Spellcast_Tools
-
- One way for a mage to reduce the cost of a spell is to develop tools
- for the practice of magic. These are a little different than the making
- of a magical device. They are not magical themselves in nature, nor will
- they detect as such. What they are are focuses for a mage for magic,
- which assist in the reduction of spell costs by their nature.
-
- Spellcasting tools MUST be made by the mage themself, and must be
- made with great care and effort. Any mage tool takes twice as long to
- make as its regular counterpart and is usually ritually linked with the
- mage. The danger here lies in the items destruction or loss - a mage who
- learns a spell with a tool must realize that without the item they
- cannot cast the spell, and that if the item is destroyed the caster
- permanently loses a percentage point of Intuition. More than one spell
- may be linked by the spellcaster to the item, to reduce the amount of
- baggage the mage must carry.
-
- Using such a tool reduces the casting time of a spell to 2 rounds,
- on one the player announces the intention and on 2 the actual spell is
- released. Additionally the cost of the spell is reduced by half the
- total of its needs (base + Targets + Duration + Range) when actually
- cast. Note that if a mage casting with a tool klutzes the casting roll
- the tool is automatically destroyed!
-
- Tool Examples : Silver Dagger
- Holy Symbol
- Walking Staff
-
- Obviously this is merely an option to the mage and not all mages
- practice magic this way.
-
- :Spell_Hanging
-
- Spell hanging is one way to provide faster spell casting results.
- The mage prepares a few spells for usage later on, by linking the spell
- to a power word of their own making. They LOSE the energy for that
- spell immediately and it is stored in a 'Hanging slot' until the word
- of power is uttered. One Spell per 5 points of Intuition possessed by
- the caster can be 'hung' and a hung spell MUST be used before the slot
- can be reused. Thus it is most probable a mage has at most 4 or 5 such
- spells pre-prepared. A Hung spell can be cast in a single round, as it
- only requires the caster to speak the power word out loud.
-
- A mage cannot tap the energy stored in their hung spells, nor can
- they otherwise access them. They also have to specify range and duration
- and number of targets when the spell is made, leaving no ability to
- modify the spell.
-
- It is suggested that GMs insist that players using the Hung spell
- method keep the details of the spells hung written down with the intent
- of keeping the players honest.
-
- In order to HANG spells the mage must go through a Spellcast_Ritual*.
-
- :Spell_Stacking
-
- This is a spell design variant, where a magic using character
- combines 2 or more spells together to produce a new effect, and in the
- interim reduces the overall cost. Opposite effects cannot be linked
- this way (EX: Fireball & Fire-Extinguish). It is also risky the first
- time it is done, and has an additional 20% failure rate to be cast.
- The advantage is that duration and range costs are only paid ONCE
- instead of for EACH of the spells, thus reducing costs. Also, once such
- a combination has been cast successfully the player can consider the
- innovation a NEW spell for their selection from that point on without
- the penalties.
-
- :Stats
-
- Character Statistics are intended to represent a mathematical value
- for scale purposes in various game events. The higher the value the
- 'better' that the statistic involved.
-
- Statistics are modified by racial results and certain game events.
-
- Beginning Points to divide among Stats = 100 points.
-
- Additional, Rolled Points, are randomly generated by the use of 2d10,
- taken at face value and added together (EX: 3 + 7 = 10 more points to
- distribute as wanted). If doubles are rolled, then the player can
- roll again and add the second roll to the total as well, and continue
- as long as doubles are rolled. It is suggested that stats be
- restricted to a maximum of 25 points each, with the exception of E
- and W.
-
-
- Appearance (A) - A measure of physical beauty & Presence, and
- its ability to influence others.
- Education (E) - This is a measure of training levels acquired
- up to this point in life. Used to buy skills.
- Hardiness (H) - A measure of health and physical strength, this
- also measures how much abuse/wounds can be survived
- Intuition (I) - A measure of linkage to nature and the
- supernatural, including luck and magic.
- Prowness (P) - A measure of coordination & body awareness, it
- includes defensive values in close combat.
- Wealth (W) - A measure of property value, Social standing
- and influence. This affects starting possessions.
-
- The choice of using a limited stat system is done to ease game play,
- reduce paperwork and enhance speed of usage. Characters do not have
- Intelligence or Wisdom definitions, as I feel these must be undefined
- as being part of the concepts and personality of the player that
- brings the character to life under the system.
-
- Statistics are limited to a minimum of 1, for logical reasons, and
- the upper limit is to prevent characters from becoming wildly out of
- balance, especially if using scenarios made for other game systems
- that don't allow stats outside this range even for divinities.
-
- Stats are also used to define the base chance to perform a skill.
- The number of Skill levels in the skill plus the base stat equals
- the percentage roll needed to succeed. This allows a player to do
- simple math instead of consulting lots of charts and graphs.
-
- A character has one skill level per education point in that stat.
- Each skill level equals a 10% capability in the skill. A player may
- invest as many levels as wished in a skill, and thus can start as
- skilled in a way as they wish. Additional skill levels are gained
- after the initial ones through experience.
-
- Remember that a Player character is NOT a 'normal' everyday
- person. They are usually better trained and far wealthier than
- the average person in the society they are in (of course, in the
- societies involved which are mostly Feudal to Renascence in nature,
- 75% of the population live in what we would consider poverty, 5-10%
- (dependent on country and race) are Wealthy and the remaining (15%-20%)
- are in the realm of middle class and its from that percentage that
- player characters are assumed to come from, because only persons
- in that area would be involved in personal adventuring and personal
- free-trade concepts.
-
- :Strength
-
- Other systems utilize STRENGTH as a major Statistic, while this
- system incorporates it into the HARDINESS stats* result, as well as our
- using this to also represent the amount of wound damage a character can
- take. This is out of need to streamline paperwork and increase
- roleplaying features of the game.
- This is also because physical hardiness is not necessarily
- represented by muscle alone - some of it is related to not mass but
- control of that mass, and some of it to ones immune system and
- bone structure.
- A high Hardiness also does not assist greatly in combat - yes,
- a super strong character may occasionally do more damage in hand to
- hand damage, but with most weapons the weapon is an equalizer.
- If a character is involved in hand-to-hand combat then we shall give
- a modifier. A normal Fist blow does 1d10 damage. To this, for every 10
- points of strength possessed by the character add 1 to the damage done.
- A Normal kick does 1d10+2 damage - and this too will get the strength
- add of damage the same way.
- As a measure for lifting weights, figure HARDINESS * 10 as being the
- maximum pounds the character can lift without causing physical harm.
- Figure that for an encumbrance (pack) weight Hardiness * 5 is a fair
- result. Of course, all this is with BEGINNING Hardiness, and does NOT
- apply to Hardiness gained after the character has been in play from
- experience etc.
-
- :Wealth
-
- Character starting wealth is determined by the Wealth Statistic.
- This is used to determine starting funds, and assumes the character has
- been saving funds for some time before play begins. The character starts
- with WEALTH * 10 in Silver Marks, the standard currency used by most of
- the mercantile families. This should then be spent on equipment.
-
- For every 20 points of Wealth a character gets 1 (one) item from the
- treasure tables, to promote early survival.....
-
- :Weapon
-
- Weapons are used to inflict damage (we all knew that right?) The
- system in this case is designed to keep combat damage results simple
- and easy to calculate. Each Weapon has a damage rating that is a
- numerically based on the D10 with modifiers, so that a whole lot of
- extra dice aren't needed during play.
-
- If a CRITICAL_HIT occurs, by rolling 01-05 to Hit, extra damage
- may be inflicted by the weapon beyond the stated and that table should
- be consulted.
-
- Each weapon is considered to need a separate skill investment to
- learn, but certain weapons may be considered similar enough that you
- will receive a partial training consideration when fighting with them
- if you are trained in a like weapon. Ex: A Broadsword and a longsword
- are handled in similar ways, but differed by length weight and balance.
- A person skill trained in broadsword would receive 1/2 that skill in
- using a Longsword if they are NOT trained in a long sword but are
- forced to use one temporarily in a situation.
-
- What classifies as similar is the GM's decision.
-
- WEAPON DAMAGE NOTES
-
- Axe, Battle 2d10+6 -2 Prowness when using
- Ball & Chain 2d10+4 -2 Prowness when using
- Bo Stick 1d10+6 +2 Prowness when using
- Bullwhip 1d10+8 (Disarms opponents on critical
- instead of double dmg if possible)
- Cat-Of-9-Tails 1d10+6
- Claymore 2d10+4 +2 Prowness VS all swords
- Club 1d10+4
- Dagger 1d10+3
- Flail 2d10+2
- Flamberge 2d10+2
- Frying Pan (Tool) 1d10+4
- Halberd 2d10 -4 Prowness when using
- Hammer (weapon) 1d10+8
- Hammer (tool) 1d10+4
- Jo Stick 1d10+5 +2 Prowness when using
- Knife 1d10+2
- Lance 3d10+2 -4 Prowness when used on Foot
- Mace 2d10
- Nunchakus 1d10+6 +2 Prowness when used
- Pick, Military 2d10
- Pick (Tool) 1d10+6 -2 Prowness when used
- Pike 2d10 -4 Prowness when used
- Quarter Staff 1d10+6 +5 Prowness when used (except vs mounted)
- Rapier 1d10+8 +5 Prowness when used (except vs 2 handed
- swords and bastard swords)
- Sabre 2d10 +2 Prowness (except vs 2hand/bastard)
- Scimitar 2d10+1
- Scythe 2d10
- Shovel (tool) 1d10+2
- Spear 1d10+8 +2 Prowness when used on foot
- Sword, Bastard 2d10+2
- Sword, Broad 2d10
- Sword, Long 1d10+8 +2 Prowness when used
- Sword, Short 1d10+6
- Sword, Two-handed 3d10+2
- Trident 2d10
-
-
-