This is an unfinished version of Dungeon Crawler 1.0

I have decided to include this just-for-curiosity's-sake.

It is based mostly on the Ultima series in it's magic system (unfinished)

 

 

 

 

 

Dungeon Crawler

 

 

 

 

 

Race creation, Class creation/template creation: a race or class/template can be made only if it dose not closely replicate an existing race or class/template, or is only used to get around race exclusions such as humans only as priests with healing powers. if you want a non-human to have healing powers you must make them a thurgist.

 

 

 

 

Fighters:

Swordsman

Champion

Swashbuckler

Warrior

Guardsman

Barbarian

Armsman

Soldier

Brawler

Savage

Campaigner

Infantryman

Sailor

Ranger

Hunter

Explorer

Cavalier

Horseman

Knight

Escort

Rider

Archer

Bowman

Mercenary

Squire

Gladiator

Trainer

Executioner

Slayer

 

Priests:

Druid (priest that knows geomancy)

Clergyman

Spiritualist

Blessed

Monk

Paladin

Crusader

Preacher

Missionary

Minister

Evangelist

Chaplain

Cleric

Nurse

Hermit

Friar

Abbot

Adept

Cultist

Justiciar

Protector

Guardian

Scribe

Prophet

Disciple

Medicine Man

Shaman

 

Commoner:

Vagabond

Bard

Performer

Outcast

Renegade

Derelict

Minstrel

Mime

Tracker

Rover

Wanderer

Scout

Pathfinder

Merchant

Peasant

Farmer

Peon

Slave

Vassal

Serf

Bondman

Nomad

Fisherman

Miner

 

Scholar:

Scholar

Instructor

Tutor

Educator

Teacher

Lecturer

Pedagogue

Professor

Methodologist

Physician

Philosopher

Doctor

Student

Pupil

Learned

Rogue Scholar

 

Rogues:

Cutthroat

Ninja

Assassin

Gypsy

Impersonator

Thief

Pirate

Brigand

Pickpocket

Ruffian

Poacher

Stalker

Acrobat

Soothsayer

Magician

Seer

Medium

Head's Man

 

Magi:

Necromancer: Power over death, the dead, banishing the undead, animation, earth, and stone.

Conjurer: Creates physical objects with magic.

Charmer: Gains control over another mind with magic.

Diviner: Gains knowledge or insight with magic.

Theurgist: Healing powers.

Geomancer: Powers over plants and animals.

Evoker: Creates energies and forces with magic.

Transmuter: Changes the properties of objects.

Enchanter: Places magic properties on objects.

Summoner: Summons beasts from other planes.

Sorcerer: Powers over fire.

Tempest: Power over storms, air, water, and lightening.

Diabolist: Arts of summoning, binding, banishing, and controlling of daemons.

Illusionist: Power to cause mass illusions.

 

 

 

 

 

 

 

 

 

Skill slot penalties for having more than one school.

One school: +0

Two schools: +1

Three schools: +2

Four schools: +3

Five schools: +4

 

 

 

 

 

 

Spells are like skills except that they must be studied to retain the knowledge.

 

A spell caster does not memorize spells like in D&D, the caster can have an unlimited number of spells in his book and is only restricted in the number of spells he can have currently in mind (memorized) enough to cast is equal to his mentality score pluss level for each school level the caster knows in spell levels memorized.

Heres how it works: The caster picks a number of spells from all of his to choose from and these spells are the only spells he has to pick from when it comes time to cast spells. The caster must study these spells for five minutes pr. level (for multi-school spells add the levels) of the spells, (five fifth level spells single school would be 25 x 5 min. = 125 minutes. or 2 hours and 5 minutes) three times pr. week if the character fails to study the required number of minutes in the week (the study time can be broken up in to more pieces than three) 1d4 spells pr. hour missed slip from memory and must be replaced like new spells.

To add a spell to the list of those memorized you must remove a spell to make the number memorized equal to the number you are supposed to have, then study the spell for 30 minutes pr. level (multi-school spells add the levels together for study purposes but not allowance purposes.) (this study does not count toward the required study time) then the spell is on the list of those memorized.

You may have any number of spells in a spell book (assuming they fit in the pages allowed) but only a number of levels equal to the mentality pluss the levels of schools known can be available to cast at any one time.

to cast you expend the magic points and fulfill the requirements of the spell.

 

 

 

 

Spells are disrupted if the caster receives damage during the casting of the spell.

Spell Name:

School:

Difficulty:

 

Formula:

Somatics:

Pattern:

Foci:

Reagents:

 

Casting Time:

Duration:

Range:

Cost:

 

Description:

 

 

Summary:

Spell Name: Name of Spell

School: The school or schools required to cast the spell

Difficulty: The rating of how hard the spell is to preform and learn. the character must have a skill level in the appropriate schools equal to or higher than the difficulty of the spell. Also this it the number that the caster must save vs. to cast the spell properly. (the number of dice allowed to save with is the level of skill the caster has in the spell) (the difficulty of the spell may be modified by adverse conditions of the casting, lack of proper components (that's a big one), or lack of proper study.)

 

Formula: The verbal portion of the spell

Somatics: The glyphs or ward traced in the air or on the target.

Pattern: The pattern that the left hand must make (holding foci if required)

Foci: Includes hand held foci and circles etc...

Reagents: Consumable components

 

Casting Time: time required to cast the spell

Duration: length of time the spell effect lasts

Range: a distance in feet or yards or touch

Cost: cost in magic points

 

Description: The who, what, where, when, why, and how of the spell.

 

 

Summary: A condensed version of the description. Just the important stuff like 1d6 dam pr. Lv. or charms , save vs. 15 etc...

Spell Name: Sleep

School: Charm

Difficulty: 1

 

Formula: In Pal San.

Somatics: Wards of sleep and peace.

Pattern: Channel outward.

Foci: None.

Reagents: Dust.

 

Casting Time: 5 Seconds.

Duration: 1 Day or until struck or splashed.

Range: 1 Yard pr. skill Lv.

Cost: 3MP.

 

Description: By means of this spell the caster may put a number of targets to sleep that fail a save vs. WIL. The caster receives a number of "pips" equal to the level of skill in the spell, one for each three levels in the school, one for each five points of DOM, and one pip for each extra 5 MP spent. Each target in range may be allotted one or more pips the target must save vs. WIL once for each pip allotted, any failures indicate that the target is slept. Undead, mind dead, dragons, daemons, and spirits are uneffected by this spell.

 

Summary: Pips:(1 pr. skill lv., 1 pr. 3 lv. school, 1 pr. 5 DOM, 1 pr. 5 extra MP.) save vs. WIL.

 

School:

Necromancy: Power over death, the dead, banishing the undead, animation, earth, and stone.

Conjuration: Creates physical objects with magic.

Charm: Gains control over another mind with magic.

Divination: Gains knowledge or insight with magic.

Theurgy: Healing powers.

Geomancy: Powers over plants and animals.

Evokation: Creates energies and forces with magic.

Transmutation: Changes the properties of objects.

Enchantment: Places magic properties on objects.

Summoning: Summons beasts from other planes.

Sorcery: Powers over fire.

Tempestry: Power over storms, air, water, and lightening.

Diabolism: Arts of summoning, binding, banishing, and controlling of daemons.

Illusion: Power to cause mass illusions. Advantage of illusion is that you can create the illusion that you are casting any spell that can be used by any school. Note: any magi that is of equal or greater level in skill in the school which you are copying is unaffected. and a magi of any type gets a bonus to save equal to the combined skill levels of all his schools and triple the level of the school being copped (if is a lower level), thus it is usually not effective to cast illusionist magic on magi. Also note if the person in question knows for a fact that the person is casting an illusion he may add his will in to the save, but it is difficult to know for a fact unless you are maybe a magi, and know without a doubt that the magi in question is incapable of casting anything other than illusions, or if the player believes it is an illusion and the character rolls a will power save. If the character in question adds his will power to the save and the illusion turns out to be real the character automatically fails the save and is hit with double damage or effect. Spells such as ones that create a real effect that the character is unable to create normally, like casting a flight spell on a troll, for instance the troll if he failed the roll would think he can fly but really can not and unless the troll was expecting the spell to be useful to him, say the illusionist says, "Hey bob we need you to fly over that cliff and see if there are any caves over there." the character would not use the magic because he would know that the caster can withdraw the power at any time, also illusions rarely work on people who know the caster and who have reason not to trust him.

Formula:

Action:(required)

Kal To call or summon.

In To cause or Invoke.

 

Target:(required)

Parm An aria.

Hom To effect oneself.

Pal To place an effect on a person or animal.

Dav To place magic on an inanimate object.

Dam To effect the undead.

Bon Flesh or the living body.

Nam The name of the target, truename only (needed when directing a force to effect someone that is not visible to the caster).

Example: Communication: In Hom Nam Por Pun Wis Rastufan.

(To cause between the caster and the target of this truename allow passage of small knowledge, the truename is Rastufan.)

 

Power:(optional)

Vas Powerful, big, or strong.

Pun Small effect.

 

Orientation:(optional)

Au To remove, to extinguish or to reverse.

Dom To control a force.

Rel Transform, change, or alter.

Por To allow movement, to let past.

Sanct Protection from or Protection by.

 

Effect(s):(at least one is required but more are optional)

Quas Feign, imitate, disguise, false, or deception. (used often in illusion)

Wis Knowledge or communication.

Ylem To give animation.

Xen Creature, golumn, or servant.

Ort To release or unchain a force.

Mana To heal or restore.

Lor To cause visibility, the ability to see.

Hur To support or aid.

Jux Intervention, intervening, or wall.

Sas To fly or to soar.

Fen To release from bonds.

Peh Open or unlock.

Mon To hold immobile.

San To sleep.

Kas To strike with.

 

Agency: (optional)

Corp Death, dead, or corpse.

Flam Flames, fire, or heat.

Des Stone, rock, or earth.

Kas Chaos or uncontrollable.

Grav Electricity or lightening.

Fon Force.

 

Examples:

Sleep: In Pal San.

Fire Bolt: In Kas Ort Flam.

Invisibility: In Hom Au Lor.

Communication: In Hom Nam Por Pun Wis Truename.

Somatic:

Glyphs: Magic characters like English and Japanese characters, representing sounds or syllables.

Wards: Magic characters like Chinese characters, representing whole words or ideas even whole sentences.

 

Glyphs and wards are traced in the air or on a target to direct the magic forces channeled by the pattern.

Note: the positioning of the fingers and wrist are different for each spell and not necessary to formalize in spell listings.

Pattern:

A simple movement of the left hand repeated once or more during casting, similar to sign language, the fingers and wrist are held in a specific position and the arm is moved in a simple one to five motion pattern.

 

A pattern may also be a circle or ward inscribed on the ground, wall, or target as well.

 

 

Channel Inward: Hand is moved from an extended position and placed against the chest.

 

Channel Outward: hand is moved from chest to point at the target.

 

Channel Into: Hand is moved from chest and pressed firmly against target.

 

 

Protection Circle: Types include stationary and imbue. In the spell listen it will be PCS or PCI stationary are inscribed on the floor or wall and imbue types are inscribed on the person or object to be protected.

 

Holding Circle: Also include stationary and imbue types. HCS, HCI. Holding circles trap a beast within the circle or an object the circle is inscribed on.

 

Channeling Circle: Come in stationary and imbue types as well. CCS, CCI. Channeling circles focus the magics on the object or person being effected.

Foci:

Not consumed in the casting, used to focus the magical energies.

Depending on the magic or school one or more foci may be needed for a spell or spells, may be made into rods, wands, necklaces, rings, talismans, etc., may also be clay, wood, etc... decide based on school and type.

 

 

Metals:

Gold Channels healing.

Platinum Channels mental energy.

Silver Power vs. undead.

Copper Channels electricity.

Iron Channels earth forces, such as gravity and magnetism. (binding, holding)

Ivory Channels necromantic power.

Glass Channels evocation.

 

Stone/ Crystal/ Gem:

Clear Quartz Invisibility

Smoky Quartz Illusion

Agate Sleep

Amber Healing

Bloodstone Control weather

Carbuncle See invisible

Diamond Power vs. undead

Hematite Aids in physical spells, fighting

Jacinth Protection from fire

Jet Souls, necromancy

Sunstone Light

Moonstone Change shape, lacynthropy

Onyx Chaos

Ruby Luck

Sapphire Divination

Star Sapphire Protection from magic

Topaz Protection from evil

Black Diamond Death

Blue Quartz Air powers

Obsidian Darkness

Coral Power over sea creatures

Amber protection power over disease

Aquamarine Power over water

Jade Power over nature

Fire Opal Power over fire

Emerald power over creatures

Reagents:

Consumed in casting.

 

Blood (human or animal) Movement/Animation

The essence of life, left from the body, serves as a reminder of mortality.

Bone (human or animal) Summoning/Communication

The source of blood is also, strangely enough, the source of the will, and remembers the life it once embraced.

Blackmoor Power

This is an odd mixture of the element of Earth and the mysterious Black rock.

Brimstone Energy

This is the rock that burns or, more to the point in magic, explodes.

Dead Mans Elbows Permanence

Fallen twigs and sticks from ancient trees.

Dirt Life

The plant grows from the womb of the land, its roots deeply embedded in the safety of the soil.

Dragon Blood Great Energy

So powerful is this creature that the blood burns as if aflame. Precise measurements of this are wise, for too much and the magic will go dangerously awry.

Dragon Bone Great Power

The life force of the dragon is contained within it's bones.

Dragon Scale Great Protection

The dragons scale is the hardest known material, sometimes harder even than diamond.

Dust Sleep/ Weakness

Dust is the grain that erodes away strength.

Executioners Hood Death

This fungus is black in hue, dark in purpose and shaped like the head covering of its namesake.

Quartz Rocks Sight/ Knowledge

This aids a mage in focusing the inner eye within the mind.

Flame Invocation

This is an open flame such as from a candle, torch, camp fire, or lantern.

Obsidian Duration

While seeming to be a fragile, easily broken substance, it endures the heat of the volcano.

Pumice Distance

This rock, cast highest and farthest from the volcano.

Iron Shavings Protection

Irons hard yet versatile nature works in protective Sorcery as no other reagent can.

Rock Strength

Any common rock of small size.

Sulphur Warding

Will repel magical forces.

Serpent Scale Destruction/ Separation

The poison in the mouth of this beast seeps into the flesh and corrupts the scales, giving them the magical ability to act as a destructor of bonds. (spells of death and the knock spell use this reagent)

Sand Time

The sands of time.

Volcanic Ash Flame

The refuse of the volcano has the property of creating the initial spark of Fire.

Wood Preservation/ Binding

Almost ageless, a time-aided tree can be stronger than the hardest rock.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Humans have highest piety stats of all races and thus make excellent priests, as a mater of fact that is just about the only aria humans excel in, so humans make good priests and are the only ones that can be Druids, Monk, Paladins, Crusaders, Justiciars.

 

 

Stats can be increased by experience but no more than five points total.

4d6 place them as you see fit or, In order 6d6 keep highest 4d6.

Celerity CEL Running speed.

Agility AGL The balance and litheness of ones body. (dodge) (save vs. fall damage.)

Dexterity DEX Hand-Eye coordination. (parry) (strike)

Reactions RCT Used to determine initiative. (save vs. traps, pitfalls)

 

Strength STR Physical muscle.

Stamina STM Ability to sustain strenuous activity for long times.

Endurance END Ability to sustain wounds. (save vs. stun) (HP)

Health HTH Ability to recover from wounds. (save vs. poison, disease)

 

Perception PER The five senses. (save vs. ambush)

Intuition INT The six sense. (save vs. surprise)

Potency POT Magic potential. Magic point base.

Domination DOM Inherent resistance of magical forces. (save vs. magic etc..) As well as the inherent ability to control magical forces.

 

Mentality MEN Inherent intelligence. (save vs. illusion)

Education EDU How much formal education you received, if any.

Presence PRS Force of your personality. (such as every one in a noisy bar looking up at you when you walk in.)

Attractiveness ATR Physical beauty.

 

Bravery BRV Bravery will not affect a PC unless it is necessary to save vs. Fear such as magic.

Will Power WIL Sheer determination. (The GM may allow this as a substitution for another stat.)

Luck LUK It's good to be lucky. (The GM may allow this as a substitution for another stat.)

Piety PTY Force of your beliefs. (The GM may allow this as a substitution for another stat.)

 

 

skills are based on the most like stat with a bonus for skill level (which can be increased by experience.)

 

classes have race restrictions and stat restrictions as well as increase and reduce stats depending on the class classes also give skill packages but also allow additional selections based on education stat.

 

races increase and reduce stats but have no attribute requirements.

 

 

 

While firing a missile weapon or casting a spell you can't parry and additionally while casting a spell you don't get your agility bonus.

 

Saves: Pure saves are the kind preferred to be used in this game. (all saves will be listed as pure saves) Pure saves will be preformed on a d30, the object will be to roll less than the stat value. Some saves will have additional modifiers applied to make it harder to succeed such as Save vs. STR -1 to open a locked wooden door, Save vs. STR -5 to open a bared door or a thick wooden door, or Save vs. STR -10 to bend 1 inch bars.

Modified saves can be preformed on a d20 where the target is to get under the stat number with modifiers always ten or greater being applied (such as: Save vs. STR -11 to open a door) so if a pure save calls for no modifier, the modifier of a modified save would be -10, for -5 the modifier would be -15.

 

 

Combat: An attack with a weapon such as a Two-Handed Sword may take up to 10 turns (seconds) to complete this does not represent just the swing but also parrying the opponents attacks as well a positioning and using a shield.

 

 

 

Class: Skill Package, Skills Allowed, Restrictions, requirements, Stat bonuses and requirements.

 

 

 

 

The first listing for a race is for the average type and the sub-races are ones that have substantially different environments.

 

Half-breeds are the races that are genetically compatible with humans, though orcs, elves, and ogres are compatible with humans they are not compatible with each other nor are any other races with any others.

 

Some sages believe that elves were once fairies but fell from grace and humans were descended from them.

 

Orcs and Ogres are generally said to be magically created variants on humans, possibly created by evil, but others believe that ogres are actually humans but changed by nature. another theory is that orcs are compatible with humans just by genetic coincidence.

 

Weapon and Armor Quality: Poor, Low, Average, Good, Fine, Excellent, Master Piece.

 

 

 

 

 

Priests: (Turning the undead, daemons, and evil spirits.)

 

0 successes Failed The creature is not turned.

1 success Held The creature is held at bay and will not enter within ten feet of the cleric.

2 successes Held The creature is held at bay and will not enter within fifteen feet of the cleric.

3 successes Held The creature is held at bay and will not enter within twenty feet of the cleric.

4 successes Turned The creature is turned and will attempt to escape the cleric at best possible speed until the cleric is out of sight. or at least 500 feet.

5 successes Turned The creature is turned and will attempt to escape the cleric at best possible speed until the cleric is out of sight. or at least 1000 feet.

6 successes Turned The creature is turned and will attempt to escape the cleric at best possible speed until the cleric is out of sight. or at least 3000 feet.

7 successes Turned The creature is turned and will attempt to escape the cleric at best possible speed until the cleric is out of sight. or at least 10,000 feet.

8 successes Banished The creature is not only turned but if undead the creatures soul is released, if daemon or spirit, the entity is banned from this plain for 1d4 days.

9 successes Banished Banished for 1d4 months.

10 successes Banished Banished for 1d4 years.

11 successes Destroyed More powerful than banish, the undead or spirit is released, and a daemon will be banned from the plain for all of eternity.

15+ successes Annihilated A daemon is completely destroyed.

 

 

To determine the successes the character gets one d30 pr. 5 piety, and one for each level beyond one. the player divides the dice among the targets in sight and rolls vs. each. The cleric must roll higher than or tie the number listed below, each die may result in only one success or one fail, and any number up to the maximum dice allowed may be allotted to turning one target. A target may only be attempted once per day.

 

Poltergeist 11

Ghoul 12

The Damned 13

Common Skeleton 14

Whight 15

Wraith 16

Shadow 17

Specter 18

Ghost 19

Ghast 20

Mummy 21

Banshee 22

Lesser Malevolent Spirit 23

Skeletal Warrior 24

Greater Malevolent Spirit 25

Shade 26

Fiend 27

Lich 28

Lesser Daemon 29

Greater Daemon 30

 

 

d2

d3

d4

d6

d8

d10

d12

d20

d30 (also (1d3 -1)x10 + 1d10 (zero being ten.) (3-1x10 = 20 + 10 = 30) (1-1x10 = 0 + 1 = 1)

d100 (1d10 for tens and 1d10 for ones)

 

 

 

 

 

 

 

 

Lv. 0 Unskilled -15% -5 points

Lv. 1 Green +0% +0 points

Lv. 2 Amateur +5% +1 points

Lv. 3 Novice +10% +2 points

Lv. 4 Practiced +15% +3 points

Lv. 5 Competent +20% +4 points

Lv. 6 Capable +25% +5 points

Lv. 7 Qualified +30% +6 points

Lv. 8 Skilled +35% +7 points

Lv. 9 Facile +40% +8 points

Lv. 10 Adept +45% +9 points

Lv. 11 Proficient +50% +10 points

Lv. 12 Professional +55% +11 points

Lv. 13 Accomplished +60% +12 points

Lv. 14 Expert +65% +13 points

Lv. 15 Master +70% +14 points

Lv. 16 Mentor +75% +15 points

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

New Hit Chart: 1d100

 

This chart assumes that a melee attack has been successful by a right handed attacker.

for a left handed attacker reverse right and left on the chart. if the attack hits the shield side of the body and the target is using a shield the attack may have to go threw the shield as well as the armor. (buckler: hand and forearm, Medium: hand, forearm, bicep, Large: hand, forearm, bicep, shoulder.)

Note: If a missile weapon is used roll percentile and a d6 if the d100 comes up a location eater right or left, the designation right or left is discarded and the d6 determines the right or left, 1-3 right, 4-6 left. or also a d2 1 right 2 left.

 

 

01 - 04 Head

05 - 06 Neck

07 - 09 Shoulder Right

10 - 16 Shoulder Left

17 - 18 Bicep Right

19 - 26 Bicep Left

27 - 28 Forearm Right

29 - 33 Forearm Left

34 - 34 Hand Right

35 - 36 Hand Left

37 - 50 Chest / Upper Back

51 - 66 Abdomen / Lower Back

67 - 68 Hip Right

69 - 79 Hip Left

80 - 80 Groin / Buttock

81 - 83 Thigh Right

84 - 93 Thigh Left

94 - 95 Shin Right

96 - 98 Shin Left

99 - 99 Foot Right

00 - 00 Foot Left

 

 

 

 

Average heights and notes for the player races of the realm.

 

Races: Male Female Notes:

Dwarf 4'2" 4'0" Standard stout, rock lovers. Powerful, tough, short.

Elf 5'0" 4'9" Standard tree loving, gay forest dancers.

Gnoll 7'2" 6'11" Wolf-man like. Thin and wiry, not powerful but tough.

Gnome 4'0" 3'11" Anti-social, magic-using, cave lovers.

Goblin 3'1" 3'0" They don't look exactly like pigs, but they smell as bad.

Half-Elf 5'6" 5'1" Elf-Human cross breed.

Half-Ogre 7'10" 7'1" Ogre-Human cross breed.

Half-Orc 5'4" 5'0" Orc-Human cross breed.

Hobbit 3'11" 3'8" Little, furry footed, valley dwellers.

Human 5'8" 5'2" Look nicer than Goblins and smell better too.

Kobold 4'4" 4'2" Little dog-men. Small and dirty, fight like caged animals.

Ogre 9"4" 8'6" Huge, ugly, stupid, slow, clumsy, strong, tough, and endurant.

Orc 5'6" 5'0" Ugly, stronger than humans but, not as smart.

 

 

 

 

 

 

 

Alignment: Ones alignment will be Good, Evil, or Unaligned.

Good: You are aligned with the gods and spirits of good and must act accordingly, you must actively fight evil in all it's forms, act righteous, virtuous, honorable, and lawful.

Unaligned: To be unaligned does not necessarily mean that you can't fight injustice and evil or that you can't participate in those things, but rather that you are not officially tied to ether cause, such as a knight is allowed to be unaligned, a crusader is only good. An unaligned character must devise a personality as all other characters but must also devise a set of personality traits (like: Mostly a nice guy, will help those in need when he can but will not actively seek out evil.) and must adhere to them or suffer experience penalties.

Evil: Actively seek to destroy goodness and peace, act immoral, depraved, and diabolic.

 

 

 

 

 

priests can heal without casting magic, and magi can cast healing spells but they are costly.

evil priests can animate dead, cause harm, etc.. opposite of good. but no pacifists.

 

 

Totals equal 18?

 

Skill Costs: Magi?

Common: =

Craftsman: =

Magic: = (special: automatically learn one level of one school.)

Nobility: +2

Physical: +4

Rogue: +2

Scholar: =

Survival: +4

Weaponry: +6

 

Skill Costs: Warrior?

Common: =

Craftsman: =

Magic: +9

Nobility: +2

Physical: =

Rogue: +3

Scholar: +3

Survival: =

Weaponry: = (special: Weapon Specialization and , Champion, Grand Master Status)

 

Skill Costs: Rogue? (special: none but only +15 rather than +18.)

Common: =

Craftsman: +1

Magic: +6

Nobility: +2

Physical: +1

Rogue: =

Scholar: +1

Survival: +3 (rogues are out of their element in the wilderness)

Weaponry: +1

 

Skill Costs: Commoner? (no special except that they are fast learners reproduced by +9 in all but nobility, which is +12 for a total of +21)

Common: =

Craftsman: =

Magic: +4

Nobility: +12

Physical: =

Rogue: +3

Scholar: +1

Survival: =

Weaponry: +1

 

Skill Costs: Scholar? (no special except they receive only +16 than +18)

Common: =

Craftsman: +1

Magic: +3

Nobility: +1

Physical: +1

Rogue: +4

Scholar: =

Survival: +3 (scholars are out of their element in the wilderness)

Weaponry: +3

 

 

Skill Costs: Priest? (special: priests can turn, heal, and a few other abilities I have not decided yet, but get + 26, (pacifist priests can cast no offensive spells that harm (but hold, and sleep are OK) nor allow a creature to be harmed through the use of their spells, nor can they use weapons or fists, and will try to talk the party out of violence(just basically be a pain in the ass) but their spells and powers are double strength and cost 25% less.)

Common: =

Craftsman: =

Magic: +10

Nobility: =

Physical: +1

Rogue: +10

Scholar: =

Survival: +2

Weaponry: = +3

 

 

 

 

 

Experience:

 

Role Playing Bonuses: Given at the end of a session.

25 Good idea.

50 Excellent idea.

100 Critical plan or action that saves lives.

500 Self sacrifice or potential self sacrifice.

50 Avoiding unnecessary violence.

200 Playing in character.

 

On The Spot Bonuses: Given when the action described is preformed.

5 Preforming a skill under pressure.

5 Critical Hit or Roll.

 

Combat Bonuses: Given after a combat.

2 Each HP damage dealt by character to an enemy.

½ Each HP damage caused by a characters aria effect spell.

10 Level 1/4 creatures. *

15 Level 1/2 creatures. *

25 Level 1 creatures. *

50 Level 2 creatures. *

100 Level 3 creatures. *

200 Level 4 creatures. *

300 Level 5 creatures. *

500 Level 6 creatures. *

800 Level 7 creatures. *

1100 Level 8 creatures. *

1500 Level 9 creatures. *

2000 Level 10 creatures. *

3000 Level 11 creatures. *

5000 Level 12 creatures. *

8K Level 13 creatures. *

11K Level 14 creatures. *

14K Level 15 creatures. *

 

Lv. 16=16,000 exp. Lv. 17=17,000 exp. and so on.

 

(*) (Divided evenly among characters that participated in the combat.)

 

 

pacifist priests get extra healing powers.

 

 

 

skill classes:

 

Common:

Animal Husbandry: 1 slot.

Carpentry:

Cooking: 1/2 slot. The skill in preparing tasty food, not just some thing burned over a campfire.

Dancing: 1/2 slot. Ballroom or Folk Dancing..

Farming: 1 slot.

Heraldry: 1 slot.

Fishing: 1 slot.

Food Preserving:

Foraging: Find and identify surface edibles.

Hide: 1 slot. Can not move while hiding, any movement will give you away.

Horsemanship: Riding a horse, as well as doing special combat like stuff.

Hunting: 1 slot. The knowledge of how to find wild animals to eat. Includes also slaughtering the game.

Play Instrument: 1 slot.

Sailing: 1 slot. Skill in catching the wind with sail driven vessels.

Singing: 1 slot.

Slaughter: Knowledge of the processes involved in killing, stripping, and draining of a food animal. A character without slaughter will be able to get meat from an animal but not as much as one with this skill (more wastage) and the hide will be unusable except as small peaces.

Swimming: 1 slot.

Weaver: Weave cloth, carpets and baskets.

 

 

Craftsman:

Armorer: 6 slots. Skilled in creating weapons, the higher the skill the higher the quality weapon or armor.

Black Smith: 3 slots. Skilled in working iron for general applications, also can make hammers, maces, flails, balls and chain, etc... most non sharp weapons but the quality will be lower because the weapon is made from iron not steel. A black smith can work in other metals but he is at a disadvantage, armorers and weapon smiths, specialize in a narrow range of objects, but black smiths can create just about anything out of iron.

Boatwright: Builds boats

Bower / Fletcher: Makes bows, cross bows and Arrows.

Brewing: 1 slot.

Carpentry:

Gem Cutting:

Leatherworker: Makes leather objects.

Masonry:

Mining: 1 slot. The skill in finding and extracting ore.

Potter:

Sewing: 1 slot. Anyone can put a needle and thread to their clothing but only a person with sewing can repair major damage to a garment and make it look good, make new cloths.

Siege Weapons:

Smelter: Smelts ore.

Tanning:

Weapon Smith: 6 slots. Skilled in creating armor, the higher the skill the higher the quality weapon or armor.

Weaver: Weave cloth, carpets and baskets.

 

Magic:

Alchemy: Making potions.

Scribe: Making scrolls and endowing them with power.

 

Nobility:

Falconry: 1 slot.

Heraldry: 1 slot.

Horsemanship: Riding a horse, as well as doing special combat like stuff.

Riding: horsemanship is for horses, riding is for one specific non-horse riding animal.

 

Physical:

Acrobatics: bonus to agility type attributes.

Body Building: 1 slot.

adds to strength and endurance

Brawling: 1 slot.

Horsemanship: Riding a horse, as well as doing special combat like stuff.

Riding: horsemanship is for horses, riding is for one specific non-horse riding animal.

Running: 1 slot. Adds to stamina and running speed.

Swimming: 1 slot.

 

Rogue:

Ambush: 2 slots.

Assassinate: Also known as back stabbing, works similar to targeting.

Camouflage: 1 slot.

Climbing: Unlike mountaineering that allows you to climb mountains this skill is for free climbing, such as stone walls, cliffs, cave walls, etc...

Disarm Traps:

Disguise: 1 slot.

Find Traps:

Forgery:

Gem Cutting:

Hide: 1 slot. Can not move while hiding, any movement will give you away.

Move Silently: Skill at moving around with out making noise. Can not be done in noisy armor.

Palming: Hiding small items on ones body.

Pick Locks:

Pick Pockets:

Sneak: Better than hide, allows you to hide in shadows or other obstructions, while moving slowly, but not silently.

Spot Ambush:

Street Wise: 1 slot. Finding the right connections, not getting mugged, and other survival techniques of the cities.

Tracking: 1 slot. The ability to follow tracks and other signs to find people or animals as well as the skill at not leaving these same tracks and signs.

Targeting: 3 slots. For every level in targeting the character gets a one point bonus for a vital shot and one point to hit, but it takes 1 turn for each pair of bonus points. Like spells the targeting bonus is lost if the character is hit, but unlike spells the player if he sees that his character is about to be hit can release the shot before the character gets the full bonus. Example: A hunter is aiming at a deer the character has a targeting level of 5, the character passes his first and second turn obtaining and setting the arrow in his long bow, spends the three additional turns preparing the shot, at this point the arrow can be loosed and the shot will be at the regular hit probability, but he has turns six through ten and if he wishes next round to aim. Say that the above hunter wishes to aim for five rounds so he will release on turn 10 gaining 5 points to hit and vital. The hunter could have aimed longer but only if he had a better skill level would he have gotten more of a bonus. So the hunter on this action on turns six, seven, eight, nine, and ten he will receive a bonus, but say he sees out of the corner of his eye a orc sneaking up on him the deer is more important because the hunter is hungry and orcs don't taste good and usually get you sick if you eat them. So the hunter knows the orc will be within striking range on the orcs action in turn nine (because the orc uses his action to move) and the hunter wants to get the most out of his shot on the deer but still releasing before the orc attacks, additionally he does not want to tip the orc off that he knows he is there. The hunter releases the arrow on the orcs action on turn nine that's before his action in turn nine as the orc has a higher initiative than he so he doesn't get his bonus for turn nine, that leaves the shot with a +3 to hit and +3 to vital. As the hunter did not use his action on turn nine he can use it for other things such as dropping his bow and pulling his knife (both take 1/2 of an action). The hunter is now ready to do battle with the orc. (too bad for the orc, this guy has a targeting level of five that means he is at least a level three hunter.)

 

Scholar:

Art: 1 slot. Choose medium.

Churgury: 5 slots. Ancient surgeons were called churgeons. To repair major wounds with out magic you must have a churgeon sew you up.

Heraldry: 1 slot.

Fungal Identification: Find and identify underground edibles.

Gem Cutting:

Historian: 1 slot.

Holistic Medicine: 4 slots. Healing through the use of herbs and natural, medicines. A holistic doctor will generally collect his own herbs of purchase them from a merchant for the prices in the equipment lists.

Languages: X slots. Languages are different than other skills in that they have only three skill levels, Broken, Conversational, and Fluent. The Knowledge of speaking the characters native language

is free at Fluent level, but to read and write the language it must be purchased at 1 slot at a level equal to one level below the level of speaking and can be brought equal to the level of speaking for one more slot. Languages other than the native one are one slot to speak pr. level and two slots to read and write. Ancient languages cost four slots pr. level for both speaking and read / wright.

Legend Lore: Choose specific category: Demons, Magic, Religion, Fairies, etc...

Cartography: 1 slot.

The skill in making accurate maps.

Math: 1 slot.

Based on a characters education stat, most can add and subtract two digit numbers and count to one-hundred, but by taking this skill the character can add and subtract in his head and multiply and divide on paper, at competent level he can do algebra, at professional level geometry, master is calculus.

Metallurgy: 2 slots. Skilled in making steel and other alloys, masters can make "excellent" or "perfect" steel as well as other alloys if the materials are available.

Navigation: Land and sea, by map and star.

Siege Weapons:

 

Survival:

Arctic Survival: 1 slot. Survival in very cold climates. (works well with mountaineering)

Desert Survival: 1 slot.

How not to get heat stroke or any of the other maladies of the desert, as well as how to recognize danger signs.

Direction Sense: Recognize north without external guides.

Find Water: 1 slot.

The ability to find a natural spring, oasis, or water table if there is one to be found.

Fishing: 1 slot.

Foraging: Find and identify surface edibles.

Fungal Identification: Find and identify underground edibles.

Hide: 1 slot. Can not move while hiding, any movement will give you away.

Holistic Medicine: 4 slots.

Hunting: 1 slot. The knowledge of how to find wild animals to eat. Includes also slaughtering the game.

Mountaineering: 1 slot.

Skill in climbing mountains and using the equipment also survival methods for high altitudes.

Riding: horsemanship is for horses, riding is for one specific non-horse riding animal.

Spelunking: 1 slot. Survival techniques in the underground environment.

Spot Ambush:

Tracking: 1 slot. The ability to follow tracks and other signs to find people or animals as well as the skill at not leaving these same tracks and signs.

Weather Sense:

Wilderness Survival: No slots. All characters get this skill. (those that grew up in such arias) This can be exchanged for arctic survival, mountaineering, desert survival, and in some cases spelunking depending on where the character grew up but only at the GMs discretion. City characters (those that grew up in a major city and rarely if ever left the city.) can exchange this skill for street wise.

 

Weaponry:

Brawling: 1 slot.

Siege Weapons:

Targeting: 3 slots. For every level in targeting the character gets a one point bonus for a vital shot and one point to hit, but it takes 1 turn for each pair of bonus points. Like spells the targeting bonus is lost if the character is hit, but unlike spells the player if he sees that his character is about to be hit can release the shot before the character gets the full bonus. Example: A hunter is aiming at a deer the character has a targeting level of 5, the character passes his first and second turn obtaining and setting the arrow in his long bow, spends the three additional turns preparing the shot, at this point the arrow can be loosed and the shot will be at the regular hit probability, but he has turns six through ten and if he wishes next round to aim. Say that the above hunter wishes to aim for five rounds so he will release on turn 10 gaining 5 points to hit and vital. The hunter could have aimed longer but only if he had a better skill level would he have gotten more of a bonus. So the hunter on this action on turns six, seven, eight, nine, and ten he will receive a bonus, but say he sees out of the corner of his eye a orc sneaking up on him the deer is more important because the hunter is hungry and orcs don't taste good and usually get you sick if you eat them. So the hunter knows the orc will be within striking range on the orcs action in turn nine (because the orc uses his action to move) and the hunter wants to get the most out of his shot on the deer but still releasing before the orc attacks, additionally he does not want to tip the orc off that he knows he is there. The hunter releases the arrow on the orcs action on turn nine that's before his action in turn nine as the orc has a higher initiative than he so he doesn't get his bonus for turn nine, that leaves the shot with a +3 to hit and +3 to vital. As the hunter did not use his action on turn nine he can use it for other things such as dropping his bow and pulling his knife (both take 1/2 of an action). The hunter is now ready to do battle with the orc. (too bad for the orc, this guy has a targeting level of five that means he is at least a level three hunter.)

Weapon Skills: X slots. To gain a skill level in a whole class of weapons.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Encumbrance:

Coins 1200 Bits are 1enc.

240 Pieces are 1enc.

60 Crowns are 1enc.

15 Sovereign are 1enc.

Each Bar is one enc.

 

Quick total for average mix of coins total the value of all coins in copper pieces then divide by 3600 to get a very rough estimate of the weight, this should be done as a last resort or when only a very rough total is needed, most characters will carry less than 1 enc. in coins and as such each bar a character has should be totaled, and the rest of the coins considerd to be 1 or 2 enc. unless the character is carrying a large amount of coins.

 

 

n Negligible (100 of such items would be 1enc.) (also normal light clothing)

 

0 Small item (an empty bag or pouch, dagger, arrow, light cold weather clothing, etc...) a score of such items would be 1 enc.

 

1 Medium sized item (short sword, short bow, buckler, helm, medium cold weather clothing, etc...) 1 enc. each.

 

2 Large item (long sword, long bow, heavy cross bow, round shield, spear, heavy cold weather clothing.) 2 enc. each.

 

3 Very large item (flamberg, large shield, breast plate, pole arm, arctic clothing.) 3 enc.

 

 

 

 

 

Time

 

6am First Ebb

9am Daytide

12pm Aphiloin

3pm Three Moons

6pm Last Ebb

9pm Eventide

12am Nadir

3am Blood Watch

 

The day is conciderd to start at dawn (or first ebb).

 

Days

 

Sunday Moonday

Monday Guarday

Tuesday Earthday

Wednesday Waterday

Thursday Airday

Friday Fireday

Saturday Blackday

 

 

Months

 

Each month has 28 days (4 weeks).

The year is 48 weeks long (336 days) having 12 months.

 

1st Month Earthmark Spring

2nd Month Ardormark

3rd Month Rainmark

4th Month Sunmark Summer

5th Month Primemark

6th Month Passionmark

7th Month Abatemark Fall

8th Month Stonemark

9th Month Yieldmark

10th Month Freezemark Winter

11th Month Deathmark

12th Month Sullenmark

 

The first day of the year is in the spring.

 

 

 

 

Use "bumping" from heavy ordinance. (moving location struck by one or more places if the hit was exceptional.)

 

 

 

Minataur 10'2" 9'8" Bull-headed. Large, smaller than ogres, but smarter.

 

 

Troll

Trolls are large, lumbering bipedal creatures, standing nearly twice as tall as a man, and nearly half as wide at the shoulders as they are tall. Their skin color ranges from a pale green to an olive or gray, and they wear little in the way of clothing. Trolls move quite slowly, as if they must first decide where to place each foot before taking a step - though anyone who has watched a troll move through a small community, stepping on whatever is underfoot, knows better than to think a troll is careful. Trolls fight poorly, being so slow and bulky. However, their solid strength means certain death for most who are careless enough to be struck. Most trolls use some sort of club, usually pulled from dead vegetation, though even their powerful fists are enough to deliver a tremendous blow. Though trolls rarely wear clothing more than a fur loin cloth or poncho like toga (often Cave Bear which counts as heavy fur armor) their skin is so tough it acts like a layer of heavy hard leather.

 

Ghoul

Ghouls are the animated corpses of the recently dead. Wearing nothing more than the clothing in which they died, they are extremely slow in both thought and action. Ghouls have a bestial desire for human or humanoid flesh, usually devouring a victim while his allies are fleeing for their lives.

 

Skeleton Warrior

The remains of warriors from ages past, though dead, these animated skeletons are extremely agile and strong, often felling a man before he can even strike. They are brainless, yet seem to retain much of the fighting skill they possessed in life. Skeletons attack only with their ancient weapons, which are oft times filthy with disease-ridden decay. As they are already dead and serve only a single function, skeleton warriors attack relentlessly until destroyed. The soul of a skeletal warrior like all undead, is trapped within it's corpse, but unlike the others it's soul is bound to the physical remains. As the soul is "bound" even when it's physical remains are destroyed by a magical weapon or spell the skeleton will rise up and attack again and again. The only way to truly destroy a skeletal warrior is to first dismember it with magic or muscle, then while it is inert cast Grant Peace or successfully Turn the creature. All undead are insane and hate the living (A thousand years of walking the twilight realms will do that to you.) but the skeletal warriors are more so, every time the soul is released by the destruction of the remains, it's soul is yanked back in to the bones forcibly. When entering combat with a skeletal warrior the first thing one will notice is an aura of hatred and overpowering insanity once the warrior has sighted the living it will let out an inhuman howl, screaming incoherently until it is destroyed.

 

Fear: Undead (2), If it is known to be a skeletal warrior (6), The Howl (8 magic).

 

will rise up in 1d6 turns.

 

 

Coinage:

Brass Brass is used to make change for copper (players will not often use this type of coin as it is mostly used by children buying candy (12 pieces of licorice for a brass piece.)

Copper Copper is the metal most often used for payment of normal every day sorts of expenses, from 1 copper bit for an ale, to 5 copper pieces (25 bits) for a new hat.

Silver Silver is used to pay for weapons and armor, (and high class whores aka. princesses)

Gold Horses are listed in silver, but gold is much less bulky than 1500 sp.

Platinum Most people haven't seen a gold piece let alone a platinum anything. Platinum is generally only seen as jewelry for royalty.

 

Brass 1/20

Copper 1

Silver 20

Gold 100

Platinum 500

 

Bits 1/4 of piece (dime size)

Pieces 1 piece (quarter size)

Crowns 5 pieces (old silver dollar size)

Sovereigns 20 pieces (a bit larger and three times as thick as a crown)

Bars 300 pieces (the size of a pack of playing cards or cigarettes but twice as long.)

 

Brass b Bit b bb. Brass Bit

Copper c Piece p pc. Platinum Crown

Silver s Crown c ss. Silver Sovereign

Gold g Sovereign s cp. Copper Piece

Platinum p Bar r gr. Gold Bar

 

 

Think of it this way; 1 copper piece is $1.00, 1 copper bit is $0.25, 1 brass piece is $0.05, 1 brass bit is just more than a penny (1.25 cents). 1 silver piece is a twenty dollar bill, a silver bit being a five, a gold piece being a hundred dollar bill, a gold bit being 25 dollars, platinum piece a five hundred dollar bill, and a bit 125 dollars.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Brass Bit 0.01(1/4)

Brass Piece 0.05

Brass Crown 0.25

Brass Sovereign 1.00

Brass Bar 15.00

 

Copper Bit 0.25

Copper Piece 1.00

Copper Crown 5.00

Copper Sovereign 20.00

Copper Bar 300.00

 

Silver Bit 5.00

Silver Piece 20.00

Silver Crown 100.00

Silver Sovereign 400.00

Silver Bar 6,000.00

 

Gold Bit 25.00

Gold Piece 100.00

Gold Crown 500.00

Gold Sovereign 2,000.00

Gold Bar 30,000.00

 

Platinum Bit 125.00

Platinum Piece 500.00

Platinum Crown 2,500.00

Platinum Sovereign 10,000.00

Platinum Bar 150,000.00

 

 

 

 

 

All the listed types are pre-weighted and minted with identifying marks (even the bars) but "raw" or "bulk" metal may be weighted at a money changer or jeweler and exchanged for coinage of equal value. (at a charge of course, but this is not to say that a merchant may not accept bulk metal as payment, especially if that merchant has a scale to weigh the metal with.)

 

Gems, Furs, Jewelry, Bulk Precious Metal.

Jewelers, Money Changers, Gem Cutters, Etc.. will purchase an item from a character at the below list of percentages, in other words that 1000gp. Diamond you found is only net you 500gp. from a jeweler. But maybe 750gp. to an end buyer, not the full 1000gp. because the buyer may never see you again and the item may be fake, stolen, etc...

 

 

Item No Questions Asked. After Haggling Player Sells to End Buyer

 

Gem 30% 50% 75%

Jewelry 25% 40% 60%

Fur 10% 30% 50%

Bulk Metal 80% 90% 95%

 

Note: A thief selling to the thieves guild may get between 1% and 15% more than the list depending on the characters relations with the guild and the market.