Stats: Humans: 10+d8, add 1 to any stat up to 19. Non-humans: 8+d10 Hit Points: Max at first level, at least ½ of the maximum rollable levels 2-5. Each character starts with 3 general (G) proficiencies to represent the skills they picked up growing up. Each of these will be at -5 to 0 (1d6-6). All characters start with 7 proficiencies and gain one every level not divisible by 3. These may be spent any way the player chooses. Mastery: Fighters: Grand Mastery Thieves: High Mastery Clerics, Bards with Specialization: Mastery Multi-classed: One less level than allowable Any class can get expertise. Mastery: 5th Level High Mastery: 9th Level Grand Mastery: 12th Level (need to beat a current Grand Master) Class Notes: Fighters, Rangers, Thieves and Mages may multi-class Fighter: Fighters are the ass-kickers of Caleran. While sitting around the campfire, Rangers will be off peeing in the woods, Paladins will be praying to their god, and Fighters will be sharpening their sword. To represent this, single class fighters get d12 hit dice and are the only fighter class able to specialize. Paladin: Worship either Klaag or Aetiani Spheres: Klaag: war, combat, healing, protection Aetiani: healing, guardian, divination, protection Ranger: Proficiencies: Survival (choose terrain), Tracking, Animal Handling or Animal Lore, Two Weapon Style, Animal Training Spheres: Sela: animal, plant Tiburon: water, weather, travelers Verdani: plant, charm Ursolas: sun(moon), travelers, air, animal Eberon: animal, combat Donis: plant, time Celias: plant, chaos Priests: There are no "normal" clerics or druids. Each god has one or more priests. XP is as per cleric. Thief: May specialize in one weapon Bards: As jacks of all trades, Bards have several major changes. XP is as per cleric, as is THACO, d8 HD. Thief skills vary according to kit, and all have another ability (mastery, better spell progression...). Better spell progression is as per cleric minus one spell per level (no spell at first level, still). Maximum number of spells/ level is as per normal bard. Note: they will get higher level spell access. True Bard: pick pockets, climb walls, detect noise, read languages Either mastery or better spell progression (choose at character creation) Blade: climb walls, move silently, hide in shadows, detect noise Mastery Charlatan: pick pockets, read languages, detect noise, open locks Better spell progression Gallant: climb walls, read languages, move silently, detect noise Mastery Gypsy: pick pockets, detect noise, climb walls, move silently Minor access to healing, animal and plant priest spheres as mage spells (spellbook) Herald: detect noise, read languages, pick pockets, hide in shadows Mastery or better spell progression Jester: climb walls, pick pockets, read languages, open locks Mastery, martial arts, drunken style Jongleur: climb walls, move silently, hide in shadows, pick pockets Mastery, most often martial arts Loremaster: read languages, detect noise, open locks, find/ remove traps Better spell progression Mesitersinger: detect noise, move silently, hide in shadows, climb walls shape change as druid Riddlemaster: read languages, open locks, find/ remove traps, detect noise Better spell progression Skald: detect noise, climb walls, pick pockets, read languages Mastery Thespian: move silently, read languages, pick pockets, detect noise Mastery Magic Users: There are five known schools of magic, each has several sub-categories which can be specialized in. Each school is based on the theory of magic, where magic comes from. The elemental school believes that magic is derived from nature. Channelers believe that magic is derived from channeling energy forces that are all around us. Dark Channelers believe a similar theory, but they believe that the energy of magic is the life force around all of us and manipulate and wield it for their own nefarious purposes. Due to their insidious nature, dark Channelers are treated as necromancers with regards to dark gifts and curses. Neuromancers believe that magic is nothing more than a manipulation of the mind, changing the way people perceive the world around them. Wild mages believe that magic is everywhere and as mages they are merely conduits for its energy. Needless to say, wild mages are no accepted by the rest of the mages and the College of Wizardry. They are rogues learning whatever spells they find along the way. They are actually treated a bit differently than other mages. Not every mage has to specialize, but every mage needs to choose a school. Spells learned from another school incur a -20% penalty. (ie if an elementalist finds the spell book of a dark channeler, they may learn the knowable spells within, but at a -20% penalty). Universal spells: universal, abjuration, conjuration (minus elemental), enchantment. School Specialties Banned Elemental Fire, Water, Earth, air (+20% total) Necromantic, Dimension, Illusion, Charm (opposing element) Channelers Alteration, Force, Invocation Divination, Charm, Mentalisim, Necromantic Dark Channelers Invocation, Necromantic, Force, Shadow Divination, Charm, Mentalism, Illusion Neuromancers Illusion, Divination, Charm, Mentalism, Some Alteration (You can fly, you are as fast as a cat...) Rest of Alteration, Conjuration, Necromantic, Elemental Wild Wild Magic*
"It’s worse than that Jim, he’s dead."
Characters can and do die. How? Once a character reaches 0 hit points they are unconscious and lose 1 hit point per round until they reach -10. This bleeding can be stopped by any character by spending one round bandaging their wounds. This is not a permanent halt to death, as in 1 turn (10 rounds) the character will die if not healed. One exception to this is the Iron Will proficiency. If a successful check is made, the character with this proficiency can stay standing and fighting until they reach negative constitution in hit points. However, they still lose one hit point per round once they reach zero and once they reach negative constitution, they are dead.
Critical hits and fumbles: On a natural 1 or 20 on a to hit roll something really good or really bad happens: 1 - bad, 20- good. Another d20 is rolled to determine the results. Fumbles: Melee (weapons, fists, etc... any weapon can be dulled, hands dulled will not allow somatic casting): 1- Weapon slammed into ground (or wall...), save vs crushing blow with pluses for magic, minuses for strength or weapon is broken. 2- weapon thrown away 1d10 feet, lose attacks this round, roll 1d8 for direction, if it hits a wall save vs fall or break, also save vs dex@-10 or lose attacks next round. 3- weapon thrown away as above, save vs dex@-5 4- weapon thrown away as above, save vs dex@-2 5- weapon thrown away as above, save vs dex 6- weapon dulled, lose attacks this round, -2 to hit and attack until sharpened or repaired, save vs dex@-5 or lose attacks next round, sharpening or repair takes amount of rounds weapon is used in combat after damage plus 2d4 rounds. 7- weapon dulled, -1 to hit and damage, save vs dex or lose attacks next round. 8- weapon dulled, -2 to hit and damage 9- weapon dulled, -1 to hit and damage 10- lose weapon 3d8 feet away, d8 for direction 11- lose weapon 3d6 feet away, d8 for direction 12- lose weapon 2d10 feet away, d8 for direction 13- lose weapon 1d10 feet away, d8 for direction 14- lose attacks this round, dex check@-10 or lose attacks next round as well 15- lose attacks this round, dex check@-5 or lose attacks next round 16- lose attacks this round, dex check or lose attacks next round 17- lose attacks this round, +4 to reaction next round 18- lose attacks this round, +2 to reaction next round 19- lose attacks this round, dex check or fall, 1d8 for direction, 1d10 feet, 10 minus armor type base ac minus reaction adjustment rounds to get up (eg leather armor with 18 dex: 10-8-2= 0 rounds, get up next round.) 20- lose attacks this round Bow weapons: 1- pc must make strength check, if successful, bow string snaps and bow must make save vs crushing blow or be broken, pluses for magic apply 2- arrow misfires, roll most appropriate die to see whot it hits (minus target), include pc 3- bow is -2 to hit until fixed, fixing time is arrows used+2d4, 2d4 for pc with bowyer/ fletcher 4- bow is -1 to hit, see above for fix time 5- bow is -1 to hit, see above for fix time 6- bow string snaps, will take 1+1d4 round to restring (plus the time to find that extra bow string) 7- bow string snaps, will take 1+1d4 round to restring (plus the time to find that extra bow string) 8- bow string snaps, will take 1+1d4 round to restring (plus the time to find that extra bow string) 9- bow string snaps, will take 1+1d4 round to restring (plus the time to find that extra bow string) 10- bow string snaps, will take 1+1d4 round to restring (plus the time to find that extra bow string) 11- pc drops bow 12- pc drops bow 13- pc drops bow 14- pc drops bow 15- pc drops bow 16- pc drops quiver 17- pc loses attacks this round 18- pc loses attacks this round 19- lose attacks this round, dex check or fall, 1d8 for direction, 1d10 feet, 10 minus armor type base ac minus reaction adjustment rounds to get up (eg leather armor with 18 dex: 10-8-2= 0 rounds, get up next round.) 20- pc loses this arrow Thrown weapons: 1- pc nicks self, take damageX ROF, lose attacks this round 2- pc nicks self, damage as above, lose attacks this round 3- pc nicks self, damage as above, lose attacks this round 4- pc nicks self, damage as above, lose attacks this round 5- pc nicks self, damage as above, lose attacks this round 6- pc nicks self, damage as above, lose attacks this round 7- pc nicks self, damage as above, lose attacks this round 8- pc nicks self, damage as above, lose attacks this round 9- pc nicks self, damage as above, lose attacks this round 10- pc nicks self, damage as above, lose attacks this round 11- pc nicks self, damage as above 12- pc nicks self, damage as above 13- pc nicks self, damage as above 14- pc nicks self, damage as above 15- pc nicks self, damage as above 16- pc loses two attacks this round, hold over to next round if needed (only one round though) 17- pc loses two attacks this round, hold over to next round if needed (only one round though) 18- pc loses one attack this round 19- pc loses one attack this round 20- lose attacks this round, dex check or fall, 1d8 for direction, 1d10 feet, 10 minus armor type base ac minus reaction adjustment rounds to get up (eg leather armor with 18 dex: 10-8-2= 0 rounds, get up next round.) Shield: 1- Attack/ parry misses, knocked off balance, lose all attacks this round, dex save@-8 or fall, 1d8 for direction, 1d10 feet, lose ac bonus of shield 2- Attack/ parry misses, no shield attack/ defense next round, dex check or lose all actions next round 3- Attack/ parry misses, no shield attack/ defense next round, dex check or lose all actions next round 4- Attack/ parry misses, no shield attack/ defense next round, dex check or lose all actions next round 5- Attack/ parry misses, no shield attack/ defense next round, dex check or lose all actions next round 6- Attack/ parry misses, no shield attack/ parry next round, dex check or lose shield defense next round 7- Attack/ parry misses, no shield attack/ parry next round, dex check or lose shield defense next round 8- Attack/ parry misses, no shield attack/ parry next round, dex check or lose shield defense next round 9- Attack/ parry misses, no shield attack/ parry next round, dex check or lose shield defense next round 10- Attack/ parry misses, no shield attack/ parry next round, dex check or lose shield defense next round 11- pc loses shield attack/ parry this round and normal attacks 12- pc loses shield attack/ parry this round and normal attacks 13- pc loses shield attack/ parry this round and normal attacks 14- pc loses shield attack/ parry this round and normal attacks 15- pc loses shield attack/ parry this round and normal attacks 16- add +4 to reaction next round/ attack/ parry misses 17- add +4 to reaction next round/ attack/ parry misses 18- add +4 to reaction next round/ attack/ parry misses 19- add +4 to reaction next round/ attack/ parry misses 20- Opponent grabs shield, opposed strength check to break away, if unsuccessful, all attacks negate shield and are +2 to hit Critical Hits!!! 1-15 double damage 16-18 triple damage 19- roll additional d10, number rolled is modifier, 1-3 becoming 4, if ten rolled, roll again adding to 10... 20- roll 1d20 and consult chart 1-5 opponent takes 1d4+3x damage and loses attacks for 1d4 rounds, attacks made against are at + 6-10 opponent takes 1d4+3x damage and loses mobility for the rest of battle, attacks made against are at +4 11-12 opponent takes 3d6x damage, all sixes rolled again and added... 13- opponent takes 1d4+3X damage, in unconscious 14- opponent’s brain jarred, takes 1d4+3x damage, if spell caster, all spells lost, all opponents lose 2d4 attacks, attacks against are at +4 15- opponent blinded, takes 1d4+3X damage, loses 1d4-1 attacks, all attacks at -4 16- Opponent take to one hp, loses action next round 17- Instant Death 18- Instant Death 19- Instant Death 20- Opponent smashed beyond recognition, no raising of any sort possible
It seems like a good idea at the time, however...
When firing into melee, a roll of 2-5 on the to hit roll is automatically a miss and hits one of the shooter(if any present, if none present, THAC0 resolved as normal). If hit, there is a 1 out of three (1-2 on a d6) chance that the shooter will hit the targeted opponent, otherwise another target will be hit (randomly chosen).
If firing in marching order not in the front rank, any roll of 2-5 automatically hits one of the shooter’s allies, any miss has a 1 in 3 chance of doing the same.
Missile Weapons and Melee... They Just Don’t Mix!