Characters can take Henchmen as additional PCs for the character's player.
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Archer, Berserker, Combat Mage, Rogue, Channeler, Holy Hybrid, Mage, Officer, Warrior |
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***A non-spell-user of the same base career as the Holy Hybrid. |
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At the end of every adventure (the end of a game session unless the characters are caught in a cliff-hanger) each character gets to make at least one learning roll. The number of rolls they can make is based on the amount of time the adventure covered:
In addition, the GM may give out additional chances to learn based on the adventure. These special chances could occur during the game session.
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* 4th point of non-native languages can only be learned by linguists |
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** Additional points of skills can only be learned characters with the appropriate weird talent |
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Languages and skills can be learned. The base chance to learn is (stat roll -3) where stat is the base stat for the skill being learned, or int for 11- skills and languages. If a successful learning roll is made the character gains 1pt of the target skill/language.
Examples: Our heroes flee the goblinoid horde and end up lost in the Great Forest. They spend weeks wandering around before they find a village. At the end of the evening the GM determines that 3 weeks have gone by, so everyone gets 2 learning rolls. In addition, everyone gets a free chance to learn `Survival: Temperate Forest'.
Brad the Barbarian decides Navigation would be a good skill to learn. Not being the sharpest axe in the armory, Brad's int roll is only 12-, so his base chance to learn is 9-. He had at least a week to learn (+1), there was nobody around to teach him (-3), the party was trying really hard to figure out where they were (+2) and this will be his first point of Navigation (+0), so he is 9-. Not surprisingly he rolls a 12 and fails.
With his second learning roll Brad decides to brush up on his Dwarvish. He gets +1 for the week spent, the dwarf in the party begrudgingly agrees to teach him. Brad didn't mention he was trying this during the adventure or do anything special to try and learn, so he doesn't get any effort modifier and this is his 2nd point of Dwarvish (-2). Brad gets lucky and rolls an 8, exactly what he needed.
Brad already has Survival: Temperate Forest, and has no Weird Talents that allow him to buy it up, so he gets no benefit from the free learning opportunity. He does, however, act as a teacher for the rest of the party. Helping his friends makes Brad happy.
Characters start to deteriorate when they reach their racial starting age + 2 * racial age increment. At that point and every age increment thereafter they lose d6-1 (rolled separately) from base Con and Bod, and d4-1 from Str and Dex. When any base stat reached zero due to aging the character dies.
Berserking: This Ego-based skill allows a character to go into or out of a Berserk state. Being berserk has the following effects:
The roll to go into/come out of the Berserk state can be modified. Bonuses listed are for entering berserk state. Bonuses become penalties when trying to exit berserk state:
Traditional enemies vary from race to race. Hobbits: Kobolds, Dwarves: Kobolds, Orcs, Elves: Minotaurs, Jaka: Beastmen, Amazons: Undead, All others: none.
Blather: Characters with this skill can keep NPCs from acting in a non-combat situation by deluging them with a stream of hyperbola, non-sequiturs, etc. Base time for a successful roll is 1 phase, +1 step on the time chart for each pt roll is made by. Requires 3pts of a common language.
Bound: Characters with this skill can get off the ground onto their feet by expending 1" of movement.
Bypass: Character can pass through enemy zone of control if they win a manuevering vs manuevering skill contest. Characters without this skill take a -5 to their skill roll.
Deflect Missile: Characters with this skill can make a `Block' maneuver against thrown weapons and missiles. Character's Blocking OCV = 2+Dex/3+Level-based Ranged OCV modifier. If the character succeeds by 5 or more the missile/weapon may be caught instead of deflected. Character may make multiple deflection attempts, -2 per attempt.
Ground Fighting: Characters with this skill are not at 1/2 DCV while on the ground.
Maneuvering: This skill is used for diving for cover and miscellaneous movement maneuvers.
Rapid (Dis)Mount: Characters with this skill can get on/off riding animals as a 0-phase action.
Second Rank Fighting: With this skill characters can fight with pole arms from behind their allies. In order to use this skill the character (and his allies) must know Formation Fighting, and the character must be using a pole arm. All characters involved must spend 1 full phase forming a `unit' before any 2nd Rank Fighting can take place. Once a unit is formed all characters in it move at 1/2 rate and must move at the same time or the unit is dissolved. Characters in a unit may delay to move with the rest of the unit without losing a 1/2 phase. Characters in second rank have two options: 1) Offensive Stance. With this option the character may attack. The only maneuvers usable are Strike, Jab and Lunge. 2) Defensive Stance. With this option the character provides +3 DCV vs. HTH attacks for one chosen ally. Attackers may ignore this bonus if they take one automatic hit from the character (Strike damage + 2dc, 6- to crit). If the attacker suffers this automatic hit he doesn't have to take another until the character with Second Rank Fighting has another phase. You cannot abort to assume defensive stance.
Weather Prediction: Character can predict weather with 90% accuracy. Base time is 1 hour, plus 1 step on time chart for each pt roll is made by.
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Miss, and you're off balance. Treat last maneuver as a -3 DCV maneuver |
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Jam weapon into ground. Str roll @-3 to dislodge (takes 1/2 phase) |
Nice Throw! Weapon lands 3d6" away in direction of your target |
Arduin lycanthropes are born that way, you can't become one by being bitten (think Cat People not American Werewolf in London). If you are lucky(?) enough to be one, first roll to see what type of lycanthrope character is:
Then record special abilities. Note that some abilities are only gained on the night of full moons
Characters assume `Beast Form' on the night of full moons, from dusk to dawn. While in beast form, the character acts at an animal level. The transformation process leaves the character hungry, so typically the beast form needs to hunt. Lycantrhopes prefer to hunt their own food, but they can be placated with a captive or freshly-killed meat source. Once they have eaten, characters in beast form seek a natural habitat. For most lycanthropes this means the wilderness, but Wererats may seek our sewers or abandoned buildings. Characters in beast-form are quick-tempered and vicious. If they are threatened or impeded in any way they will attack. When dawn comes, character reverts to normal form with no memory of what happened while in beast form.
Characters in beast-form cannot cast spells or pray for blessings (they can still get the post-Death blessings). They will not use weapons, armor or tools of any kind. Any items held/worn during transformation are immediately discarded. They generally cannot use skills, except for those appropriate to animals (Tracking, Climbing. etc.). They cannot use or understand language. They have almost no memory, but they do recognize friends and enemies. They will attack enemies on sight and try not to eat their friends.
Characters in beast-form get the following standard modifications:
Psionics are an inherent ability possessed by some creatures. In most respects it works like magic: characters have an End pool, and each ability costs a set amount of End. The pool recovers fully 1/day. Unless otherwise specified, each psionic power takes 1/2 phase to use. Activating a Psionic power requires concentration, the psionic is at 1/2 DCV while using/starting a power. Psionics are not magic and cannot be detected by `Detect Magic' spells. Any psionic power counts as a mental power for purposes of detecting other mental powers.
First, roll to see how powerful a psionic character is:
The roll abilities. Re-roll duplicates.